DocumentCode
3683516
Title
Human computation for procedural content generation in platform games
Author
Willian M. P. Reis;Levi H. S. Lelis;Ya´akov Kobi Gal
Author_Institution
Departamento de Informá
fYear
2015
Firstpage
99
Lastpage
106
Abstract
One of the major challenges in procedural content generation in computer games is to automatically evaluate whether the generated content has good quality. In this paper we describe a system which uses human computation to evaluate small portions of levels generated by an existing system for the game of Infinite Mario Bros. Several such evaluated portions are then combined into a full level of the game. The composition of the small portions into a full level is done by accounting for the human-annotated information and the mathematical model of tension arcs used in interactive drama and storytelling. We tested our system with human subjects and the results show that our approach is able to generate levels with better visual aesthetics and that are more enjoyable to play than other existing approaches.
Keywords
"Games","Visualization","Computers","Mathematical model","Rhythm","Computational modeling","Generators"
Publisher
ieee
Conference_Titel
Computational Intelligence and Games (CIG), 2015 IEEE Conference on
ISSN
2325-4270
Electronic_ISBN
2325-4289
Type
conf
DOI
10.1109/CIG.2015.7317906
Filename
7317906
Link To Document