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FUN PLEdGE 2.0: a FUNny Platformers LEvels GEnerator (Rhythm Based)

Published: 18 September 2017 Publication History

Abstract

Procedural Content Generation is quite diffused in the field of video games design and development, since it can help in relieving designers from the burden of repetitive work, optimizing the development process, increasing re-playability, adapting games to specific audiences, and enabling new games mechanics. Anyway, when applying generative techniques, it is important not to forget that the main target is not optimization, but providing fun and compelling experiences to the player. In the present work, we tackle the issue of creating and testing an automated level editor for platform video games, starting from the work of [22,31]. The tool is aimed at producing levels that are both playable and fun, using as a starting point for the structure of the levels Afro-American musical rhythms. At the same time, it should guarantee maximum freedom to the level designer, and interactively suggest corrections functional to the quality of the player experience.

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  • (2020)Procedural generation of materials for real-time renderingMultimedia Tools and Applications10.1007/s11042-020-09141-9Online publication date: 15-Jul-2020
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cover image ACM Other conferences
CHItaly '17: Proceedings of the 12th Biannual Conference on Italian SIGCHI Chapter
September 2017
216 pages
ISBN:9781450352376
DOI:10.1145/3125571
Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than ACM must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected]

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  • SIGCHI Italy: SIGCHI Italy
  • University of Cagliari: University of Cagliari

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Association for Computing Machinery

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Publication History

Published: 18 September 2017

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Author Tags

  1. User experience design
  2. game design
  3. human factors
  4. procedural generated content
  5. video games

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CHItaly '17

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CHItaly '17 Paper Acceptance Rate 26 of 77 submissions, 34%;
Overall Acceptance Rate 109 of 242 submissions, 45%

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Cited By

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  • (2021)Player behaviour metrics for adjusting content in VR games: the case of fearProceedings of the 14th Biannual Conference of the Italian SIGCHI Chapter10.1145/3464385.3464705(1-6)Online publication date: 11-Jul-2021
  • (2021)DRAGON: diversity regulated adaptive generator onlineMultimedia Tools and Applications10.1007/s11042-021-10620-wOnline publication date: 23-Mar-2021
  • (2020)Procedural generation of materials for real-time renderingMultimedia Tools and Applications10.1007/s11042-020-09141-9Online publication date: 15-Jul-2020
  • (2019)Deep Reinforcement Learning to train agents in a multiplayer First Person Shooter: some preliminary results2019 IEEE Conference on Games (CoG)10.1109/CIG.2019.8848061(1-8)Online publication date: 20-Aug-2019
  • (2019)Evolution of Game Controllers: Toward the Support of Gamers with Physical DisabilitiesComputer-Human Interaction Research and Applications10.1007/978-3-030-32965-5_4(66-89)Online publication date: 20-Oct-2019
  • (2017)Emotions Detection Through the Analysis of Physiological Information During Video Games FruitionGames and Learning Alliance10.1007/978-3-319-71940-5_18(197-207)Online publication date: 30-Nov-2017

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