Generating Game Levels by Defining Player Experiences

This paper proposes a novel pipeline for generating game levels that elicit predefined emotional experiences from players. Our approach uses evolutionary algorithms alongside data-driven persona agents, predictive emotional models, a PCG parametric level generator, and a newly defined language for the clear and computable definition of player emotional experiences: ExpREx (Experience Regular Expressions). Using these components, we evolve game levels to match the player experience goals specified using the ExpREx language, aiming to create levels that evoke specific emotional experiences for different subsets of players. The efficacy of our method was validated through a user study involving 101 participants, whose continuous annotations of emotional experience were collected and analyzed to assess the congruence between the actual emotional responses elicited and those targeted by our pipeline. We found that 93.73% of the ExpREx goals targeted were also reported by the user study subjects.

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Publication Details

Journal
Proceedings of the AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment
Published
2024-11-15
DOI
https://doi.org/10.1609/aiide.v20i1.31878
Citations
2
Primary Topic
Educational Games and Gamification
Type
article
Field-Weighted Citation Impact
1.58

Funders

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article

Generating Game Levels by Defining Player Experiences

Pedro M. Fernandes, Manuel Lopes, Rui Prada
2 citations
Proceedings of the AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment
Educational Games and Gamification
1.58
article

Generating Game Levels by Defining Player Experiences

Pedro M. Fernandes, Manuel Lopes, Rui Prada
article en
2 citations

Abstract

This paper proposes a novel pipeline for generating game levels that elicit predefined emotional experiences from players. Our approach uses evolutionary algorithms alongside data-driven persona agents, predictive emotional models, a PCG parametric level generator, and a newly defined language for the clear and computable definition of player emotional experiences: ExpREx (Experience Regular Expressions). Using these components, we evolve game levels to match the player experience goals specified using the ExpREx language, aiming to create levels that evoke specific emotional experiences for different subsets of players. The efficacy of our method was validated through a user study involving 101 participants, whose continuous annotations of emotional experience were collected and analyzed to assess the congruence between the actual emotional responses elicited and those targeted by our pipeline. We found that 93.73% of the ExpREx goals targeted were also reported by the user study subjects.

Proceedings of the AAAI Conference on Artificial Intelligence and Interactive Digital EntertainmentVol. 20(1)
Instituto de Engenharia de Sistemas e Computadores Investigação e Desenvolvimento (PT), University of Lisbon (PT)
Fundação para a Ciência e a Tecnologia
Openalex Percentile: Top 14%
Educational Games and Gamification
1.58
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