Skip to main content

The experience-driven perspective

  • Chapter
  • First Online:
Procedural Content Generation in Games

Abstract

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 player modelling. With a model of the player, we can create algorithms that create content specifically tailored to that player. The experience-driven perspective on procedural content generation provides a framework for content generation based on player modelling; one of the most important ways of doing this is to use a player model in the evaluation function for search-based PCG. This chapter discusses different ways of collecting and encoding data about the player, primarily player experience, and ways of modelling this data. It also gives examples of different ways in which such models can be used.

This is a preview of subscription content, log in via an institution to check access.

Access this chapter

Chapter
USD 29.95
Price excludes VAT (USA)
  • Available as PDF
  • Read on any device
  • Instant download
  • Own it forever
eBook
USD 39.99
Price excludes VAT (USA)
  • Available as PDF
  • Read on any device
  • Instant download
  • Own it forever
Softcover Book
USD 54.99
Price excludes VAT (USA)
  • Compact, lightweight edition
  • Dispatched in 3 to 5 business days
  • Free shipping worldwide - see info
Hardcover Book
USD 69.99
Price excludes VAT (USA)
  • Durable hardcover edition
  • Dispatched in 3 to 5 business days
  • Free shipping worldwide - see info

Tax calculation will be finalised at checkout

Purchases are for personal use only

Institutional subscriptions

Preview

Unable to display preview. Download preview PDF.

Unable to display preview. Download preview PDF.

References

  1. Bänziger, T., Tran, V., Scherer, K.R.: The Geneva Emotion Wheel: A tool for the verbal report of emotional reactions. In: Proceedings of the 2005 Conference of the International Society for Research on Emotion (2005)

    Google Scholar 

  2. Bianchi-Berthouze, N., Isbister, K.: Emotion and body-based games: Overview and opportunities. In: K. Karpouzis, G.N. Yannakakis (eds.) Emotion in Games: Theory and Praxis. Springer (2016)

    Google Scholar 

  3. Calleja, G.: In-Game: From Immersion to Incorporation. MIT Press (2011)

    Google Scholar 

  4. Conati, C.: Probabilistic assessment of user’s emotions in educational games. Applied Artificial Intelligence 16(7-8), 555–575 (2002)

    Google Scholar 

  5. Csikszentmihalyi, M.: Flow: The Psychology of Optimal Experience. Harper & Row (1990)

    Google Scholar 

  6. Drachen, A., Thurau, C., Togelius, J., Yannakakis, G.N., Bauckhage, C.: Game data mining. In: M. Seif El-Nasr, A. Drachen, A. Canossa (eds.) Game Analytics, pp. 205–253. Springer (2013)

    Google Scholar 

  7. Fürnkranz, J., Hüllermeier, E. (eds.): Preference Learning. Springer (2011)

    Google Scholar 

  8. Gratch, J., Marsella, S.: A domain-independent framework for modeling emotion. Cognitive Systems Research 5(4), 269–306 (2004)

    Google Scholar 

  9. Holmgård, C., Yannakakis, G.N., Karstoft, K.I., Andersen, H.S.: Stress detection for PTSD via the StartleMart game. In: Proceedings of the 5th International Conference on Affective Computing and Intelligent Interaction, pp. 523–528 (2013)

    Google Scholar 

  10. Hunicke, R., Chapman, V.: AI for dynamic difficulty adjustment in games. In: Proceedings of the AAAI Workshop on Challenges in Game Artificial Intelligence, pp. 91–96 (2004)

    Google Scholar 

  11. IJsselsteijn,W., de Kort, Y., Poels, K., Jurgelionis, A., Bellotti, F.: Characterising and measuring user experiences in digital games. In: Proceedings of the 2007 Conference on Advances in Computer Entertainment Technology (2007)

    Google Scholar 

  12. Joachims, T.: Optimizing search engines using clickthrough data. In: Proceedings of the 8th International Conference on Knowledge Discovery and Data Mining, pp. 133–142 (2002)

    Google Scholar 

  13. Martínez, H.P., Bengio, Y., Yannakakis, G.N.: Learning deep physiological models of affect. IEEE Computational Intelligence Magazine 8(2), 20–33 (2013)

    Google Scholar 

  14. Martínez, H.P., Garbarino, M., Yannakakis, G.N.: Generic physiological features as predictors of player experience. In: Proceedings of the 4th International Conference on Affective Computing and Intelligent Interaction, pp. 267–276 (2011)

    Google Scholar 

  15. Martínez, H.P., Yannakakis, G.N.: Mining multimodal sequential patterns: A case study on affect detection. In: Proceedings of the 13th International Conference on Multimodal Interfaces, pp. 3–10 (2011)

    Google Scholar 

  16. Martínez, H.P., Yannakakis, G.N., Hallam, J.: Don’t classify ratings of affect; rank them! IEEE Transactions on Affective Computing 5(3), 314–326 (2014)

    Google Scholar 

  17. Metallinou, A., Narayanan, S.: Annotation and processing of continuous emotional attributes: Challenges and opportunities. In: Proceedings of the IEEE Conference on Automatic Face and Gesture Recognition (2013)

    Google Scholar 

  18. Nijholt, A.: BCI for games: A ‘state of the art’ survey. In: Proceedings of the International Conference on Entertainment Computing, pp. 225–228 (2008)

    Google Scholar 

  19. Nintendo: (1985). Super Mario Bros., Nintendo

    Google Scholar 

  20. Ortony, A., Clore, G., Collins, A.: The Cognitive Structure of Emotions. Cambridge University Press (1990)

    Google Scholar 

  21. Persson, M.: Infinite Mario Bros. URL http://www.mojang.com/notch/mario/

  22. Savva, N., Scarinzi, A., Berthouze, N.: Continuous recognition of player’s affective body expression as dynamic quality of aesthetic experience. IEEE Transactions on Computational Intelligence and AI in Games 4(3), 199–212 (2012)

    Google Scholar 

  23. Shaker, N., Asteridadis, S., Karpouzis, K., Yannakakis, G.N.: Fusing visual and behavioral cues for modeling user experience in games. IEEE Transactions on Cybernetics 43(6), 1519–1531 (2013)

    Google Scholar 

  24. Shaker, N., Togelius, J., Yannakakis, G.N.: Towards automatic personalized content generation for platform games. In: Proceedings of the Artificial Intelligence and Interactive Digital Entertainment Conference, pp. 63–68 (2010)

    Google Scholar 

  25. Shaker, N., Yannakakis, G., Togelius, J.: Crowdsourcing the aesthetics of platform games. IEEE Transactions on Computational Intelligence and AI in Games 5(3), 276–290 (2013)

    Google Scholar 

  26. Shaker, N., Yannakakis, G.N., Togelius, J., Nicolau, M., O’Neill, M.: Evolving personalized content for Super Mario Bros using grammatical evolution. In: Proceedings of the Artificial Intelligence and Interactive Digital Entertainment Conference, pp. 75–80 (2012)

    Google Scholar 

  27. Sweetser, P., Wyeth, P.: Gameflow: A model for evaluating player enjoyment in games. ACM Computers in Entertainment 3(3) (2005)

    Google Scholar 

  28. Tognetti, S., Garbarino, M., Bonarini, A., Matteucci, M.: Modeling enjoyment preference from physiological responses in a car racing game. In: Proceedings of the IEEE Symposium on Computational Intelligence and Games, pp. 321–328 (2010)

    Google Scholar 

  29. Yannakakis, G.N.: Preference learning for affective modeling. In: Proceedings of the 3rd International Conference on Affective Computing and Intelligent Interaction (2009)

    Google Scholar 

  30. Yannakakis, G.N., Hallam, J.: Ranking vs. preference: A comparative study of self-reporting. In: Proceedings of the International Conference on Affective Computing and Intelligent Interaction, pp. 437–446 (2011)

    Google Scholar 

  31. Yannakakis, G.N., Martínez, H.P.: Grounding truth via ordinal annotation. In: Proceedings of the 6th International Conference on Affective Computing and Intelligent Interaction, pp. 574–580 (2015)

    Google Scholar 

  32. Yannakakis, G.N., Martínez, H.P.: Ratings are overrated! Frontiers in ICT 2, 13 (2015)

    Google Scholar 

  33. Yannakakis, G.N., Martínez, H.P., Garbarino, M.: Psychophysiology in games. In: K. Karpouzis, G.N. Yannakakis (eds.) Emotion in Games: Theory and Praxis. Springer (2016)

    Google Scholar 

  34. Yannakakis, G.N., Martínez, H.P., Jhala, A.: Towards affective camera control in games. User Modeling and User-Adapted Interaction 20(4), 313–340 (2010)

    Google Scholar 

  35. Yannakakis, G.N., Paiva, A.: Emotion in games. In: R.A. Calvo, S. D’Mello, J. Gratch, A. Kappas (eds.) Handbook of Affective Computing. Oxford University Press (2013)

    Google Scholar 

  36. Yannakakis, G.N., Spronck, P., Loiacono, D., Andre, E.: Player modeling. In: Dagstuhl Seminar on Artificial and Computational Intelligence in Games, pp. 45–59 (2013)

    Google Scholar 

  37. Yannakakis, G.N., Togelius, J.: Experience-driven procedural content generation. IEEE Transactions on Affective Computing 2(3), 147–161 (2011)

    Google Scholar 

Download references

Author information

Authors and Affiliations

Authors

Corresponding author

Correspondence to Noor Shaker .

Rights and permissions

Reprints and permissions

Copyright information

© 2016 Springer International Publishing Switzerland

About this chapter

Cite this chapter

Shaker, N., Togelius, J., Yannakakis, G.N. (2016). The experience-driven perspective. In: Procedural Content Generation in Games. Computational Synthesis and Creative Systems. Springer, Cham. https://doi.org/10.1007/978-3-319-42716-4_10

Download citation

  • DOI: https://doi.org/10.1007/978-3-319-42716-4_10

  • Published:

  • Publisher Name: Springer, Cham

  • Print ISBN: 978-3-319-42714-0

  • Online ISBN: 978-3-319-42716-4

  • eBook Packages: Computer ScienceComputer Science (R0)

Publish with us

Policies and ethics