[{"data":1,"prerenderedAt":-1},["ShallowReactive",2],{"detail-sidebar-cat-0-en-105":3,"doc-seo-153174-105":59,"doc-detail-153174-en":130},{"code":4,"msg":5,"data":6},0,"success",[7,13,18,23,28,33,38,43,48,51,55],{"id":8,"doc_module":4,"doc_module_name":9,"category_name":10,"show_sort_weight":11,"slug":12},1,"Document","Story & Novel",90,"story-novel",{"id":14,"doc_module":4,"doc_module_name":9,"category_name":15,"show_sort_weight":16,"slug":17},2,"Literature",80,"literature",{"id":19,"doc_module":4,"doc_module_name":9,"category_name":20,"show_sort_weight":21,"slug":22},4,"Exam",70,"exam",{"id":24,"doc_module":4,"doc_module_name":9,"category_name":25,"show_sort_weight":26,"slug":27},5,"Comic",60,"comic",{"id":29,"doc_module":4,"doc_module_name":9,"category_name":30,"show_sort_weight":31,"slug":32},6,"Technology",50,"technology",{"id":34,"doc_module":4,"doc_module_name":9,"category_name":35,"show_sort_weight":36,"slug":37},7,"Healthcare",40,"healthcare",{"id":39,"doc_module":4,"doc_module_name":9,"category_name":40,"show_sort_weight":41,"slug":42},8,"Research & Report",30,"research-report",{"id":44,"doc_module":4,"doc_module_name":9,"category_name":45,"show_sort_weight":46,"slug":47},9,"Religion & Spirituality",20,"religion-spirituality",{"id":46,"doc_module":4,"doc_module_name":9,"category_name":49,"show_sort_weight":46,"slug":50},"World Cup","world-cup",{"id":52,"doc_module":4,"doc_module_name":9,"category_name":53,"show_sort_weight":52,"slug":54},10,"Lifestyle","lifestyle",{"id":56,"doc_module":4,"doc_module_name":9,"category_name":57,"show_sort_weight":24,"slug":58},19,"General","general",{"code":4,"msg":60,"data":61},"ok",{"site_id":62,"language":63,"slug":64,"title":65,"keywords":66,"description":67,"schema_data":68,"social_meta":123,"head_meta":125,"extra_data":127,"updated_unix":129},105,"en","persona-driven-dominantsubmissive-map-pdsm-generation-for-tutorials","Persona-driven Dominant/Submissive Map (PDSM) Generation for Tutorials","","Automated persona-driven video game tutorial level generation is addressed through a method that uses procedural personas to compute behavioral characteristics for tutorial scenarios. The behavioral descriptors drive evolutionary search using Constrained MAP-Elites, where each evolved map is evaluated by simplicity as a quality criterion. Results demonstrate that the generated maps can strongly encourage or discourage persona-like behaviors and span from simple solutions to complex puzzle levels, making them suitable for generative tutorial systems.",{"@graph":69,"@context":122},[70,84,105],{"@type":71,"itemListElement":72},"BreadcrumbList",[73,77,79,82],{"item":74,"name":75,"@type":76,"position":8},"https://docshare.wps.com","Home","ListItem",{"item":78,"name":9,"@type":76,"position":14},"https://docshare.wps.com/document/",{"item":80,"name":40,"@type":76,"position":81},"https://docshare.wps.com/document/research-report/",3,{"item":83,"name":65,"@type":76,"position":19},"https://docshare.wps.com/document/persona-driven-dominantsubmissive-map-pdsm-generation-for-tutorials/153174/",{"url":83,"name":65,"@type":85,"image":86,"author":91,"headline":65,"publisher":94,"fileFormat":97,"inLanguage":63,"description":67,"dateModified":98,"datePublished":99,"encodingFormat":97,"isAccessibleForFree":100,"interactionStatistic":101},"DigitalDocument",{"url":87,"@type":88,"width":89,"height":90},"https://docshare.wps.com/thumbnails/persona-driven-dominantsubmissive-map-pdsm-generation-for-tutorials/153174.png","ImageObject",300,407,{"name":92,"@type":93},"Aditya","Person",{"url":74,"name":95,"@type":96},"DocShare","Organization","application/pdf","2026-09-18","2026-08-27",true,{"@type":102,"interactionType":103,"userInteractionCount":19},"InteractionCounter",{"@type":104},"ViewAction",{"@type":106,"mainEntity":107},"FAQPage",[108,114,118],{"name":109,"@type":110,"acceptedAnswer":111},"What problem does the paper address in video game tutorial design?","Question",{"text":112,"@type":113},"It targets automated generation of tutorial level content that can teach or influence how players use game mechanics and playstyles.","Answer",{"name":115,"@type":110,"acceptedAnswer":116},"How are procedural personas used in the generation process?",{"text":117,"@type":113},"Procedural personas compute behavioral characteristics that guide the generator in producing levels aligned with or against certain playstyle behaviors.",{"name":119,"@type":110,"acceptedAnswer":120},"What algorithm evaluates and evolves the tutorial level maps?",{"text":121,"@type":113},"Levels are evolved using Constrained MAP-Elites, with map quality determined by simplicity so the system prefers simpler, higher-quality solutions.","https://schema.org",{"og:url":83,"og:type":124,"og:title":65,"og:site_name":95,"og:description":67},"article",{"robots":126,"canonical":83},"index,follow",{"doc_id":128,"site_id":62},153174,1787871793,{"code":4,"msg":5,"data":131},{"doc_id":128,"user_id":132,"nickname":92,"user_avatar":133,"doc_module":4,"category_id":39,"category_name":40,"doc_title":65,"doc_description":67,"doc_content":134,"file_id":135,"file_url":136,"file_type":137,"file_size":138,"view_count":19,"is_deleted":4,"is_public":8,"is_downloadable":8,"audit_status":8,"page_count":52,"language":139,"language_code":63,"site_id":62,"html_lang":63,"table_of_contents":140,"faqs":141,"seo_title":142,"seo_description":67,"update_tm":129,"read_time":143},962085564549,"https://ap-avatar.wpscdn.com/davatar_085a072bc5b1113ac321206ff7593b45","Persona-driven Dominant/Submissive Map (PDSM) Generation for Tutorials  \nMichael Cerny Green  \n[mike.green@nyu.edu](mike.green@nyu.edu)[ ](mike.green@nyu.edu)New York University New York, New York, USA  \nAhmed Khalifa  \n[ahmed.khalifa@um.edu.mt](ahmed.khalifa@um.edu.mt)[ ](ahmed.khalifa@um.edu.mt)University of Malta Msida, Malta  \narXiv :2204 .05217v1 [ cs .AI] 11 Apr 2022  \nM Charity  \n[mlc761@nyu.edu](mlc761@nyu.edu)[ ](mlc761@nyu.edu)New York University New York, New York, USA  \nJulian Togelius  \n[julian@togelius.com](julian@togelius.com)[ ](julian@togelius.com)New York University New York, New York, USA  \nABSTRACT  \nIn this paper, we present a method for automated persona-driven video game tutorial level generation. Tutorial levels are scenarios in which the player can explore and discover different rules and game mechanics. Procedural personas can guide generators to create content which encourages or discourages certain playstyle behaviors. In this system, we use procedural personas to calculate the behavioral characteristics of levels which are evolved using the quality-diversity algorithm known as Constrained MAP-Elites. An evolved map’s quality is determined by its simplicity: the simpler it is, the better it is. Within this work, we show that the generated maps can strongly encourage or discourage different persona-like behaviors and range from simple solutions to complex puzzle-levels, making them perfect candidates for a tutorial generative system.  \nCCS CONCEPTS  \n• Applied computing → Computer games; • Mathematics of computing → Evolutionary algorithms.  \nKEYWORDS  \nprocedural level generation, procedural persona, quality diversity, evolution, experience driven level generation, minidungeons  \nACM Reference Format:  \nMichael Cerny Green, Ahmed Khalifa, M Charity, and Julian Togelius. 2022. Persona-driven Dominant/Submissive Map (PDSM) Generation for Tutorials. In Proceedings of International Conference on the Foundations of Digital Games (FDG’22). ACM, New York, NY, USA, 10 pages. [https://doi.org/10.1145/](https://doi.org/10.1145/)[ ](https://doi.org/10.1145/)nnnnnnn.nnnnnnn  \n1 INTRODUCTION  \nMost games include some form of tutorial that teaches you how to play the game. In particular, games often feature levels that teach the player various aspects of the game. It is very common  \nPermission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than ACM must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions [from permissions@acm.org](from permissions@acm.org).  \nFDG’22, September 05–08, 2022, Athens, Greece © 2022 Association for Computing Machinery.  \nACM ISBN 978-1-4503-XXXX-X/18/06. . . $15.00 [https://doi.org/10.1145/nnnnnnn.nnnnnnn](https://doi.org/10.1145/nnnnnnn.nnnnnnn)  \nfor such tutorial content to occur at the beginning of the game, but also whenever new mechanics, NPC types or similar concepts are introduced. For example, when you find the grapple hook in one of the Zelda games, you can be certain to find a few puzzles nearby that requires you to use it so that you can learn by doing.  \nMany games feature some form of level generation, and procedural content generation for games is also an active research field [35] . In this context, the question of how to generate tutorials has attracted some attention recently [3, 13, 14, 16] . The reasons for wanting to generate tutorials are multiple: one might want to part-automate the tutorial creation process to free up game designers and developers to work on other topics; one might want to enable automatically generated games to have tutorial","cbCaiaGlvbNQIg9j","https://ap.wps.com/l/cbCaiaGlvbNQIg9j","pdf",3038157,"English","# Introduction\n## Tutorial generation and player-specific needs\n## Experience-driven procedural content generation (EDPCG)\n## Designing tutorials for playstyles","[{\"question\":\"What problem does the paper address in video game tutorial design?\",\"answer\":\"It targets automated generation of tutorial level content that can teach or influence how players use game mechanics and playstyles.\"},{\"question\":\"How are procedural personas used in the generation process?\",\"answer\":\"Procedural personas compute behavioral characteristics that guide the generator in producing levels aligned with or against certain playstyle behaviors.\"},{\"question\":\"What algorithm evaluates and evolves the tutorial level maps?\",\"answer\":\"Levels are evolved using Constrained MAP-Elites, with map quality determined by simplicity so the system prefers simpler, higher-quality solutions.\"}]","Persona-driven Dominant/Submissive Map (PDSM) Generation for Tutorials | PDF",25]