Toward the Adaptive Generation of Bespoke Game Content

Cameron Browne, Simon Colton, Michael Lee Cook, Jeremy Gow, Robin Baumgarten · 2014

This chapter explores methods for automatically generating bespoke game content, and games themselves, adapted to individual players to improve their playing experience or achieve a desired effect. It identifies three main aspects of the gaming process: generation of new content and rule sets, measurement of this content and the player, and adaptation of the game to change player experience. An overview of the author's recent and ongoing research is presented. The chapter describes an overall methodology for content generation for adaptive games. It provides case studies that demonstrate the author's ideas over a variety of game types, including 3D action games, arcade games, platformers, board games, puzzles, and open-world games. The chapter talks about the lessons learned, difficulties encountered, and huge potential for adaptive game technology to produce next-generation games and stimulate research in computational creativity. Finally, it draws conclusions about prospects for personalized gaming through adaptive game design.

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