ITU

Petalz: Search-based Procedural Content Generation for the Casual Gamer

Research output: Journal Article or Conference Article in JournalJournal articleResearchpeer-review

Standard

Petalz: Search-based Procedural Content Generation for the Casual Gamer. / Risi, S.; Lehman, J.; D'Ambrosio, D.B; Hall, R.; Stanley, K.O.

In: I E E E Transactions on Computational Intelligence and A I in Games, Vol. PP, No. 99, 2015, p. 1-1.

Research output: Journal Article or Conference Article in JournalJournal articleResearchpeer-review

Harvard

APA

Vancouver

Author

Risi, S. ; Lehman, J. ; D'Ambrosio, D.B ; Hall, R. ; Stanley, K.O. / Petalz: Search-based Procedural Content Generation for the Casual Gamer. In: I E E E Transactions on Computational Intelligence and A I in Games. 2015 ; Vol. PP, No. 99. pp. 1-1.

Bibtex

@article{756efe078e174ee3985154ae4d150cc1,
title = "Petalz: Search-based Procedural Content Generation for the Casual Gamer",
abstract = "The impact of game content on the player experience is potentially more critical in casual games than in competitive games because of the diminished role of strategic or tactical diversions. Interestingly, until now procedural content generation (PCG) has nevertheless been investigated almost exclusively in the context of competitive, skills-based gaming. This paper therefore opens a new direction for PCG by placing it at the center of an entirely casual flower-breeding game platform called Petalz. That way, the behavior of players and their reactions to different game mechanics in a casual environment driven by PCG can be investigated. In particular, players in Petalz can (1) trade their discoveries in a global marketplace, (2) respond to an incentive system that awards diversity, and (3) generate real-world threedimensional replicas of their evolved flowers. With over 1,900 registered online users and 38,646 unique evolved flowers, Petalz showcases the potential for PCG to enable these kinds of casual game mechanics, thus paving the way for continued innovation with PCG in casual gaming.",
keywords = "Context, Encoding, Facebook, Games, Printing, Testing, Three-dimensional displays, 3D printing, CPPNs, Collection Mechanics, Procedural Content Generation",
author = "S. Risi and J. Lehman and D.B D'Ambrosio and R. Hall and K.O Stanley",
year = "2015",
doi = "10.1109/TCIAIG.2015.2416206",
language = "English",
volume = "PP",
pages = "1--1",
journal = "I E E E Transactions on Computational Intelligence and A I in Games",
issn = "1943-068X",
publisher = "institute of electrical and electronics engineers (ieee)",
number = "99",

}

RIS

TY - JOUR

T1 - Petalz: Search-based Procedural Content Generation for the Casual Gamer

AU - Risi, S.

AU - Lehman, J.

AU - D'Ambrosio, D.B

AU - Hall, R.

AU - Stanley, K.O

PY - 2015

Y1 - 2015

N2 - The impact of game content on the player experience is potentially more critical in casual games than in competitive games because of the diminished role of strategic or tactical diversions. Interestingly, until now procedural content generation (PCG) has nevertheless been investigated almost exclusively in the context of competitive, skills-based gaming. This paper therefore opens a new direction for PCG by placing it at the center of an entirely casual flower-breeding game platform called Petalz. That way, the behavior of players and their reactions to different game mechanics in a casual environment driven by PCG can be investigated. In particular, players in Petalz can (1) trade their discoveries in a global marketplace, (2) respond to an incentive system that awards diversity, and (3) generate real-world threedimensional replicas of their evolved flowers. With over 1,900 registered online users and 38,646 unique evolved flowers, Petalz showcases the potential for PCG to enable these kinds of casual game mechanics, thus paving the way for continued innovation with PCG in casual gaming.

AB - The impact of game content on the player experience is potentially more critical in casual games than in competitive games because of the diminished role of strategic or tactical diversions. Interestingly, until now procedural content generation (PCG) has nevertheless been investigated almost exclusively in the context of competitive, skills-based gaming. This paper therefore opens a new direction for PCG by placing it at the center of an entirely casual flower-breeding game platform called Petalz. That way, the behavior of players and their reactions to different game mechanics in a casual environment driven by PCG can be investigated. In particular, players in Petalz can (1) trade their discoveries in a global marketplace, (2) respond to an incentive system that awards diversity, and (3) generate real-world threedimensional replicas of their evolved flowers. With over 1,900 registered online users and 38,646 unique evolved flowers, Petalz showcases the potential for PCG to enable these kinds of casual game mechanics, thus paving the way for continued innovation with PCG in casual gaming.

KW - Context

KW - Encoding

KW - Facebook

KW - Games

KW - Printing

KW - Testing

KW - Three-dimensional displays

KW - 3D printing

KW - CPPNs

KW - Collection Mechanics

KW - Procedural Content Generation

U2 - 10.1109/TCIAIG.2015.2416206

DO - 10.1109/TCIAIG.2015.2416206

M3 - Journal article

VL - PP

SP - 1

EP - 1

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

SN - 1943-068X

IS - 99

ER -

ID: 80222056