7th International Conference on Advancements in Computing [ICAC] 2025
Permanent URI for this collectionhttps://rda.sliit.lk/handle/123456789/5302
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Item Embargo Adaptive Video Game Content Generation through Player Centered Modeling(Institute of Electrical and Electronics Engineers Inc., 2025-12-09) Hapuarachchi H.A.R.S; Herath H.M.N.R; Kaveesha B.G.S; Deheragoda D.M.L.M; Rathnayake, S; Chamara, DThis research introduces a novel, integrated AI system for Adaptive Video Game Content Generation Through Player Centered Modeling, designed to overcome the limitations of conventional static game mechanics by dynamically modifying gameplay elements (levels, quests, music, and enemy behavior) in real-time based on player biometric and behavioral data. Key contributions include the Personalized Quest Generation System, where the CatBoost model performed well in predicting player engagement, and shifting to the YOLO11X-CLS classification model substantially reduced computational lag for real-time emotional adaptation. For Level Generation, the implementation of a bootstrapping methodology during DCGAN training enabled continued refinement, resulting in lower Symmetry Error and Block Diversity Error, while the Intelligent Enemy Agent, trained using Dueling DQN, demonstrated a clear upward trend in Mean Rewards, successfully generalizing learned pursuit strategies to a real-time environment. Despite these successes, limitations include potential mild overfitting in the emotion recognition model, evidenced by a slight increase in validation loss after 20 epochs, and the CNN used for dynamic music adjustment struggled with low-resolution webcam inputs, leading to occasional minor misclassifications and slight delays in music transitions when multiple biometric parameters changed simultaneously.
