AAAI Publications, Seventh Artificial Intelligence and Interactive Digital Entertainment Conference

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Personalized Procedural Content Generation to Minimize Frustration and Boredom Based on Ranking Algorithm
Hong Yu, Tyler Trawick

Last modified: 2011-10-09


A growing research community is working towards procedurally generating content for computer games and simulation applications with various player modeling techniques. In this paper, we present a two-step procedural content generation framework to minimize players' frustration and/or boredom according to player feedback and gameplay features. In the first step, we dynamically categorize the player styles based on a simple questionnaire beforehand and the gameplay features. In the second step, two player models (frustration and boredom) are built for each player style category. A ranking algorithm is utilized for player modeling to address two problems inherent in player feedback: inconsistency and inaccuracy. Experiment results on a testbed game show that our framework can generate less boring/frustrating levels with very high probabilities.


Player Modeling; Procedural Content Generation

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