%A Julian Togelius
%A Renzo De Nardi
%A Simon M. Lucas
%T Towards automatic personalised content creation for racing games
%X Evolutionary algorithms are commonly used to create high-performing strategies or agents for computer games.
In this paper, we instead choose to evolve the racing tracks
in a car racing game. An evolvable track representation is
devised, and a multiobjective evolutionary algorithm maximises the entertainment value of the track relative to a particular human player. This requires a way to create accurate models of players' driving styles, as well as a tentative definition of when a racing track is fun, both of which are provided. We believe this approach opens up interesting new research questions and is potentially applicable to commercial racing games.
%D 2007
%K Games, Car Racing, Evolution, Neural Networks
%I IEEE
%L cogprints5573