Virtual Reality based 3D Mario-style Game Using Procedural Content Generation and Reinforcement Learning

The rapid growth of machine learning has created new potential for improving the gaming experience, particularly in virtual reality (VR) situations. This study addresses the difficulty of developing dynamic, engaging virtual reality games by integrating procedural content generation (PCG) and reinforcement learning (RL). The motivation originates from the desire to create adaptive gaming systems that respond to individual player behaviour, improving immersion and variability in games. The major goal is to look into how PCG can be used to automate the production of game elements, as well as how RL, notably Q-learning, may be used to alter game mechanics in real time in response to player interactions. The primary contribution of this work lies in integrating these advanced techniques inside a VR framework and evaluating their influence on the gamer.

Authors

Publication Details

Published
2024-11-28
DOI
https://doi.org/10.1109/icaiccit64383.2024.10912120
Primary Topic
Educational Games and Gamification
Type
article
Field-Weighted Citation Impact
0.00
Controls
|||
ALL TIME
JAN
FEB
MAR
APR
MAY
JUN
JUL
AUG
SEP
OCT
article

Virtual Reality based 3D Mario-style Game Using Procedural Content Generation and Reinforcement Learning

Premanand Ghadekar, Shravani Phadol, Saloni Khedekar, Prerna Divekar et al.
Educational Games and Gamification
article

Virtual Reality based 3D Mario-style Game Using Procedural Content Generation and Reinforcement Learning

Premanand Ghadekar, Shravani Phadol, Saloni Khedekar, Prerna Divekar, Rahul Dound, Shubhechhha Mehere
article en

Abstract

The rapid growth of machine learning has created new potential for improving the gaming experience, particularly in virtual reality (VR) situations. This study addresses the difficulty of developing dynamic, engaging virtual reality games by integrating procedural content generation (PCG) and reinforcement learning (RL). The motivation originates from the desire to create adaptive gaming systems that respond to individual player behaviour, improving immersion and variability in games. The major goal is to look into how PCG can be used to automate the production of game elements, as well as how RL, notably Q-learning, may be used to alter game mechanics in real time in response to player interactions. The primary contribution of this work lies in integrating these advanced techniques inside a VR framework and evaluating their influence on the gamer.

Openalex Percentile: Top 65%
Educational Games and Gamification
AI Navigator

Ask Laika to Summarize, Analyze, and Connect papers live on the map.

Summarize Papers & Methodologies

Extract key findings, datasets, and comparative methods across publications.

Benchmark Rankings & Visual Analytics

Rank top research institutions, authors, funders, topics, and journals by Field-Weighted Citation Impact (FWCI) and paper volume with instant charts.

Connect Distant Disciplines

Bridge topological clusters on the map to find hidden collaborative intersections.