7,724 research outputs found
Adapting models of visual aesthetics for personalized content creation
This paper introduces a search-based approach to
personalized content generation with respect to visual aesthetics.
The approach is based on a two-step adaptation procedure
where (1) the evaluation function that characterizes the content
is adjusted to match the visual aesthetics of users and (2) the
content itself is optimized based on the personalized evaluation
function. To test the efficacy of the approach we design fitness
functions based on universal properties of visual perception,
inspired by psychological and neurobiological research. Using
these visual properties we generate aesthetically pleasing 2D
game spaceships via neuroevolutionary constrained optimization
and evaluate the impact of the designed visual properties on the
generated spaceships. The offline generated spaceships are used
as the initial population of an interactive evolution experiment in
which players are asked to choose spaceships according to their
visual taste: the impact of the various visual properties is adjusted
based on player preferences and new content is generated online
based on the updated computational model of visual aesthetics
of the player. Results are presented which show the potential of
the approach in generating content which is based on subjective
criteria of visual aesthetics.Thanks to all the participants of the interactive evolution
experiement. The research was supported, in part, by the
FP7 ICT project SIREN (project no: 258453) and by the
Danish Research Agency, Ministry of Science, Technology
and Innovation project AGameComIn; project number: 274-
09-0083.peer-reviewe
Learning the Designer's Preferences to Drive Evolution
This paper presents the Designer Preference Model, a data-driven solution
that pursues to learn from user generated data in a Quality-Diversity
Mixed-Initiative Co-Creativity (QD MI-CC) tool, with the aims of modelling the
user's design style to better assess the tool's procedurally generated content
with respect to that user's preferences. Through this approach, we aim for
increasing the user's agency over the generated content in a way that neither
stalls the user-tool reciprocal stimuli loop nor fatigues the user with
periodical suggestion handpicking. We describe the details of this novel
solution, as well as its implementation in the MI-CC tool the Evolutionary
Dungeon Designer. We present and discuss our findings out of the initial tests
carried out, spotting the open challenges for this combined line of research
that integrates MI-CC with Procedural Content Generation through Machine
Learning.Comment: 16 pages, Accepted and to appear in proceedings of the 23rd European
Conference on the Applications of Evolutionary and bio-inspired Computation,
EvoApplications 202
Adaptive game level creation through rank-based interactive evolution
This paper introduces Rank-based Interactive Evolution (RIE) which is an alternative to interactive evolution driven by computational models of user preferences to generate personalized content. In RIE, the computational models are adapted to the preferences of users which, in turn, are used as fitness functions for the optimization of the generated content. The preference models are built via ranking-based preference learning, while the content is generated via evolutionary search. The proposed method is evaluated on the creation of strategy game maps, and its performance is tested using artificial agents. Results suggest that RIE is both faster and more robust than standard interactive evolution and outperforms other state-of-the-art interactive evolution approaches.The research is supported, in part, by the FP7 ICT project SIREN (project no: 258453) and by the FP7 ICT project C2Learn (project no: 318480).peer-reviewe
Designer modeling for personalized game content creation tools
With the growing use of automated content creation
and computer-aided design tools in game development,
there is potential for enhancing the design process
through personalized interactions between the software
and the game developer. This paper proposes designer
modeling for capturing the designer’s preferences, goals
and processes from their interaction with a computer-
aided design tool, and suggests methods and domains
within game development where such a model can be
applied. We describe how designer modeling could be
integrated with current work on automated and mixed-
initiative content creation, and envision future directions which focus on personalizing the processes to a
designer’s particular wishes.peer-reviewe
Responsive and Personalized Web Layouts with Integer Programming
Over the past decade, responsive web design (RWD) has become the de facto standard for adapting web pages to a wide range of devices used for browsing. While RWD has improved the usability of web pages, it is not without drawbacks and limitations: designers and developers must manually design the web layouts for multiple screen sizes and implement associated adaptation rules, and its "one responsive design fits all"approach lacks support for personalization. This paper presents a novel approach for automated generation of responsive and personalized web layouts. Given an existing web page design and preferences related to design objectives, our integer programming -based optimizer generates a consistent set of web designs. Where relevant data is available, these can be further automatically personalized for the user and browsing device. The paper includes presentation of techniques for runtime adaptation of the designs generated into a fully responsive grid layout for web browsing. Results from our ratings-based online studies with end users (N = 86) and designers (N = 64) show that the proposed approach can automatically create high-quality responsive web layouts for a variety of real-world websites.Peer reviewe
Designer modeling for sentient sketchbook
This paper documents the challenges in creating a
computer-aided level design tool which incorporates computergenerated
suggestions which appeal to the human user. Several
steps are suggested in order to make the suggestions more
appropriate to a specific user’s overall style, current focus, and
end-goals. Designer style is modeled via choice-based interactive
evolution which adapts the impact of different dimensions of
quality based on the designer’s choice of certain suggestions over
others. Modeling process is carried out similarly to style, but
adapting to the current focus of the designer’s actions. Goals are
modeled by estimating the visual patterns of the designer’s final
artifact and changing the parameters of the algorithm to enforce
such patterns on generated suggestions.The research is supported, in part, by the FP7 ICT project
C2Learn (project no: 318480) and the FP7 Marie Curie CIG
project AutoGameDesign (project no: 630665).peer-reviewe
Game AI revisited
More than a decade after the early research efforts on the
use of artificial intelligence (AI) in computer games and the
establishment of a new AI domain the term “game AI” needs
to be redefined. Traditionally, the tasks associated with
game AI revolved around non player character (NPC) behavior at different levels of control, varying from navigation
and pathfinding to decision making. Commercial-standard
games developed over the last 15 years and current game
productions, however, suggest that the traditional challenges
of game AI have been well addressed via the use of sophisticated AI approaches, not necessarily following or inspired
by advances in academic practices. The marginal penetration of traditional academic game AI methods in industrial
productions has been mainly due to the lack of constructive communication between academia and industry in the
early days of academic game AI, and the inability of academic game AI to propose methods that would significantly
advance existing development processes or provide scalable
solutions to real world problems. Recently, however, there
has been a shift of research focus as the current plethora
of AI uses in games is breaking the non-player character AI
tradition. A number of those alternative AI uses have already shown a significant potential for the design of better
games.
This paper presents four key game AI research areas that
are currently reshaping the research roadmap in the game
AI field and evidently put the game AI term under a new
perspective. These game AI flagship research areas include
the computational modeling of player experience, the procedural generation of content, the mining of player data on
massive-scale and the alternative AI research foci for enhancing NPC capabilities.peer-reviewe
Webpage design optimization using genetic algorithm driven CSS
In the rapid emergence of globalization, e-commerce, and internet accessibility in remote parts of the world, ongoing feedback and participation from site visitors are essential for attaining clear and effective communication on a web site. This thesis presents a computational experiment for optimizing design of a webpage in an evolutionary manner. Webpage personalization is viewed as a configuration problem whose goal is to determine the optimal presentation of a webpage while taking into account the preference of the web author (designer), layout constraints (web design/editing language: HTML, CSS), and viewer interaction with the browser. The study proposes use of genetic algorithm-driven Cascading Style Sheets (CSS) to assist the process of webpage design optimization. This method will engage visitors to remotely modify and enhance the style (type, layout and color) of web site to fit their aesthetic and functional representation of well-received design. The preference feedback from user will be stored in an application server for automated evolutionary selection process and reinitialized for the next generation of users. Through the experimentation of web prototype and user evaluation test, the implementation of this method is examined and the derived design solutions are analyzed based on web aesthetics, standards, and accessibility
Boosting computational creativity with human interaction in mixed-initiative co-creation tasks
Research in computational creativity often focuses on
autonomously creative systems, which incorporate creative
processes and result in creative outcomes. However,
the integration of artificially intelligent processes
in human-computer interaction tools necessitates that
we identify how computational creativity can be shaped
and ultimately enhanced by human intervention. This
paper attempts to connect mixed-initiative design with
established theories of computational creativity, and
adapt the latter to accommodate a human initiative
impacting computationally creative processes and outcomes.
Several case studies of mixed-initiative tools for
design and play are used to corroborate the arguments
in this paper.peer-reviewe
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