2021 IEEE Conference on Games (CoG) 2021
DOI: 10.1109/cog52621.2021.9619018
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Fast Game Content Adaptation Through Bayesian-based Player Modelling

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Cited by 10 publications
(3 citation statements)
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“…On the realm of adapting to real, particular players, González-Duque et al [16] present "Fast Bayesian Content Adaption", where Bayesian optimization is used for dynamic difficulty adaption (DDA). Their system works online, and will after each level try to adapt it to the player, based on the time they use to solve the level, to approach a target time.…”
Section: Adaptation To Players and Personasmentioning
confidence: 99%
“…On the realm of adapting to real, particular players, González-Duque et al [16] present "Fast Bayesian Content Adaption", where Bayesian optimization is used for dynamic difficulty adaption (DDA). Their system works online, and will after each level try to adapt it to the player, based on the time they use to solve the level, to approach a target time.…”
Section: Adaptation To Players and Personasmentioning
confidence: 99%
“…Furthermore, the combination of Machine Learning (ML) with PCG has led to the rise of Procedural Content Generation via Machine Learning (PCGML), defined as the generation of game content by models that have been trained on existing game content [101]. PCGML has been used for autonomous content generation [177], content repair [178], mixed-initiative design [164], or content adaptation [179]. The use of user models is essential for the generation of adaptive and tailored content, and when discussed in the context of PCG, usually relates to experience-driven PCG [50].…”
Section: Modeling Players and Designersmentioning
confidence: 99%
“…Content adaptation can take place as players play or use the content online or offline, building models from collected data. For instance, Duque et al adapt and adjust the difficulty of generated content as players play the game using bayesian optimization [179]. Summerville et al model players automatically and implicitly by learning from video traces; generating levels that correspond to the latent player models [180].…”
Section: Modeling Players and Designersmentioning
confidence: 99%