Emotion-driven level generation

This chapter examines the relationship between emotions and level generation. Grounded in the experience-driven procedural content generation framework we focus on levels and introduce a taxonomy of approaches for emotion-driven level generation. We then review four characteristic level generators of our earlier work that exemplify each one of the approaches introduced. We conclude the chapter with our vision on the future of emotion-driven level generation.

[1]  Julian Togelius,et al.  Evolving personas for player decision modeling , 2014, 2014 IEEE Conference on Computational Intelligence and Games.

[2]  Andrew Stern,et al.  Procedural Authorship: A Case-Study Of the Interactive Drama Façade , 2005 .

[3]  Antonio Damasio,et al.  The somatic marker hypothesis: A neural theory of economic decision , 2005, Games Econ. Behav..

[4]  Julian Togelius,et al.  Modeling Player Experience for Content Creation , 2010, IEEE Transactions on Computational Intelligence and AI in Games.

[5]  Julian Togelius,et al.  Modeling player experience in Super Mario Bros , 2009, 2009 IEEE Symposium on Computational Intelligence and Games.

[6]  Georgios N. Yannakakis,et al.  TOWARDS OPTIMIZING ENTERTAINMENT IN COMPUTER GAMES , 2007, Appl. Artif. Intell..

[7]  Cristina Conati,et al.  Probabilistic assessment of user's emotions in educational games , 2002, Appl. Artif. Intell..

[8]  Antonios Liapis,et al.  Targeting Horror via Level and Soundscape Generation , 2015, AIIDE.

[9]  Stacy Marsella,et al.  Evaluating a Computational Model of Emotion , 2005, Autonomous Agents and Multi-Agent Systems.

[10]  Julian Togelius,et al.  Designer Modeling for Personalized Game Content Creation Tools , 2021, Proceedings of the AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment.

[11]  Kostas Karpouzis,et al.  Fusing Visual and Behavioral Cues for Modeling User Experience in Games , 2013, IEEE Transactions on Cybernetics.

[12]  Julian Togelius,et al.  Procedural Personas as Critics for Dungeon Generation , 2015, EvoApplications.

[13]  Julian Togelius,et al.  Towards Automatic Personalized Content Generation for Platform Games , 2010, AIIDE.

[14]  Georgios N. Yannakakis,et al.  Real-Time Game Adaptation for Optimizing Player Satisfaction , 2009, IEEE Transactions on Computational Intelligence and AI in Games.

[15]  Antonios Liapis,et al.  Sonancia : sonification of procedurally generated game levels , 2015 .

[16]  Julian Togelius,et al.  Experience-Driven Procedural Content Generation , 2011, IEEE Transactions on Affective Computing.

[17]  Julian Togelius,et al.  Sentient Sketchbook: Computer-aided game level authoring , 2013, FDG.

[18]  Julian Togelius,et al.  Crowdsourcing the Aesthetics of Platform Games , 2013, IEEE Transactions on Computational Intelligence and AI in Games.

[19]  Julian Togelius,et al.  Personas versus Clones for Player Decision Modeling , 2014, ICEC.

[20]  Ana Paiva,et al.  Emotion in Games , 2011, ACII.

[21]  Julian Togelius,et al.  Designer modeling for Sentient Sketchbook , 2014, 2014 IEEE Conference on Computational Intelligence and Games.

[22]  Julian Togelius,et al.  Search-Based Procedural Content Generation: A Taxonomy and Survey , 2011, IEEE Transactions on Computational Intelligence and AI in Games.

[23]  Julian Togelius,et al.  Computational Game Creativity , 2014, ICCC.