119 research outputs found
Data-driven design : a case for maximalist game design
Maximalism in art refers to drawing on and combining
multiple different sources for art creation, embracing
the resulting collisions and heterogeneity. This paper
discusses the use of maximalism in game design
and particularly in data games, which are games that
are generated partly based on open data. Using Data
Adventures, a series of generators that create adventure
games from data sources such as Wikipedia and Open-
StreetMap, as a lens we explore several tradeoffs and
issues in maximalist game design. This includes the tension
between transformation and fidelity, between decorative
and functional content, and legal and ethical issues
resulting from this type of generativity. This paper
sketches out the design space of maximalist data-driven
games, a design space that is mostly unexplored.peer-reviewe
Data-driven Design: A Case for Maximalist Game Design
Maximalism in art refers to drawing on and combining multiple different
sources for art creation, embracing the resulting collisions and heterogeneity.
This paper discusses the use of maximalism in game design and particularly in
data games, which are games that are generated partly based on open data. Using
Data Adventures, a series of generators that create adventure games from data
sources such as Wikipedia and OpenStreetMap, as a lens we explore several
tradeoffs and issues in maximalist game design. This includes the tension
between transformation and fidelity, between decorative and functional content,
and legal and ethical issues resulting from this type of generativity. This
paper sketches out the design space of maximalist data-driven games, a design
space that is mostly unexplored.Comment: 9 pages, 2 Figures, Accepted in ICCC 201
A holistic approach for semantic-based game generation
The Web contains vast sources of content that could
be reused to reduce the development time and effort to create
games. However, most Web content is unstructured and lacks
meaning for machines to be able to process and infer new
knowledge. The Web of Data is a term used to describe a trend
for publishing and interlinking previously disconnected datasets
on the Web in order to make them more valuable and useful as
a whole. In this paper, we describe an innovative approach that
exploits Semantic Web technologies to automatically generate
games by reusing Web content. Existing work on automatic game
content generation through algorithmic means focuses primarily
on a set of parameters within constrained game design spaces
such as terrains or game levels, but does not harness the potential
of already existing content on the Web for game generation. We
instead propose a holistic and more generally-applicable game
generation solution that would identify suitable Web information
sources and enrich game content with semantic meta-structures.The research work disclosed in this publication is partially
funded by the REACH HIGH Scholars Programme — Post-
Doctoral Grants. The grant is part-financed by the European
Union, Operational Programme II — Cohesion Policy 2014-
2020 Investing in human capital to create more opportunities
and promote the wellbeing of society — European Social
Fund.peer-reviewe
Generative Design in Minecraft (GDMC), Settlement Generation Competition
This paper introduces the settlement generation competition for Minecraft,
the first part of the Generative Design in Minecraft challenge. The settlement
generation competition is about creating Artificial Intelligence (AI) agents
that can produce functional, aesthetically appealing and believable settlements
adapted to a given Minecraft map - ideally at a level that can compete with
human created designs. The aim of the competition is to advance procedural
content generation for games, especially in overcoming the challenges of
adaptive and holistic PCG. The paper introduces the technical details of the
challenge, but mostly focuses on what challenges this competition provides and
why they are scientifically relevant.Comment: 10 pages, 5 figures, Part of the Foundations of Digital Games 2018
proceedings, as part of the workshop on Procedural Content Generatio
Automatic level generation for platform videogames using genetic algorithms
In this document we present an investigation on automatically generating levels for platform videogames. Common approaches for this problem are rhythm based, where input patterns are transformed in a valid geometry, and chunk based, where samples are humanly created and automatically assembled like a puzzle. The proposal hereby presented is to explore this challenge with the usage of Genetic Algorithms, facing it as a search problem, in order to achieve higher expressivity and less linearity than in rhythm based approach and without requiring human creation as it happens with the chunk based approach. With simple heuristics the system is able to generate playable levels in a small amount of time (one level is created in less than a minute) and with considerable diversity, as our results show
Automated iterative game design
Computational systems to model aspects of iterative game design were proposed, encompassing: game generation, sampling behaviors in a game, analyzing game behaviors for patterns, and iteratively altering a game design. Explicit models of the actions in games as planning operators allowed an intelligent system to reason about how actions and action sequences affect gameplay and to create new mechanics. Metrics to analyze differences in player strategies were presented and were able to identify flaws in game designs. An intelligent system learned design knowledge about gameplay and was able to reduce the number of design iterations needed during playtesting a game to achieve a design goal.
Implications for how intelligent systems augment and automate human game design practices are discussed.Ph.D
AI-based game design patterns
This paper proposes a model for designing games around Artificial Intelligence (AI). AI-based games put AI in the foreground of the player experience rather than in a supporting role as is often the case in many commercial games. We analyze the use of AI in a number of existing games and identify design patterns for AI in games. We propose a generative ideation technique to combine a design pattern with an AI technique or capacity to make new AI-based games. Finally, we demonstrate this technique through two examples of AI-based game prototypes created using these patterns
Framing tension for game generation
Emotional progression in narratives is carefully structured by
human authors to create unexpected and exciting situations,
often culminating in a climactic moment. This paper explores how an autonomous computational designer can create frames of tension which guide the procedural creation of
levels and their soundscapes in a digital horror game. Using
narrative concepts, the autonomous designer can describe an
intended experience that the automated level generator must
adhere to. The level generator interprets this intent, bound
by the possibilities and constraints of the game. The tension
of the generated level guides the allocation of sounds in the
level, using a crowdsourced model of tension.peer-reviewe
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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