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Presentation
Presentation
Modern game development tools allow artists to "mold" and construct a wide variety of virtual artifacts, from worlds, buildings and characters. One of the advantages of virtual content is that it is highly modular and adaptable, meaning that developers can construct processes that allow this content to be customized, such as dynamic environments (day to night effects, or sun to rain), adding different lighting and material conditions through the use of shaders, or altering the audio to follow the on-screen action. Considering the popularization of Procedural Content Generation (PCG), much of this content is built through the use of algorithmic processes, which can be further customized during play. Thus, it is unsurprising that more and more solutions have investigated the use of combining player modeling with PCG systems, given that such solutions open the possibility of customizing virtual content towards the needs of each individual or group of players.
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Class from course
Class from course
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Degree | Semesters | ECTS
Degree | Semesters | ECTS
Master Degree | Semestral | 6
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Year | Nature | Language
Year | Nature | Language
2 | Mandatory | Português
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Code
Code
ULHT6838-25527
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Prerequisites and corequisites
Prerequisites and corequisites
Not applicable
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Professional Internship
Professional Internship
Não
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Syllabus
Syllabus
CP1. Procedural generation of content guided by player experience: an overview CP2. Dynamic experience managers 2.1. Dynamic audio 2.2. Visual and 3D content orchestration 2.3. Dynamic Difficulty Adjustment CP3. Dynamic Content Adaptation (DCA): The State of the Art: 3.1. Applied in the video game industry 3.2. Applied in academia and research in the field of video games CP4. Personalization of Dynamic Content. 4.1. The Affective Loop 4.2 Player Modeling and Procedural Content Generation 4.3.Player Modeling and Content Orchestration 4.4. Player Modeling and Dynamic Systems (Audio, Visuals and Level Design) 4.5. Mixed-Initiative Content Creation CP5. Ethical Implications and Data Privacy 5.1. Ethical Data Collection 5.2 Informed Consent and Consent Forms 5.3.The Balance between addiction and entertainment CP6. Applications of DCA beyond "just" entertainment 6.1. Neuroscience 6.2 Psychology 6.3. Rehabilitation 6.4. Medicine
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Objectives
Objectives
LO1: Learn the connections between player extracted features and their potential use as game mechanic disruptors in-game. LO2: Understand the concept of dynamic difficulty adjustment systems: their limitations, their advantages and their applicability outside of entertainment games. LO3: Learn different concepts of content customization in games: the affective loop, content orchestration, tailoring procedural content and player reactive systems. LO4: Understand validation methodologies for dynamic content adaptation systems. LO5: Learn the ethical implications of such systems LO6. Challenge all of the fundamental concepts given over the course of the master program, using the context of building a dynamic content adaptation system relative to different player archetypes and methods of play. This includes: the data collection process, building a model,
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Teaching methodologies
Teaching methodologies
Classes will be given within a theoretical and practical framework, and will consist of lectures (TM1), practical project activities (TM2) and feedback sessions by the teacher (TM3). The assessment component will consist of developing a dynamic adaptation system based on common themes within the literature and the video-game industry, which concludes with a playable artifact and a detailed report of the methodological process. Continuous assessment is conducted as follows: Exploratory project throughout the semester covering the entire program. Assessment test. Final grade = 80% exploratory project + 20% test. Exam assessment: Theoretical test on the contents taught during the semester (20%) + practical exploratory project equivalent to the exploratory project carried out in continuous assessment (80%). In both assessment components, theoretical and practical, a minimum mark may be set.
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References
References
Togelius, J. (2019). Playing smart: On games, intelligence, and artificial intelligence. MIT Press. Yannakakis, G. N., & Togelius, J. (2018). Artificial Intelligence and Games. Springer. Karpouzis, K., & Yannakakis, G. N. (2016). Emotion in Games. Cham: Springer. Yannakakis, G. N., & Togelius, J. (2011). Experience-driven procedural content generation. IEEE Transactions on Affective Computing, 2(3), 147-161.
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Assessment
Assessment
Avaliação
Data limite
Ponderação
Projeto Contínuo da Disciplina
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80%
Exame Oral
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20%
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Mobility
Mobility
No





