Personalized Procedural Content Generation to Minimize Frustration and Boredom Based on Ranking Algorithm

Authors

  • Hong Yu Georgia Institute of Technology
  • Tyler Trawick Georgia Institute of Technology

DOI:

https://doi.org/10.1609/aiide.v7i1.12442

Keywords:

Player Modeling, Procedural Content Generation

Abstract

A growing research community is working towards procedurally generating content for computer games and simulation applications with various player modeling techniques. In this paper, we present a two-step procedural content generation framework to minimize players' frustration and/or boredom according to player feedback and gameplay features. In the first step, we dynamically categorize the player styles based on a simple questionnaire beforehand and the gameplay features. In the second step, two player models (frustration and boredom) are built for each player style category. A ranking algorithm is utilized for player modeling to address two problems inherent in player feedback: inconsistency and inaccuracy. Experiment results on a testbed game show that our framework can generate less boring/frustrating levels with very high probabilities.

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Published

2011-10-09

How to Cite

Yu, H., & Trawick, T. (2011). Personalized Procedural Content Generation to Minimize Frustration and Boredom Based on Ranking Algorithm. Proceedings of the AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment, 7(1), 208-213. https://doi.org/10.1609/aiide.v7i1.12442