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
A Theory of Fun for Game Design
A Theory of Fun for Game Design
A framework for analysis of 2D platformer levels
Sandbox '08 Proceedings of the 2008 ACM SIGGRAPH symposium on Video games
Entertainment modeling through physiology in physical play
International Journal of Human-Computer Studies
Modeling player experience in super mario bros
CIG'09 Proceedings of the 5th international conference on Computational Intelligence and Games
CIG'09 Proceedings of the 5th international conference on Computational Intelligence and Games
Preference learning for cognitive modeling: a case study on entertainment preferences
IEEE Transactions on Systems, Man, and Cybernetics, Part A: Systems and Humans
Towards multiobjective procedural map generation
Proceedings of the 2010 Workshop on Procedural Content Generation in Games
Polymorph: dynamic difficulty adjustment through level generation
Proceedings of the 2010 Workshop on Procedural Content Generation in Games
Proceedings of the Fifth International Conference on the Foundations of Digital Games
Tanagra: a mixed-initiative level design tool
Proceedings of the Fifth International Conference on the Foundations of Digital Games
Action recognition for support of adaptive gameplay: a case study of a first person shooter
International Journal of Computer Games Technology
Interactive evolution for the procedural generation of tracks in a high-end racing game
Proceedings of the 13th annual conference on Genetic and evolutionary computation
Evolving interesting maps for a first person shooter
EvoApplications'11 Proceedings of the 2011 international conference on Applications of evolutionary computation - Volume Part I
Evolving behaviour trees for the Mario AI competition using grammatical evolution
EvoApplications'11 Proceedings of the 2011 international conference on Applications of evolutionary computation - Volume Part I
Experience-Driven Procedural Content Generation
IEEE Transactions on Affective Computing
Towards player-driven procedural content generation
Proceedings of the 9th conference on Computing Frontiers
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A recent trend within computational intelligence and games research is to investigate how to affect video game players' in-game experience by designing and/or modifying aspects of game content. Analysing the relationship between game content, player behaviour and self-reported affective states constitutes an important step towards understanding game experience and constructing effective game adaptation mechanisms. This papers reports on further refinement of a method to understand this relationship by analysing data collected from players, building models that predict player experience and analysing what features of game and player data predict player affect best. We analyse data from players playing 780 pairs of short game sessions of the platform game Super Mario Bros, investigate the impact of the session size and what part of the level that has the major affect on player experience. Several types of features are explored, including item frequencies and patterns extracted through frequent sequence mining.