83,854 research outputs found
Refining the paradigm of sketching in AI-based level design
This paper describes computational processes which
can simulate how human designers sketch and then iteratively
refine their work. The paper uses the concept of a
map sketch as an initial, low-resolution and low-fidelity
prototype of a game level, and suggests how such map
sketches can be refined computationally. Different case
studies with map sketches of different genres showcase
how refinement can be achieved via increasing the resolution
of the game level, increasing the fidelity of the
function which evaluates it, or a combination of the two.
While these case studies use genetic algorithms to automatically
generate levels at different degrees of refinement,
the general method described in this paper can be
used with most procedural generation methods, as well
as for AI-assisted design alongside a human creator.The research was supported, in part, by the FP7 ICT projects
C2Learn (project no: 318480) and ILearnRW (project no:
318803), and by the FP7 Marie Curie CIG project Auto-
GameDesign (project no: 630665).peer-reviewe
Investigating collaborative creativity via machine-mediated game blending
Can the creativity of humans be enhanced through mutual cooperation, or is it a detriment to their own individual creativity? Although most artists are known for their artistic individuality, some of the best creative works were achieved through mutual collaborative efforts. This paper proposes the study of a game blending system capable of combining user- And machine-generated content from multiple users and creativity facets (e.g., audio, visuals, narrative) for the creation of complete games. Supported by mixed-initiative design tools and human computation (crowdsourcing), users create facet- specific content, while getting stimulated by other creations on different facets by other users. Our research will investigate the ability for machine input into the collaborative process to yield games of higher novelty and quality for players.peer-reviewe
Feature selection for capturing the experience of fun
Several approaches for constructing metrics to capture
player experience have been presented previously. In
this paper, we propose a generic methodology based on
feature selection and preference machine learning for
constructing such metric models of the degree to which
a player enjoys a given game.
For that purpose, previous and new survey experiments
on computer and physical interactive games are presented.
Given effective data collection a set of numerical
features is extracted from a player’s interaction with
the game and its physiological state. Then feature selection
algorithms are employed together with a function
approximator based on artificial neural networks to
construct feature sets and function that model the players’
notion of ‘fun’ for the game under investigation.
Performance of the model is evaluated by the degree
to which the preferences predicted by the model match
those ‘fun’ (entertainment) preferences expressed by
the subjects.
The results show that effective models can be constructed
using the proposed approach. The limitations
and the use of the methodology as an effective adaptive
mechanism to entertainment augmentation are discussed.This work was supported in part by the Danish Research
Agency, Ministry of Science, Technology and Innovation
(project no: 274-05-0511).peer-reviewe
Multi-level evolution of shooter levels
This paper introduces a search-based generative process
for first person shooter levels. Genetic algorithms
evolve the level’s architecture and the placement of
powerups and player spawnpoints, generating levels
with one floor or two floors. The evaluation of generated
levels combines metrics collected from simulations
of artificial agents competing in the level and
theory-based heuristics targeting general level design
patterns. Both simulation-based and theory-driven evaluations
target player balance and exploration, while resulting
levels emergently exhibit several popular design
patters of shooter levels.The research was supported, in part, by the FP7 ICT
projects C2Learn (project no: 318480) and ILearnRW
(project no: 318803), and by the FP7 Marie Curie CIG
project AutoGameDesign (project no: 630665).peer-reviewe
Targeting horror via level and soundscape generation
Horror games form a peculiar niche within game design
paradigms, as they entertain by eliciting negative
emotions such as fear and unease to their audience during
play. This genre often follows a specific progression
of tension culminating at a metaphorical peak, which is
defined by the designer. A player’s tension is elicited
by several facets of the game, including its mechanics,
its sounds, and the placement of enemies in its
levels. This paper investigates how designers can control
and guide the automated generation of levels and
their soundscapes by authoring the intended tension of
a player traversing them.The research was supported, in part, by the FP7 ICT projects
C2Learn (project no: 318480) and ILearnRW (project no:
318803), and by the FP7 Marie Curie CIG project Auto-
GameDesign (project no: 630665).peer-reviewe
Towards a generic method of evaluating game levels
This paper addresses the problem of evaluating the quality
of game levels across different games and even genres,
which is of key importance for making procedural
content generation and assisted game design tools more
generally applicable. Three game design patterns are
identified for having high generality while being easily
quantifiable: area control, exploration and balance. Formulas
for measuring the extent to which a level includes
these concepts are proposed, and evaluation functions
are derived for levels in two different game genres: multiplayer
strategy game maps and single-player roguelike
dungeons. To illustrate the impact of these evaluation
functions, and the similarity of impact across domains,
sets of levels for each function are generated using a
constrained genetic algorithm. The proposed measures
can easily be extended to other game genres.This research was supported, in part, by the FP7 ICT project
SIREN (project no: 258453) and by the FP7 ICT project
C2Learn (project no: 318480).peer-reviewe
Towards automatic personalized content generation for platform games
In this paper, we show that personalized levels can be automatically generated for platform games. We build on previous work, where models were derived that predicted player experience based on features of level design and on playing styles. These models are constructed using preference learning, based on questionnaires administered to players after playing different levels. The contributions of the current paper are (1) more accurate models based on a much larger data set; (2) a mechanism for adapting level design parameters to given players and playing style; (3) evaluation of this adaptation mechanism using both algorithmic and human players. The results indicate that the adaptation mechanism effectively optimizes level design parameters for particular players.peer-reviewe
Limitations of choice-based interactive evolution for game level design
This paper presents a tool geared towards the collaboration of a human and an artificial designer for the creation of game content. The framework combines procedural content generation using stochastic search with
user input in the form of an initial goal statement as well
as preference of generated results. Feedback from industry experts in a pilot user experiment showcased the
limitations of this approach and the protocol chosen for
evaluating the authoring tool. The limitations are discussed with respect to the suitability of interactive evolution for creative design and the design of experimental
protocols for evaluating authoring tools for games.peer-reviewe
Optimizing visual properties of game content through neuroevolution
This paper presents a search-based approach to generating game content that satisfies both gameplay requirements and user-expressed aesthetic criteria. Using evolutionary constraint satisfaction, we search for spaceships (for a space combat game) represented as compositional patternproducing networks. While the gameplay requirements are satisfied by ad-hoc defined constraints, the aesthetic evaluation function can also be informed by human aesthetic judgement. This is achieved using indirect interactive evolution, where an evaluation function re-weights an array of aesthetic criteria based on the choices of a human player. Early results show that we can create aesthetically diverse and interesting spaceships while retaining in-game functionality.peer-reviewe
Optimization of platform game levels for player experience
We demonstrate an approach to modelling the effects of certain parameters of platform game levels on the players' experience of the game. A version of Super Mario Bros has been adapted for generation of parameterized levels, and experiments are conducted over the web to collect data on the relationship between level design parameters and aspects of player experience. These relationships have been learned using preference learning of neural networks. The acquired models will form the basis for artificial evolution of game levels that elicit desired player emotions.peer-reviewe
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