TY - GEN ID - cogprints5573 UR - http://cogprints.org/5573/ A1 - Togelius, Julian A1 - De Nardi, Renzo A1 - Lucas, Simon M. Y1 - 2007/// N2 - Evolutionary algorithms are commonly used to create high-performing strategies or agents for computer games. In this paper, we instead choose to evolve the racing tracks in a car racing game. An evolvable track representation is devised, and a multiobjective evolutionary algorithm maximises the entertainment value of the track relative to a particular human player. This requires a way to create accurate models of players' driving styles, as well as a tentative definition of when a racing track is fun, both of which are provided. We believe this approach opens up interesting new research questions and is potentially applicable to commercial racing games. PB - IEEE KW - Games KW - Car Racing KW - Evolution KW - Neural Networks TI - Towards automatic personalised content creation for racing games AV - public ER -