How can computational intelligence help make car racing more fun?
JT: Some ways I explored in my theses is to create fun tracks for particular player, to create sets of behaviorally diverse opponents, and to create opponents that have a particular skill level on a track that has not be seen before (e.g. it has just been created by the user). Such techniques could help game developers dispense with some of the expensive level design and opponent AI programming process. But above all, they could make racing games more interactive and open-ended. I imagine a game where you just start driving, and continue driving for as long as you like on a never-ending track; the game senses what sort of driving you are good at and you think is fun, and comes up with new track section and competing drivers that are exactly the ones that you would have wished for. I couldn’t sit down and program such a game tomorrow, but with a couple of years’ more directed research effort I think it could be done.