Towards The Adaptive Generation of Bespoke Game Content

Browne, Cameron; Colton, Simon; Cook, Michael; Gow, Jeremy and Baumgarten, Robin. 2014. Towards The Adaptive Generation of Bespoke Game Content. In: Marios. Angelides and Harry Agius, eds. Handbook of Digital Games. John Wiley & Sons, pp. 3-47. ISBN 9781118796443 [Book Section]

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Abstract or Description

In this chapter, we explore methods for automatically generating game content — and games themselves — adapted to individual players, in order to improve their playing experience or achieve a desired effect. This goes beyond notions of mere replayability, and involves modelling player needs to maximise their enjoyment, involvement and interest in the game being played. We identify three main aspects of this process: Generation of new content and rule sets; Measurement of this content and the player; Adaptation of the game to change player experience. This process forms a feedback loop of constant refinement, as games are continually improved while being played. Framed within this methodology, we present an overview of our recent and ongoing research in this area. This is illustrated by a number of case studies that demonstrate these ideas in action over a variety of game types, including: 3D action games, arcade games, platformers, board games, puzzles and open world games. We draw together some of the lessons learned from these projects to comment on the difficulties, the benefits and the potential for personalised gaming via adaptive game design.

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7 March 2014Published

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22 Mar 2016 09:10

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29 Apr 2020 16:15


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