<!DOCTYPE article PUBLIC "-//NLM//DTD JATS (Z39.96) Journal Archiving and Interchange DTD v1.0 20120330//EN" "JATS-archivearticle1.dtd">
<article xmlns:xlink="http://www.w3.org/1999/xlink">
  <front>
    <journal-meta />
    <article-meta>
      <title-group>
        <article-title>Desire Path-Inspired Procedural Placement of Coins in a Platformer Game</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Anurag Sarkar</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Varun Sriram</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Riddhi Padte</string-name>
          <email>padte.rg@husky.neu.edu</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Jeffrey Cao</string-name>
          <email>jhccao@gmail.com</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Seth Cooper</string-name>
          <email>scooper@ccs.neu.edu</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>Northeastern University</institution>
          ,
          <addr-line>Boston, Massachusetts</addr-line>
          ,
          <country country="US">USA</country>
        </aff>
      </contrib-group>
      <abstract>
        <p>Many games feature collectible items that are manually placed by a designer. In this work, we developed an algorithm, inspired by desire paths, for automatically placing collectible coins in a platformer game. Desire paths are paths naturally formed where people walk, rather than those laid down artificially, and are often the shortest or easiest route between an origin and destination. Our algorithm uses player trajectories to find paths along which to place the coins for each level. We ran an experiment comparing path-based placement to other placement methods. Although we did not find a difference in total time spent playing or likelihood of finishing the game, our results suggest that path-based placement leads to players collecting more coins in less time than with designer or randomly placed coins. Further, we found that players played similarly when coins were either pathbased or there were no coins, and similarly when coins were either placed by a designer or randomly.</p>
      </abstract>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>Introduction</title>
      <p>Many games have levels containing collectible items (such
as coins, bonuses, or power-ups) that may serve different
purposes within the game. Often, collecting these items is
a secondary objective, either related or unrelated to some
primary objective (such as completing the level). Thus,
automating the placement of such level elements via
procedural methods could save the designer’s time in authoring the
level by allowing the designer to focus on the primary goals
of the level, and then automatically adding collectibles after
the level has been designed.</p>
      <p>However, previous work by Andersen et al. (2011b) has
shown that placing such secondary objectives within levels
may decrease engagement if the placing is not done in a
manner that serves the primary objective of the levels. That
is, to be effective and not cause any side effects detrimental
to player experience, such procedural placement algorithms
should take into account the level’s primary objective and
how the player achieves that goal.</p>
      <p>
        Platformer games usually consist of levels where the
primary objective is to traverse through a sequence of platforms
and hazards to reach some goal at the end of the level. For
levels where there are multiple paths from start to finish,
absent other objectives, some types of players may prefer to
quickly achieve progress by following the path that is
shortest or easiest to traverse, i.e. a path that allows them to
complete the level quickly while having to contend with
relatively few hazards
        <xref ref-type="bibr" rid="ref5">(Bartle 1996; Yee 2007)</xref>
        . Note that such
paths may not necessarily be enforced by the level’s design
but may be discovered after multiple playthroughs of a level.
      </p>
      <p>In nature, paths that are created organically by the footfall
of people where they naturally tend to walk, rather than by
artificial construction, are called desire paths. These paths
usually represent a shortcut or a route that is less circuitous
than a constructed sidewalk or other walkway. An example
is shown in Figure 1. Borrowing this concept for
platformers, we use desire paths to refer to the paths through a level
that players are likely to traverse on account of being
simple, direct routes from start to goal. Thus, placing secondary
level elements, such as collectibles, along these paths may
help circumvent the issues associated with their placement.</p>
      <p>In this work, we extracted such desire paths for each
level in the platformer game Iowa James: Treasure Hunter
(screenshots shown in Figure 2) using player trajectories and
placed collectible coins along these paths. We compared the
path-based method of coin placement with coins placed by
a designer, with coins placed randomly, and with levels
having no collectible coins. Our findings indicate that placing
coins along paths leads to players collecting more coins in
less time than with designer or randomly placed coins. When
compared to having no coins, designer placed coins led to
fewer levels being completed with more time spent in each
level, while we did not find such differences for path-placed
coins. Overall, we found no differences in player behavior
when coins were placed along paths or when there were no
coins. Similarly, we found no differences in player behavior
when coins were placed manually by a designer or placed
randomly, indicating that in some cases it may be possible to
save designer time simply by placing collectibles randomly.</p>
    </sec>
    <sec id="sec-2">
      <title>Related Work</title>
      <p>
        Desire paths in design. While most often directly used in
the context of urban planning, desire paths have received
attention in more general design as representative of what
people actually do rather than what designers might prefer
or expect
        <xref ref-type="bibr" rid="ref10">(Kohlstedt 2016)</xref>
        . Desire paths have been used as
a metaphor in areas like product design
        <xref ref-type="bibr" rid="ref14">(Myhill 2004)</xref>
        ,
software interaction design (Zhang, Padman, and Levin 2014),
and more general social behaviors
        <xref ref-type="bibr" rid="ref15">(Nichols 2014)</xref>
        .
      </p>
      <p>
        Secondary Game Objectives. Secondary objectives form
a fundamental component in the design of many games.
Initial work by Andersen et al. (2011a) found that the inclusion
of secondary objectives, such as coins, could negatively
impact engagement. However, further work
        <xref ref-type="bibr" rid="ref1 ref2">(Andersen et al.
2011b)</xref>
        found that secondary objectives that supported the
game’s main objective could positively impact player
behavior. Specifically, placing coins along the main path through
levels in a platform game led to players completing more
levels and spending more time playing than having off-path
coins in the levels. This informed our use of player
trajectories through levels to procedurally determine desirable paths
for levels and place coins along these paths.
      </p>
      <p>
        Procedural Content Generation. Procedural content
generation (PCG) (Shaker, Togelius, and Nelson 2016) may
be defined as the process of automatically creating content
using procedural or algorithmic techniques. Different types
of such methods—e.g. search-based techniques (Togelius
et al. 2011) or constraint satisfaction (Smith and Mateas
2011)—have found widespread use in the generation of a
variety of game content, such as platformer levels (Snodgrass
and Ontan˜o´n 2014), action-adventure missions
        <xref ref-type="bibr" rid="ref6">(Dormans
2010)</xref>
        , strategy game maps
        <xref ref-type="bibr" rid="ref12 ref13">(Liapis, Yannakakis, and
Togelius 2013a)</xref>
        , and space shooter weapons
        <xref ref-type="bibr" rid="ref7">(Hastings, Guha,
and Stanley 2009)</xref>
        . One of the primary motivations, among
many, for such procedural techniques is to assist or save the
designer’s time in authoring game content (Smith 2014b).
While much PCG work focuses on generating entire levels,
in our work, we focus on placing collectibles within existing
levels. By automating the design or creation of secondary
or tertiary game artifacts, the designer can then focus more
thoroughly on the principal components of a game’s design.
      </p>
      <p>
        Data-Driven PCG. Smith (2014a) defines a data-driven
PCG system as one that “uses external data to inform
the generation of content.” Data-driven approaches have
found wide use for player modeling. Zook et al. (2012)
use data-driven player models for generating missions while
Zook and Riedl (2012) do so for dynamic difficulty
adjustment. Closer to our work is that of
        <xref ref-type="bibr" rid="ref16">Pedersen, Togelius,
and Yannakakis (2010</xref>
        ) who build data-driven player
models, which can then be utilized to inform level design.
Similarly, Jennings-Teats, Smith, and Wardrip-Fruin (2010) used
players playing through platformer level chunks to train a
model of player experience rather than craft one by hand.
The model was then used to generate platformer levels of
desired difficulty. Such work falls more squarely in the field of
PCGML (Summerville et al. 2017), where generative
models trained on existing game data are used for creating new
content. Our data-driven model differs from most traditional
models in that rather than having a model of each
individual player, we utilize a model of player movement with all
players considered in aggregate. More recently, data-driven
approaches have been applied not just to inform level design,
but to generate entire adventure games
        <xref ref-type="bibr" rid="ref4">(Barros, Liapis, and
Togelius 2016)</xref>
        .
      </p>
      <p>
        Mixed-Initiative PCG. While purely automated content
generation systems are useful, we often require
procedural systems that afford authorial control during generation.
These systems enable a human designer to guide the PCG
system towards content with certain desired properties. Such
systems are categorized as mixed-initiative PCG since they
combine the creativity and judgment of a human designer
with the ability of a generative system to quickly produce
a large amount of output. Smith, Whitehead, and Mateas
(2011) developed the mixed-initiative generator Tanagra,
which uses reactive planning and constraint satisfaction to
create 2D platformer levels that a human designer can then
edit. Smith et al. (2011) also created the Launchpad level
generator, which uses a grammar-based method and the
notion of rhythm groups to generate playable platformer levels
that the designer can then tune to define player paths through
the level as well as frequency of level components. Similarly,
Shaker, Shaker, and Togelius (2013) created Ropossum, a
level generator for Cut the Rope that takes into account
designer input. Another such system, Sentient Sketchbook
        <xref ref-type="bibr" rid="ref12 ref13">(Liapis, Yannakakis, and Togelius 2013b)</xref>
        , generates playable
levels from simple maps sketched out by a human designer.
Baldwin et al. (2017) also described a mixed-initiative
system that uses game design patterns to create dungeons using
genetic algorithms. Our coin placement algorithm can
conInputs: The inputs to the coin placement algorithm are the number of coins to
place, grid cell definition, starting and ending locations, and list of player
trajectories from players who won the level.
      </p>
      <p>Step 1: For each grid cell c = (xc; yc), count the proportion wc of winning
trajectories that pass through that cell. Thus, if no winning trajectory went through
a cell, wc = 0 and if all winning trajectories went through a cell wc = 1.
number.</p>
      <p>Step 2: Find the lowest cost path through the grid (via A*) from the starting grid
cell to the ending grid cell. It is possible to move to any 8-connected neighbor,
and the cost to move from grid cell s to t is maxjt(wstj; )2 , where is some small
Step 3: Place the required number of coins evenly spaced along the path.</p>
      <p>(pi 2 + pi+2)j.
pi+1)j2 + jpi
Step 4: For each grid cell pi along the path, compute a priority value ri, using an
estimate of the local deviation from a straight line as ri = jpi 0:5 (pi 1 +
0:5
Step 5: Given a coin at pi, if ri+1 &gt; ri and there is no coin at pi+1 or pi+2,
move the coin to pi+1; or if ri 1 &gt; ri and there is no coin at pi 1 or pi 2, move
the coin to pi 1. Iterate through all coins, moving each if needed, until no coin
moves.</p>
      <p>Outputs: The algorithm outputs a list of coin locations.
stitute a part of a mixed-initiative PCG system such as the
ones above since the coin placement is automated while the
remainder of each level is hand-authored.</p>
    </sec>
    <sec id="sec-3">
      <title>Game and Recruitment</title>
      <p>For this work, we used a platformer game we developed in
Unity called Iowa James: Treasure Hunter (Figure 2). The
player controls an avatar that can move and jump. The goal is
to navigate a level to reach a treasure chest at the end. Upon
reaching the chest, the player wins the level and moves on
to the next one. There are several types of hazards that can
be encountered along the way, including pits, spikes, timed
retracting spikes, and moving spike balls. The player dies
upon touching a hazard and starts the current level over from
the beginning. The player has unlimited lives, so the only
way to lose the game is to stop playing.</p>
      <p>The game has 14 levels that cover a variety of layouts and
usually contain several ways to navigate from the start to
the goal. The first level is meant to be a simple introductory
level. If the player completes all the levels, they are taken
to a game over screen. The game also features collectible
coins, which the player can collect by touching. Each level
contains 10 coins. A UI element displays how many coins
out of the total possible the player has collected so far in
the level. If the player restarts a level due to encountering a
hazard, the coins they had collected so far remain collected.
The coins do not have any effect on gameplay.</p>
      <p>
        To recruit players, we posted Human Intelligence Tasks
(HITs) on Amazon Mechanical Turk (MTurk). Prior work
has shown that players recruited through MTurk respond
similarly to game design experiments as volunteer players
do
        <xref ref-type="bibr" rid="ref17">(Sarkar and Cooper 2018)</xref>
        . The HIT was titled Platformer
Game with the description Play a platformer game! Run and
jump to collect treasure at the end of each level! and paid
$0.50. The HIT provided the payment code upfront, thus not
requiring the game to be played at all for payment. Hence,
any time spent playing the game on the HIT could be
considered voluntary. We found that three-quarters of people who
accepted the HIT, went on to play the game, with the rest
simply taking the payment and not playing. Before
playing, players were given a short set of instructions on how to
play. To ensure that the same information could be provided
across different versions of the game, there was no mention
of coins in the HIT details or instructions.
      </p>
    </sec>
    <sec id="sec-4">
      <title>Path Coin Placement</title>
      <p>The coin placement algorithm we developed generates coin
locations in a level based on winning player trajectories. The
algorithm places coins based on grid cells; in this work, we
used a tile-based game and each tile was a grid cell. The
algorithm takes as inputs the number of coins to place, the
grid cell definition, starting and ending locations, and a list
of player trajectories from players who won the level. Note
that the algorithm does not know which grid cells are
impassible to the player (although this could be incorporated),
instead relying on player paths to determine where the player
can go. The output is a list of coin locations.</p>
      <p>An illustrated overview of the algorithm is shown in
Figure 3. We used several heuristics to guide this coin
placement. The main heuristic we used was:</p>
      <p>Coins should be on a single path through the level; the
path should have been traversed by successful players
(Steps 1 and 2). This is motivated by the work of
Andersen et al. (2011b).</p>
      <p>We used additional heuristics that were based on our
subjective experience from playing games with collectible coins.
It is possible other heuristics could work just as well or
better (for example, simply placing coins randomly along the
path). We consider further study of such additional
heuristics as future work.</p>
      <p>Coins should be well distributed throughout the level
(Step 3). This is motivated by making it more likely for
players to have coins to collect all along the path through
the level.</p>
      <p>Coins should be clustered near curves and arcs in the path
(Steps 4 and 5). This is motived by the groupings of coins
in games such as Super Mario Bros.</p>
      <p>To gather player trajectories, we ran a HIT that recruited
200 participants through MTurk, of which 160 played the
game. The version of the game used to gather trajectories
had no coins or associated UI. In order to distribute plays
across the levels, after the introductory level, the remaining
levels were served to players in a random order. In this HIT,
we gathered trajectory data from players at high temporal
resolution (10 Hz) and filtered out winning trajectories with
missing events, as well as gaps within individual winning
trajectories. For the introductory level, which was served to
all players, we used 77 winning trajectories for coin
placement. For the remaining levels, we used from 8 to 22
winning trajectories for coin placement. The data from this HIT
was only used for coin placement, and was not used for the
evaluation described below.</p>
    </sec>
    <sec id="sec-5">
      <title>Experiment</title>
      <p>To evaluate different coin placement methods, we ran a
second HIT that recruited 1600 participants through MTurk, of
which 1226 played the game. In the versions of the game
used in this experiment, levels were served in a fixed
order. To place levels in rough order of increasing difficulty,
the ordering was based on the player success rate from the
previous HIT, with levels having lower success rates placed
later in the order.</p>
      <p>Players were randomly assigned into one of four versions
of the game with different coin placement, based on the
following conditions:</p>
      <p>NONE: No coins were in the game. The coin count was
hidden from the UI.</p>
      <p>PATH: Coins were placed using the path coin placement
algorithm described above and depicted in Figure 3.
DSGN: Coins were placed manually by a game designer
working with our research group. We asked the designer
to place the coins wherever he wanted, as long as the
coins were reachable by the player. The designer spent
around 4 hours placing coins.</p>
      <p>RAND: Coins were placed randomly in any cell that had at
least one winning trajectory pass through it. In this
condition, each player had the coins placed in different random
locations.</p>
      <p>Examples of coins placed by each method for one level of
the game are shown in Figure 4. Of the 1226 participants
who played the game, 209 were randomly assigned to NONE,
391 to PATH, 318 to DSGN and 308 to RAND. For each
player, we measured the following variables:</p>
      <p>Levels Won: The number of levels won by the player.
Finish Rate: 1 if the player finished the game (completed
all 14 levels), else 0. Presented in Table 1 as percentage
of players per condition who finished with value 1.
Total Time: The total time the player spent playing the
game, in seconds.</p>
      <p>Per-Level Time: The mean time the player spent playing
each level attempted, in seconds.</p>
      <p>Total Coins: The total number of coins collected by the
player.</p>
      <p>Per-Level Coins: The mean number of coins collected by
the player in each level attempted.</p>
      <p>For statistical analysis, data were not normally distributed
as determined by a Shapiro-Wilk normality test. We thus ran
an omnibus Kruskal-Wallis test for each variable, and if
significant, ran post-hoc pairwise Wilcoxon rank sum tests with
the Holm correction. For the variables looking at coins
(PerLevel Coins and Total Coins), we did not include the
condi100
80
s
r
e
y
a
lP60
f
o
e
g
tan40
e
c
r
e
P
20
0
NONE
PATH
DSGN
RAND
1 2 3 4 5 6 7 8 9 10 11 12 13 14</p>
      <p>Levels Won
tion with no coins (NONE) in the analysis. A summary of the
results of our analyses is given in Table 1. A survival plot for
Levels Won is shown in Figure 5.</p>
    </sec>
    <sec id="sec-6">
      <title>Discussion</title>
      <p>In terms of coin collection, we found that players collected
more coins in PATH than in DSGN and RAND. This makes
sense, as to collect all coins in this condition, players simply
had to follow the desire path. Since the desire path is meant
to be a natural route in the level from the start to the goal,
by following this path, players could collect all coins while
also progressing naturally toward the primary objective (i.e.
the treasure chest) of the levels. In other words, players may
have naturally collected more coins on their way to the goal,
or the coins along the desire path acted as a guide that
players could follow to reach the goal. In the other conditions,
players had to go off the desire paths to collect the coins.
That is, DSGN and RAND required them to temporarily
ignore the primary objective of moving towards the chest, to
achieve the secondary objective of collecting all coins.</p>
      <p>Additionally, players spent more time playing each level
in DSGN, than in NONE and PATH. This is likely because
DSGN required players to backtrack or take multiple paths
through a level to collect all coins, unlike PATH where the
coins were placed along the same desire path towards the
goal or NONE where there were no coins to collect.
Similarly, we did not find a difference in time spent playing each
level between DSGN and RAND, possibly because randomly
placed coins might also require players to backtrack.</p>
      <p>Our findings in relation to the platformer game studied
by Andersen et al. (2011b) are particularly interesting. If we
consider DSGN and RAND to have off-path coins and look at
levels won and time played, we only found that PATH
outperformed RAND in terms of levels won. A possible
explanation for this may be that the coin placement in DSGN and
RAND was not far enough off-path to have as large an
impact on gameplay. Similar to Andersen et al. (2011b), we
did not find significant differences between no coins (NONE)
and on-path coins (PATH). However, while they saw a
general trend upward for time played with on-path coins, we
saw a trend downward for time played and levels won. It is
possible that our game was too short, or the levels in our
game were simply not challenging enough for the players to
benefit from having a path of coins as a guide. This is partly
supported by the survival plot in Figure 5. Though for the
first 12 levels, more players keep playing in NONE than in
PATH, for the last 2 levels, PATH’s survival rate catches up
with that of NONE. It is possible that if there were harder
levels beyond level 14, PATH would further overtake NONE in
terms of survival rate. If true, this implies that a path of coins
helps the player only if the levels are sufficiently hard.
Exploring this is fertile ground for future work.</p>
      <p>Based on our overall statistical results of player behavior,
the coin placement strategies appear to fall into two
groupings, for which we did not find any significant differences.
NONE and PATH did not show differences from each other,
and DSGN and RAND did not show differences from each
other. That is, discounting the fact that players could not
collect coins when there were none, players in PATH behaved
similarly to those in NONE, while players in DSGN behaved
similarly to those in RAND. We note, however, that
significance might have been found with a larger sample size.</p>
      <p>Overall, our findings imply that each of NONE, PATH,
DSGN and RAND has its own benefits. Absent of other
utilities, secondary objectives like collectibles do not necessarily
incentivize players to complete more levels and thus, in such
cases, not having any collectibles in the level (i.e. NONE), if
possible given a game’s design constraints, is a reasonable
choice. However, if such items are desired, then placement
strategy depends on the designer’s goals. If the primary
purpose of collectibles is to help players in completing the
levels, then PATH is preferable whereas if the goal is to make
the player explore as much of the level as possible and spend
more time in each level, at the risk of completing fewer
levels, then DSGN or RAND are suitable alternatives.</p>
    </sec>
    <sec id="sec-7">
      <title>Conclusion</title>
      <p>In this paper, we introduced a desire path-inspired algorithm
that uses player trajectories to place coins in platformer
levels, and studied how different placement methods affected
player behavior. We consider many avenues for future work.</p>
      <p>In this work, we only looked at one game and game genre.
Future work could study other games and genres, including
2D top-down or puzzle and 3D games. We also examined
a narrow design space: there were only 10 coins to place,
and only one type of coin, which had no impact on
gameplay. Designers may want to place more coins, other types of
coins (such as “challenge” coins that are intentionally hard
to collect), or other collectibles that impact gameplay (such
as powerups or extra lives). We also only looked at player
behavior and not subjective experience.</p>
      <p>The algorithm itself was guided by our own heuristics, but
other heuristics may do better, possibly improving the
impact of coin placement. Our algorithm requires some
players to win the level (although used as few as 8), which may
be a problem for especially difficult games, though in such
cases, it could be possible to use trajectories of players who
make the most progress through the level in place of
winning trajectories. The algorithm does not incorporate losing
trajectories or direction of player movement between cells,
which may be useful (for example, to prevent a path from
being found between two neighboring cells that is actually
impossible to move between).</p>
      <p>We noticed that in some cases our algorithm used
extreme “shortcuts” that players had discovered through the
level (e.g. the early drop in Figure 6). This is a natural
result of using desire paths, but if the designer does not prefer
coins in such shortcuts, they could be moved afterwards,
using the path placement as an initial suggestion of locations
for further manual refinement.</p>
      <p>Finally, in this work we used player trajectories to
generate a single path for coin placement. Future work can
explore sampling multiple paths, based on player trajectories,
to generate many possible coin paths through a level.</p>
    </sec>
    <sec id="sec-8">
      <title>Acknowledgements</title>
      <p>The authors would like to thank Liam Fratturo for the
designer coin placement, and the MTurk workers for playing.</p>
      <p>Shaker, N.; Shaker, M.; and Togelius, J. 2013. Ropossum:
An authoring tool for designing, optimizing and solving Cut
the Rope levels. In Proceedings of the 9th AAAI Conference
on Artificial Intelligence and Interactive Digital
Entertainment.</p>
      <p>Shaker, N.; Togelius, J.; and Nelson, M. 2016. Procedural
Content Generation in Games. Springer International
Publishing.</p>
      <p>Smith, A., and Mateas, M. 2011. Answer set programming
for procedural content generation: A design space approach.
IEEE Transactions on Computational Intelligence and AI in
Games 3(3):187–200.</p>
      <p>Smith, G.; Whitehead, J.; Mateas, M.; Treanor, M.; March,
J.; and Cha, M. 2011. Launchpad: A rhythm-based level
generator for 2-D platformers. IEEE Transactions on
Computational Intelligence and AI in Games 3(1).</p>
      <p>Smith, G.; Whitehead, J.; and Mateas, M. 2011. Tanagra:
Reactive planning and constraint solving for mixed-initiative
level design. IEEE Transactions on Computational
Intelligence and AI in Games 3(3):201–215.</p>
      <p>Smith, G. 2014a. The future of procedural content
generation in games. In Proceedings of the Experimental AI in
Games Workshop.</p>
      <p>Smith, G. 2014b. Understanding procedural content
generation: A design-centric analysis of the role of PCG in games.
In Proceedings of the 32nd annual ACM Conference on
Human Factors in Computing Systems.</p>
      <p>Snodgrass, S., and Ontan˜o´n, S. 2014. Experiments in map
generation using Markov chains. In Proceedings of the
9th International Conference on the Foundations of Digital
Games.</p>
      <p>Summerville, A.; Snodgrass, S.; Guzdial, M.; Holmga˚rd,
C.; Hoover, A.; Isaksen, A.; Nealen, A.; and Togelius, J.
2017. Procedural content generation via machine learning
(PCGML). In Proceedings of the 12th International
Conference on the Foundations of Digital Games.</p>
      <p>Togelius, J.; Yannakakis, G.; Stanley, K.; and Browne, C.
2011. Search-based procedural content generation: A
taxonomy and survey. IEEE Transactions on Computational
Intelligence and AI in Games 3(3):172–186.</p>
      <p>Yee, N. 2007. Motivations for play in online games.
CyberPsychology and Behavior 9(6):772–775.</p>
      <p>Zhang, Y.; Padman, R.; and Levin, J. E. 2014. Paving
the COWpath: Data-driven design of pediatric order sets.
Journal of the American Medical Informatics Association
21(e2):e304–e311.</p>
      <p>Zook, A., and Riedl, M. 2012. A temporal data-driven player
model for dynamic difficulty adjustment. In Proceedings of
the Eighth AAAI Conference on Artificial Intelligence and
Interactive Digital Entertainment.</p>
      <p>Zook, A.; Lee-Urban, S.; Drinkwater, M.; and Riedl, M.
2012. Skill-based mission generation: A data-driven
temporal player modeling approach. In Proceedings of the
7th International Conference on the Foundations of Digital
Games.</p>
    </sec>
  </body>
  <back>
    <ref-list>
      <ref id="ref1">
        <mixed-citation>
          <string-name>
            <surname>Andersen</surname>
            ,
            <given-names>E.</given-names>
          </string-name>
          ; Liu, Y.-E.;
          <string-name>
            <surname>Snider</surname>
            ,
            <given-names>R.</given-names>
          </string-name>
          ; Szeto, R.; and
          <string-name>
            <surname>Popovic´</surname>
            ,
            <given-names>Z.</given-names>
          </string-name>
          <year>2011a</year>
          .
          <article-title>Placing a value on aesthetics in online casual games</article-title>
          .
          <source>In Proceedings of the SIGCHI Conference on Human Factors in Computing Systems</source>
          , CHI '
          <volume>11</volume>
          ,
          <fpage>1275</fpage>
          -
          <lpage>1278</lpage>
          .
        </mixed-citation>
      </ref>
      <ref id="ref2">
        <mixed-citation>
          <string-name>
            <surname>Andersen</surname>
            ,
            <given-names>E.</given-names>
          </string-name>
          ; Liu, Y.-E.;
          <string-name>
            <surname>Snider</surname>
            ,
            <given-names>R.</given-names>
          </string-name>
          ; Szeto,
          <string-name>
            <surname>R.</surname>
          </string-name>
          ; Cooper,
          <string-name>
            <given-names>S.</given-names>
            ; and
            <surname>Popovic´</surname>
          </string-name>
          ,
          <string-name>
            <surname>Z.</surname>
          </string-name>
          <year>2011b</year>
          .
          <article-title>On the harmfulness of secondary game objectives</article-title>
          .
          <source>In Proceedings of the 6th International Conference on the Foundations of Digital Games.</source>
        </mixed-citation>
      </ref>
      <ref id="ref3">
        <mixed-citation>
          2017.
          <article-title>Towards pattern-based mixed-initiative dungeon generation</article-title>
          .
          <source>In Proceedings of the 12th International Conference on the Foundations of Digital Games.</source>
        </mixed-citation>
      </ref>
      <ref id="ref4">
        <mixed-citation>
          <string-name>
            <surname>Barros</surname>
            ,
            <given-names>G. A.</given-names>
          </string-name>
          ;
          <string-name>
            <surname>Liapis</surname>
            ,
            <given-names>A.</given-names>
          </string-name>
          ; and
          <string-name>
            <surname>Togelius</surname>
            ,
            <given-names>J.</given-names>
          </string-name>
          <year>2016</year>
          .
          <article-title>Murder mystery generation from open data</article-title>
          .
          <source>In Proceedings of the International Conference on Computational Creativity.</source>
        </mixed-citation>
      </ref>
      <ref id="ref5">
        <mixed-citation>
          <string-name>
            <surname>Bartle</surname>
            ,
            <given-names>R.</given-names>
          </string-name>
          <year>1996</year>
          .
          <article-title>Hearts, clubs, diamonds, spades: Players who suit MUDs</article-title>
          .
          <source>The Journal of Virtual Environments</source>
          <volume>1</volume>
          (
          <issue>1</issue>
          ).
        </mixed-citation>
      </ref>
      <ref id="ref6">
        <mixed-citation>
          <string-name>
            <surname>Dormans</surname>
            ,
            <given-names>J.</given-names>
          </string-name>
          <year>2010</year>
          .
          <article-title>Adventures in level design: Generating missions and spaces for action adventure games</article-title>
          .
          <source>In Proceedings of the 2010 Workshop on Procedural Content Generation in Games.</source>
        </mixed-citation>
      </ref>
      <ref id="ref7">
        <mixed-citation>
          <string-name>
            <surname>Hastings</surname>
            ,
            <given-names>E.</given-names>
          </string-name>
          ;
          <string-name>
            <surname>Guha</surname>
          </string-name>
          , R.; and
          <string-name>
            <surname>Stanley</surname>
            ,
            <given-names>K.</given-names>
          </string-name>
          <year>2009</year>
          .
          <article-title>Evolving content in the Galactic Arms Race video game</article-title>
          .
          <source>In 2009 IEEE Symposium on Computational Intelligence and Games.</source>
        </mixed-citation>
      </ref>
      <ref id="ref8">
        <mixed-citation>
          <string-name>
            <surname>Jennings-Teats</surname>
            ,
            <given-names>M.</given-names>
          </string-name>
          ;
          <string-name>
            <surname>Smith</surname>
            ,
            <given-names>G.</given-names>
          </string-name>
          ; and
          <string-name>
            <surname>Wardrip-Fruin</surname>
            ,
            <given-names>N.</given-names>
          </string-name>
          <year>2010</year>
          .
        </mixed-citation>
      </ref>
      <ref id="ref9">
        <mixed-citation>
          <string-name>
            <surname>Polymorph</surname>
          </string-name>
          :
          <article-title>A model for dynamic level generation</article-title>
          .
          <source>In Proceedings of the 6th AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment.</source>
        </mixed-citation>
      </ref>
      <ref id="ref10">
        <mixed-citation>
          <string-name>
            <surname>Kohlstedt</surname>
            ,
            <given-names>K.</given-names>
          </string-name>
          <year>2016</year>
          .
          <article-title>Least resistance: How desire paths can lead to better design</article-title>
          .
          <volume>99</volume>
          % Invisible.
        </mixed-citation>
      </ref>
      <ref id="ref11">
        <mixed-citation>
          https://99percentinvisible.org/article/least
          <article-title>-resistance-desirepaths-can-lead-better-design/.</article-title>
        </mixed-citation>
      </ref>
      <ref id="ref12">
        <mixed-citation>
          <string-name>
            <surname>Liapis</surname>
            ,
            <given-names>A.</given-names>
          </string-name>
          ;
          <string-name>
            <surname>Yannakakis</surname>
          </string-name>
          , G.; and
          <string-name>
            <surname>Togelius</surname>
            ,
            <given-names>J.</given-names>
          </string-name>
          <year>2013a</year>
          .
          <article-title>Generating map sketches for strategy games</article-title>
          .
          <source>Proceedings of Applications of Evolutionary Computation</source>
          <volume>7835</volume>
          .
        </mixed-citation>
      </ref>
      <ref id="ref13">
        <mixed-citation>
          <string-name>
            <surname>Liapis</surname>
            ,
            <given-names>A.</given-names>
          </string-name>
          ;
          <string-name>
            <surname>Yannakakis</surname>
          </string-name>
          , G.; and
          <string-name>
            <surname>Togelius</surname>
            ,
            <given-names>J.</given-names>
          </string-name>
          <year>2013b</year>
          . Sentient Sketchbook:
          <article-title>Computer-aided game level authoring</article-title>
          .
          <source>In Proceedings of the 8th International Conference on the Foundations of Digital Games.</source>
        </mixed-citation>
      </ref>
      <ref id="ref14">
        <mixed-citation>
          <string-name>
            <surname>Myhill</surname>
            ,
            <given-names>C.</given-names>
          </string-name>
          <year>2004</year>
          .
          <article-title>Commercial success by looking for desire lines</article-title>
          . In Masoodian, M.;
          <string-name>
            <surname>Jones</surname>
            ,
            <given-names>S.</given-names>
          </string-name>
          ; and
          <string-name>
            <surname>Rogers</surname>
          </string-name>
          , B., eds., Computer Human Interaction,
          <fpage>293</fpage>
          -
          <lpage>304</lpage>
          . Berlin, Heidelberg: Springer Berlin Heidelberg.
        </mixed-citation>
      </ref>
      <ref id="ref15">
        <mixed-citation>
          <string-name>
            <surname>Nichols</surname>
            ,
            <given-names>L.</given-names>
          </string-name>
          <year>2014</year>
          .
          <article-title>Social desire paths: A new theoretical concept to increase the usability of social science research in society</article-title>
          .
          <source>Theory and Society</source>
          <volume>43</volume>
          (
          <issue>6</issue>
          ):
          <fpage>647</fpage>
          -
          <lpage>665</lpage>
          .
        </mixed-citation>
      </ref>
      <ref id="ref16">
        <mixed-citation>
          <string-name>
            <surname>Pedersen</surname>
            ,
            <given-names>C.</given-names>
          </string-name>
          ;
          <string-name>
            <surname>Togelius</surname>
            , J.; and Yannakakis,
            <given-names>G.</given-names>
          </string-name>
          <year>2010</year>
          .
          <article-title>Modeling player experience for content creation</article-title>
          .
          <source>IEEE Transactions on Computational Intelligence and AI in Games</source>
          <volume>2</volume>
          (
          <issue>1</issue>
          ).
        </mixed-citation>
      </ref>
      <ref id="ref17">
        <mixed-citation>
          <string-name>
            <surname>Sarkar</surname>
            ,
            <given-names>A.</given-names>
          </string-name>
          , and
          <string-name>
            <surname>Cooper</surname>
            ,
            <given-names>S.</given-names>
          </string-name>
          <year>2018</year>
          .
          <article-title>Comparing paid and volunteer recruitment in human computation games</article-title>
          .
          <source>In Proceedings of the 13th International Conference on the Foundations of Digital Games.</source>
        </mixed-citation>
      </ref>
    </ref-list>
  </back>
</article>