• 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