Friday, October 06, 2006

SAB 2006 Workshop on Adaptive Approaches for Optimizing...

...Player Satisfaction in Computer and Physical Games is the rather long title of a workshop I visited in Rome last week. It was organized by Georgios Yannakakis and John Hallam, who wish this to be the first of a series of workshops dealing with how various computational intelligence techniques can be used to make games more entertaining - a most laudable initiative, and a good start to the series. The workshop featured seven academic papers and one invited talk from Hakon Steinö, and of course lots of good discussion over pizza and white russian.

Our paper there had a long title too: Making racing fun through player modeling and track evolution. I must say that I think this is a quite good paper, definitely one of the better I've (co-)written. It deals with how to identify and reproduce a human player's driving behaviour in a racing game, and use thus behavioural model to automatically create tracks that are "fun" for the player.

Of course, how to measure "fun" in a game is a question which is far from settled. But an interesting question, and potentially industrially relevant. The issue of automatically creating content (e.g. racing tracks) for games seems to be quite hot as well - fertile ground for research indeed.

3 comments:

mirko said...

Nice work Julian! I came across your blog while searching for evolved controllers (for cars, copters, etc), and your work seems very interesting both on the theoretical and practical sides. See you!

Togelius said...

Thank you Mirko! Do you perhaps do any work in the area yourself? The link to your Blogger profile doesn't work for me...

webmarketingexperts said...

its a good blog.