TY - JOUR
T1 - Crowd-Sourcing the Aesthetics of Platform Games
AU - Shaker, Noor
AU - Yannakakis, Georgios N.
AU - Togelius, Julian
N1 - Not yet printed. Early access version available:
http://ieeexplore.ieee.org/xpl/articleDetails.jsp?tp=&arnumber=6373713&queryText%3Dcrowd-sourcing+aesthetics
Can be approved as soon as it is published. 11.07.2013 haal
Endnu ikke publiceret i endelig udgave. Flyttes til 2013. 23.8.2013 haal
PY - 2014/9
Y1 - 2014/9
N2 - What are the aesthetics of platform games and what makes a platform level engaging, challenging, and/or frustrating? We attempt to answer such questions through mining a large set of crowdsourced gameplay data of a clone of the classic platform game Super Mario Bros (SMB). The data consist of 40 short game levels that differ along six key level design parameters. Collectively, these levels are played 1560 times over the Internet, and the perceived experience is annotated by experiment participants via self-reported ranking (pairwise preferences). Given the wealth of this crowdsourced data, as all details about players' in-game behavior are logged, the problem becomes one of extracting meaningful numerical features at the appropriate level of abstraction for the construction of generic computational models of player experience and, thereby, game aesthetics. We explore dissimilar types of features, including direct measurements of event and item frequencies, and features constructed through frequent sequence mining, and go through an in-depth analysis of the interrelationship between level content, players' behavioral patterns, and reported experience. Furthermore, the fusion of the extracted features allows us to predict reported player experience with a high accuracy, even from short game segments. In addition to advancing our insight on the factors that contribute to platform game aesthetics, the results are useful for the personalization of game experience via automatic game adaptation.
AB - What are the aesthetics of platform games and what makes a platform level engaging, challenging, and/or frustrating? We attempt to answer such questions through mining a large set of crowdsourced gameplay data of a clone of the classic platform game Super Mario Bros (SMB). The data consist of 40 short game levels that differ along six key level design parameters. Collectively, these levels are played 1560 times over the Internet, and the perceived experience is annotated by experiment participants via self-reported ranking (pairwise preferences). Given the wealth of this crowdsourced data, as all details about players' in-game behavior are logged, the problem becomes one of extracting meaningful numerical features at the appropriate level of abstraction for the construction of generic computational models of player experience and, thereby, game aesthetics. We explore dissimilar types of features, including direct measurements of event and item frequencies, and features constructed through frequent sequence mining, and go through an in-depth analysis of the interrelationship between level content, players' behavioral patterns, and reported experience. Furthermore, the fusion of the extracted features allows us to predict reported player experience with a high accuracy, even from short game segments. In addition to advancing our insight on the factors that contribute to platform game aesthetics, the results are useful for the personalization of game experience via automatic game adaptation.
KW - Computational aesthetics
KW - experience-driven procedural content generation
KW - player experience modeling
KW - Computational aesthetics
KW - experience-driven procedural content generation
KW - player experience modeling
M3 - Journal article
SN - 1943-068X
VL - 5
SP - 276
EP - 290
JO - I E E E Transactions on Computational Intelligence and A I in Games
JF - I E E E Transactions on Computational Intelligence and A I in Games
IS - 3
ER -