# Adapting Procedural Content Generation to Player Personas Through Evolution

arXiv: https://arxiv.org/abs/2112.04406 · HTML: https://mlsanity.com/paper/2112.04406/

## Key facts

- Cited by 2 papers in the map (data through 14 Oct 2026).
- Builds on 9 of its 25 references that are in the map.
- First posted on arXiv 7 Dec 2021.

## Builds on (most cited first, 9 of 9)

- [OpenAI Gym](https://mlsanity.com/paper/1606.01540/) (2016)
- [Paired Open-Ended Trailblazer (POET): Endlessly Generating Increasingly Complex and Diverse Learning Environments and Their Solutions](https://mlsanity.com/paper/1901.01753/) (2019)
- [Evolving Mario Levels in the Latent Space of a Deep Convolutional Generative Adversarial Network](https://mlsanity.com/paper/1805.00728/) (2018)
- [Learning Controllable Content Generators](https://mlsanity.com/paper/2105.02993/) (2021)
- [Adversarial Reinforcement Learning for Procedural Content Generation](https://mlsanity.com/paper/2103.04847/) (2021)
- [Automated Playtesting with Procedural Personas through MCTS with Evolved Heuristics](https://mlsanity.com/paper/1802.06881/) (2018)
- [Experience-Driven PCG via Reinforcement Learning: A Super Mario Bros Study](https://mlsanity.com/paper/2106.15877/) (2021)
- [Generating Diverse and Competitive Play-Styles for Strategy Games](https://mlsanity.com/paper/2104.08641/) (2021)
- [Fast Game Content Adaptation Through Bayesian-based Player Modelling](https://mlsanity.com/paper/2105.08484/) (2021)

## Built on by (most cited first, 2 of 2)

- [Generative Personas That Behave and Experience Like Humans](https://mlsanity.com/paper/2209.00459/) (2022)
- [Generating Game Levels of Diverse Behaviour Engagement](https://mlsanity.com/paper/2207.02100/) (2022)

## Abstract (arXiv)

Automatically adapting game content to players opens new doors for game development. In this paper we propose an architecture using persona agents and experience metrics, which enables evolving procedurally generated levels tailored for particular player personas. Using our game, "Grave Rave", we demonstrate that this approach successfully adapts to four rule-based persona agents over three different experience metrics. Furthermore, the adaptation is shown to be specific in nature, meaning that the levels are persona-conscious, and not just general optimizations with regard to the selected metric.
