Closing the Affective Loop via Experience-Driven Reinforcement Learning Designers
Matthew Barthet, Diogo Branco, Roberto Gallotta, Ahmed Khalifa,, Georgios N. Yannakakis

TL;DR
This paper introduces a reinforcement learning framework that autonomously generates game content, specifically racetracks, tailored to elicit specific emotional responses, advancing affect-aware human-computer interaction.
Contribution
It presents a novel experience-driven RL approach for affective content generation, demonstrating its effectiveness in racing game level design and outperforming search-based methods.
Findings
EDRL accurately generates affect-driven racing levels
Outperforms search-based content generation methods
Applicable to various domains requiring affective content adaptation
Abstract
Autonomously tailoring content to a set of predetermined affective patterns has long been considered the holy grail of affect-aware human-computer interaction at large. The experience-driven procedural content generation framework realises this vision by searching for content that elicits a certain experience pattern to a user. In this paper, we propose a novel reinforcement learning (RL) framework for generating affect-tailored content, and we test it in the domain of racing games. Specifically, the experience-driven RL (EDRL) framework is given a target arousal trace, and it then generates a racetrack that elicits the desired affective responses for a particular type of player. EDRL leverages a reward function that assesses the affective pattern of any generated racetrack from a corpus of arousal traces. Our findings suggest that EDRL can accurately generate affect-driven racing game…
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Taxonomy
TopicsMental Health Research Topics
