DocumentCode
1756718
Title
Learning-Based Procedural Content Generation
Author
Roberts, Jonathan ; Ke Chen
Author_Institution
Sch. of Comput. Sci., Univ. of Manchester, Manchester, UK
Volume
7
Issue
1
fYear
2015
fDate
42064
Firstpage
88
Lastpage
101
Abstract
Procedural content generation (PCG) has recently become one of the hottest topics in computational intelligence and AI game research. While some substantial progress has been made in this area, there are still several challenges ranging from content evaluation to personalized content generation. In this paper, we present a novel PCG framework based on machine learning, named learning-based procedure content generation (LBPCG), to tackle a number of challenging problems. By exploring and exploiting information gained in game development and public player test, our framework can generate robust content adaptable to end-user or target players on-line with minimal interruption to their gameplay experience. As the data-driven methodology is emphasized in our framework, we develop learning-based enabling techniques to implement the various models required in our framework. For a proof of concept, we have developed a prototype based on the classic open source first-person shooter game, Quake. Simulation results suggest that our framework is promising in generating quality content.
Keywords
computer games; learning (artificial intelligence); user interfaces; AI game research; LBPCG; PCG framework; Quake; computational intelligence; content evaluation; data-driven methodology; end user; first-person shooter game; game development; gameplay experience; learning-based enabling techniques; learning-based procedural content generation; machine learning; personalized content generation; public player test; robust content adaptable; Adaptation models; Artificial intelligence; Computational intelligence; Computational modeling; Games; IP networks; Vectors; Content categorization; Quake; first person shooter; machine learning; on-line adaptation; player categorization; procedural content generation; public experience modeling;
fLanguage
English
Journal_Title
Computational Intelligence and AI in Games, IEEE Transactions on
Publisher
ieee
ISSN
1943-068X
Type
jour
DOI
10.1109/TCIAIG.2014.2335273
Filename
6853332
Link To Document