Adaptive game level creation through rank-based interactive evolution

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Liapis, A., Martínez, H.P., Togelius, J., Yannakakis, G.N.: Adaptive game level creation through rank-based interactive evolution. In: Proceedings of the IEEE Conference on Computational Intelligence and Games (CIG) (2013)



This paper introduces Rank-based Interactive Evolution (RIE) which is an alternative to interactive evolution driven by computational models of user preferences to generate personalized content. In RIE, the computational models are adapted to the preferences of users which, in turn, are used as fitness functions for the optimization of the generated content. The preference models are built via ranking-based preference learning, while the content is generated via evolutionary search. The proposed method is evaluated on the creation of strategy game maps, and its performance is tested using artificial agents. Results suggest that RIE is both faster and more robust than standard interactive evolution and outperforms other state-of-the-art interactive evolution approaches.

Extended Abstract


author={Liapis, A. and Martinez, H.P. and Togelius, J. and Yannakakis, G.N.},
booktitle={Computational Intelligence in Games (CIG), 2013 IEEE Conference on},
title={Adaptive game level creation through rank-based interactive evolution},
keywords={computer games;evolutionary computation;interactive systems;learning (artificial intelligence);optimisation;search problems;RIE;adaptive game level creation;artificial agents;evolutionary search;generated content;optimization;preference models;rank-based interactive evolution;ranking-based preference learning;strategy game maps;user preferences;Adaptation models;Computational modeling;Games;Sociology;Standards;Statistics;Tiles},
utl={, },

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