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Last updated on 2010-11-22Projects > AGameComIn

AGameComIn 

The principal goal of the AGameComIn (Adaptive Game Content using Computational Intelligence) project is to enhance the experience of computer game-players by developing computational intelligence algorithms that learn mappings between game features and player satisfaction, and the use of computational models as evaluation functions for game content such as rules and environments. Stochastic global optimizers such as evolutionary algorithms are then used to search the spaces of game rules and environments to automatically create entertaining game content.

Research Objectives and Goals

The main outcome of the project will be technology that increases the productivity of industrial game development and enables the creation of new types of video games.

Publications
C. Pedersen, J. Togelius and G. N. Yannakakis, "Modeling Player Experience for Content Creation." IEEE Transactions on Computational Intelligence and AI in Games 1(2):121-133, June, 2009. [pdf]

J. Togelius, G. N. Yannakakis K. O. Stanley, and C. Browne, "Search-based Procedural Content Generation," in Proceedings of the EvoStar Conference, LNCS, April 2010, Springer [pdf]

C. Pedersen, J. Togelius, and G. N. Yannakakis, "Optimization of platform game levels for player experience, in Proceedings of Artificial Intelligence and Interactive Digital Entertainment (AIIDE'09), October 2009. AAAI Press. [pdf]

C. Pedersen, J. Togelius, and G. N. Yannakakis, "Modeling Player Experience in Super Mario Bros" in Proceedings of the IEEE Symposium on Computational Intelligence and Games, Milan, September, 2009.  [pdf]

Media coverage
Des jeux vidéo sur mesure, Le Monde 09-12-09

Adaptive games promise high scores for everyone New Scientist, issue 2729, 07 October 2009

Spillertyper DR2 Radio 25-08-09 
 

 

Find this page Online

http://ai.itu.dk/Projects/AGameComIn