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Emotion-Driven Level Generation

  • Julian Togelius
  • Georgios N. Yannakakis
Chapter
Part of the Socio-Affective Computing book series (SAC, volume 4)

Abstract

This chapter examines the relationship between emotions and level generation. Grounded in the experience-driven procedural content generation framework we focus on levels and introduce a taxonomy of approaches for emotion-driven level generation. We then review four characteristic level generators of our earlier work that exemplify each one of the approaches introduced. We conclude the chapter with our vision on the future of emotion-driven level generation.

Keywords

Level Design Player Experience Game Content Game Level Modeling Player 
These keywords were added by machine and not by the authors. This process is experimental and the keywords may be updated as the learning algorithm improves.

Notes

Acknowledgements

The research was supported, in part, by the FP7 Marie Curie CIG project AutoGameDesign (project no: 630665).

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Copyright information

© Springer International Publishing Switzerland 2016

Authors and Affiliations

  1. 1.Department of Computer Science and EngineeringNew York UniversityNew YorkUSA
  2. 2.Institute of Digital GamesUniversity of MaltaMsidaMalta

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