Not Logged In

Semi-Automated Gameplay Analysis

While presentation aspects like graphics and sound are important to a successful commercial game, it is likewise important that the gameplay, the non-presentational behaviour of the game, is engaging to the player. Considerable effort is invested in testing and rening gameplay throughout the development process. We present an overall view of the gameplay management problem and, more concretely, our recent research on the gameplay analysis part of this task. This consists of an active learning methodology, implemented in software tools, for partially automating the analysis of game behaviour in order to augment the abilities of game designers.

Citation

F. Southey, R. Holte. "Semi-Automated Gameplay Analysis". National Conference on Artificial Intelligence (AAAI), San Jose, California, USA, January 2004.

Keywords: analysis, machine learning
Category: In Conference

BibTeX

@incollection{Southey+Holte:AAAI04,
  author = {Finnegan Southey and Robert Holte},
  title = {Semi-Automated Gameplay Analysis},
  booktitle = {National Conference on Artificial Intelligence (AAAI)},
  year = 2004,
}

Last Updated: April 24, 2007
Submitted by William Thorne

University of Alberta Logo AICML Logo