2016 IEEE Conference on Computational Intelligence and Games (CIG) 2016
DOI: 10.1109/cig.2016.7860435
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Personalised track design in car racing games

Abstract: Abstract-Real-time adaptation of computer games' content to the users' skills and abilities can enhance the player's engagement and immersion. Understanding of the user's potential while playing is of high importance in order to allow the successful procedural generation of user-tailored content. We investigate how player models can be created in car racing games. Our user model uses a combination of data from unobtrusive sensors, while the user is playing a car racing simulator. It extracts features through m… Show more

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Cited by 8 publications
(3 citation statements)
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“…Procedural Generation (PG) or Procedural Content Generation (PCG) are first adopted in video game industry [13]. It refers to the practice of utilizing algorithms to automatically generate game content including levels, maps, racing tracks, etc [23], [24], [25]. Many machine learning concepts like data augmentation [26], [27], domain randomization [28], [29] and Generative Adversarial Network [30] have been proposed to help design PG algorithms, making the game playable and alleviating the burden of game designers.…”
Section: Related Workmentioning
confidence: 99%
“…Procedural Generation (PG) or Procedural Content Generation (PCG) are first adopted in video game industry [13]. It refers to the practice of utilizing algorithms to automatically generate game content including levels, maps, racing tracks, etc [23], [24], [25]. Many machine learning concepts like data augmentation [26], [27], domain randomization [28], [29] and Generative Adversarial Network [30] have been proposed to help design PG algorithms, making the game playable and alleviating the burden of game designers.…”
Section: Related Workmentioning
confidence: 99%
“…Multiple level generation focused contents tend to alter the map creation process in form of either a platform where the player plays the game such as mazes [57], [58], cave systems [59], or tracks of traversable areas [50], [60], [61]. Another result also shows map generation focused on games that involve procedurally generated dungeon mechanism [62]- [64] which makes an elaborate level multi-level playable area based on a particular game genre/mechanics.…”
Section: Focused Contentmentioning
confidence: 99%
“…Using the constraints and spatial knowledge, the engine creates a scene template. Then the objects are optimally placed [8].…”
Section: Related Workmentioning
confidence: 99%