Learning Constructive Primitives for Real-time Dynamic Difficulty Adjustment in Super Mario Bros

Article English OPEN
Shi, Peizhi; Chen, Ke;
(2017)
  • Identifiers: doi: 10.1109/TCIAIG.2017.2740210
  • Subject: Adaptation models | Electron tubes | Games | Generators | Procedural content generation | Quality assurance | Real-time systems | Super Mario Bros | Two dimensional displays | constructive primitive | content quality assurance | dynamic difficulty adjustment | machine learning | real-time adaptation | /dk/atira/pure/subjectarea/asjc/1700/1712 | Software | /dk/atira/pure/subjectarea/asjc/2200/2207 | Control and Systems Engineering | /dk/atira/pure/subjectarea/asjc/1700/1702 | Artificial Intelligence | /dk/atira/pure/subjectarea/asjc/2200/2208 | Electrical and Electronic Engineering

Among the main challenges in procedural content generation (PCG), content quality assurance and dynamic difficulty adjustment (DDA) of game content in real time are two major issues concerned in adaptive content generation. Motivated by the recent learning-based PCG fra... View more
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