Generating Game Levels by Defining Player Experiences

Authors

  • Pedro M. Fernandes INESC-ID and Instituto Superior Técnico, Universidade de Lisboa, Portugal
  • Manuel Lopes INESC-ID and Instituto Superior Técnico, Universidade de Lisboa, Portugal
  • Rui Prada INESC-ID and Instituto Superior Técnico, Universidade de Lisboa, Portugal

DOI:

https://doi.org/10.1609/aiide.v20i1.31878

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.

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Published

2024-11-15

How to Cite

Fernandes, P. M., Lopes, M., & Prada, R. (2024). Generating Game Levels by Defining Player Experiences. Proceedings of the AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment, 20(1), 179-188. https://doi.org/10.1609/aiide.v20i1.31878