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Book
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Chapter
Evaluating content generators
Evaluating your content generator is a very important task, but difficult to do well. Creating a game content generator in general is much easier than creating a good game content generator—but what is a “good...
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Chapter
Introduction
This chapter introduces the field of procedural content generation (PCG), as well as the book. We start by defining key terms, such as game content and procedural generation. We then give examples of games tha...
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Chapter
Constructive generation methods for dungeons and levels
This chapter addresses a specific type of game content, the dungeon, and a number of commonly used methods for generating such content. These methods are all “constructive”, meaning that they run in fixed (usu...
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Chapter
Grammars and L-systems with applications to vegetation and levels
Grammars are fundamental structures in computer science that also have many applications in procedural content generation. This chapter starts by describing a classic type of grammar, the L-system, and its app...
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Chapter
The experience-driven perspective
Ultimately, content is generated for the player. But so far, our algorithms have not taken specific players into account. Creating computational models of a player’s behaviour, preferences, or skills is called...
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Chapter
The search-based approach
Search-based procedural content generation is the use of evolutionary computation and similar methods to generate game content. This chapter gives an overview of this approach to PCG, and lists a number of cor...
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Chapter
Fractals, noise and agents with applications to landscapes
Most games include some form of terrain or landscape (other than a flat floor) and this chapter is about how to effectively create the ground you (or the characters in your game) are standing on. It starts by ...
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Chapter
Mixed-initiative content creation
Algorithms can generate game content, but so can humans. And while PCG algorithms can generate some kinds of game content remarkably well and extremely quickly, some other types (and aspects) of game content a...
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Chapter and Conference Paper
A Procedural Method for Automatic Generation of Spelunky Levels
Spelunky is a game that combines characteristics from 2D platform and rogue-like genres. In this paper, we propose an evolutionary search-based approach for the automatic generation of levels for such games. A...
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Chapter and Conference Paper
A Progressive Approach to Content Generation
PCG approaches are commonly categorised as constructive, generate-and-test or search-based. Each of these approaches has itsdistinctive advantages and drawbacks. In this paper, we propose an approach to Conten...
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Chapter and Conference Paper
A Projection-Based Approach for Real-Time Assessment and Playability Check for Physics-Based Games
This paper introduces an authoring tool for physics-based puzzle games that supports game designers through providing visual feedback about the space of interactions. The underlying algorithm accounts for the ...
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Chapter and Conference Paper
Evolving Random Forest for Preference Learning
This paper introduces a novel approach for pairwise preference learning through a combination of an evolutionary method and random forest. Grammatical evolution is used to describe the structure of the trees i...
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Chapter and Conference Paper
Towards Understanding the Nonverbal Signatures of Engagement in Super Mario Bros
In this paper, we present an approach for predicting users’ level of engagement from nonverbal cues within a game environment. We use a data corpus collected from 28 participants (152 minutes of video recordin...
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Chapter and Conference Paper
Digging Deeper into Platform Game Level Design: Session Size and Sequential Features
A recent trend within computational intelligence and games research is to investigate how to affect video game players’ in-game experience by designing and/or modifying aspects of game content. Analysing the r...
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Chapter
Assessing Believability
We discuss what it means for a non-player character (NPC) to be believable or human-like, and how we can accurately assess believability. We argue that participatory observation, where the human assessing beli...
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Chapter and Conference Paper
A Game-Based Corpus for Analysing the Interplay between Game Context and Player Experience
Recognizing players’ affective state while playing video games has been the focus of many recent research studies. In this paper we describe the process that has been followed to build a corpus based on game e...
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Chapter and Conference Paper
SSML for Arabic Language
This paper introduces SSML for using with Arabic language. SSML is part of a larger set of markup specifications for voice browsers developed through the open processes of the W3C. The essential role of the ma...