Prof. Kobi Gal

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Human computation for procedural content generation in platform games

Willian M.P. Reis, Levi H.S. Lelis, Ya'Akov Kobi Gal

One of the major challenges in procedural content generation in computer games is to automatically evaluate whether the generated content has good quality. In this paper we describe a system which uses human computation to evaluate small portions of levels generated by an existing system for the game of Infinite Mario Bros. Several such evaluated portions are then combined into a full level of the game. The composition of the small portions into a full level is done by accounting for the human-Annotated information and the mathematical model of tension arcs used in interactive drama and storytelling. We tested our system with human subjects and the results show that our approach is able to generate levels with better visual aesthetics and that are more enjoyable to play than other existing approaches.

Publication language English
Pages 99-106
Journal IEEE Conference on Computatonal Intelligence and Games, CIG
Publication status Published - 01.01.2015
7317906

ASJC Scopus subject areas

Software
Human-Computer Interaction
Computer Vision and Pattern Recognition
Computer Graphics and Computer-Aided Design
Artificial Intelligence
Access to Document
10.1109/CIG.2015.7317906
Other files and links
Link to publication in Scopus