Player-Centric Procedural Content Generation: Enhancing Runtime Customization by Integrating...
summary
A runtime PCG system called Player-Centric PCG presents levels generated from a manipulable feature vector, solicits one-line feedback after each run, and learns via a rejection-based sampler that labels disliked regions as deadzones so they are not reselected. Implemented in a Pac‑Man domain, it achieves high recall on static preferences but lower precision, and tests across short-term, medium, long and infinite memory show short-term best recovers after jump changes while long-term better handles gradual shifts.
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