Affective computing
SPADE: an efficient algorithm for mining frequent sequences
Machine Learning
Evolving neural networks through augmenting topologies
Evolutionary Computation
Mining Sequential Patterns: Generalizations and Performance Improvements
EDBT '96 Proceedings of the 5th International Conference on Extending Database Technology: Advances in Database Technology
What makes computer games fun? (abstract only)
CHI '81 Proceedings of the Joint Conference on Easier and More Productive Use of Computer Systems. (Part - II): Human Interface and the User Interface - Volume 1981
Automatic computer game balancing: a reinforcement learning approach
Proceedings of the fourth international joint conference on Autonomous agents and multiagent systems
Player Modeling for Intelligent Difficulty Adjustment
DS '09 Proceedings of the 12th International Conference on Discovery Science
Preference learning for cognitive modeling: a case study on entertainment preferences
IEEE Transactions on Systems, Man, and Cybernetics, Part A: Systems and Humans
Towards affective camera control in games
User Modeling and User-Adapted Interaction
Closing the loop: from affect recognition to empathic interaction
Proceedings of the 3rd international workshop on Affective interaction in natural environments
Action recognition for support of adaptive gameplay: a case study of a first person shooter
International Journal of Computer Games Technology
Experience-Driven Procedural Content Generation
IEEE Transactions on Affective Computing
A game-based corpus for analysing the interplay between game context and player experience
ACII'11 Proceedings of the 4th international conference on Affective computing and intelligent interaction - Volume Part II
Search-based procedural content generation
EvoApplicatons'10 Proceedings of the 2010 international conference on Applications of Evolutionary Computation - Volume Part I
Digging deeper into platform game level design: session size and sequential features
EvoApplications'12 Proceedings of the 2012t European conference on Applications of Evolutionary Computation
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Generating immersive game content is one of the ultimate goals for a game designer. This goal can be achieved by realizing the fact that players' perception of the same game differ according to a number of factors including: players' personality, playing styles, expertise and culture background. While one player might find the game immersive, others may quit playing as a result of encountering a seemingly insoluble problem. One promising avenue towards optimizing the gameplay experience for individual game players is to tailor player experience in real-time via automatic game content generation. Specifying the aspects of the game that have the major influence on the gameplay experience, identifying the relationship between these aspect and each individual experience and defining a mechanism for tailoring the game content according to each individual needs are important steps towards player-driven content generation.