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1.
Evol Comput ; 23(1): 101-29, 2015.
Artigo em Inglês | MEDLINE | ID: mdl-24605847

RESUMO

Novelty search is a recent algorithm geared toward exploring search spaces without regard to objectives. When the presence of constraints divides a search space into feasible space and infeasible space, interesting implications arise regarding how novelty search explores such spaces. This paper elaborates on the problem of constrained novelty search and proposes two novelty search algorithms which search within both the feasible and the infeasible space. Inspired by the FI-2pop genetic algorithm, both algorithms maintain and evolve two separate populations, one with feasible and one with infeasible individuals, while each population can use its own selection method. The proposed algorithms are applied to the problem of generating diverse but playable game levels, which is representative of the larger problem of procedural game content generation. Results show that the two-population constrained novelty search methods can create, under certain conditions, larger and more diverse sets of feasible game levels than current methods of novelty search, whether constrained or unconstrained. However, the best algorithm is contingent on the particularities of the search space and the genetic operators used. Additionally, the proposed enhancement of offspring boosting is shown to enhance performance in all cases of two-population novelty search.


Assuntos
Algoritmos , Modelos Teóricos , Ferramenta de Busca/métodos , Jogos de Vídeo , Simulação por Computador
2.
IEEE Trans Cybern ; 43(6): 1519-31, 2013 Dec.
Artigo em Inglês | MEDLINE | ID: mdl-24273140

RESUMO

Estimating affective and cognitive states in conditions of rich human-computer interaction, such as in games, is a field of growing academic and commercial interest. Entertainment and serious games can benefit from recent advances in the field as, having access to predictors of the current state of the player (or learner) can provide useful information for feeding adaptation mechanisms that aim to maximize engagement or learning effects. In this paper, we introduce a large data corpus derived from 58 participants that play the popular Super Mario Bros platform game and attempt to create accurate models of player experience for this game genre. Within the view of the current research, features extracted both from player gameplay behavior and game levels, and player visual characteristics have been used as potential indicators of reported affect expressed as pairwise preferences between different game sessions. Using neuroevolutionary preference learning and automatic feature selection, highly accurate models of reported engagement, frustration, and challenge are constructed (model accuracies reach 91%, 92%, and 88% for engagement, frustration, and challenge, respectively). As a step further, the derived player experience models can be used to personalize the game level to desired levels of engagement, frustration, and challenge as game content is mapped to player experience through the behavioral and expressivity patterns of each player.


Assuntos
Biorretroalimentação Psicológica/fisiologia , Comportamento Competitivo/fisiologia , Sinais (Psicologia) , Teoria dos Jogos , Modelos Biológicos , Jogos de Vídeo , Percepção Visual/fisiologia , Adulto , Afeto/fisiologia , Simulação por Computador , Feminino , Frustração , Humanos , Aprendizagem/fisiologia , Masculino , Pessoa de Meia-Idade , Adulto Jovem
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