11,926 research outputs found

    Orchestrating Game Generation

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    The design process is often characterized by and realized through the iterative steps of evaluation and refinement. When the process is based on a single creative domain such as visual art or audio production, designers primarily take inspiration from work within their domain and refine it based on their own intuitions or feedback from an audience of experts from within the same domain. What happens, however, when the creative process involves more than one creative domain such as in a digital game? How should the different domains influence each other so that the final outcome achieves a harmonized and fruitful communication across domains? How can a computational process orchestrate the various computational creators of the corresponding domains so that the final game has the desired functional and aesthetic characteristics? To address these questions, this article identifies game facet orchestration as the central challenge for AI-based game generation, discusses its dimensions and reviews research in automated game generation that has aimed to tackle it. In particular, we identify the different creative facets of games, we propose how orchestration can be facilitated in a top-down or bottom-up fashion, we review indicative preliminary examples of orchestration, and we conclude by discussing the open questions and challenges ahead

    Generative Design in Minecraft: Chronicle Challenge

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    © 2016 ACC 2019We introduce the Chronicle Challenge as an optional addition to the Settlement Generation Challenge in Minecraft. One of the foci of the overall competition is adaptive procedural content generation (PCG), an arguably under-explored problem in computational creativity. In the base challenge, participants must generate new settlements that respond to and ideally interact with existing content in the world, such as the landscape or climate. The goal is to understand the underlying creative process, and to design better PCG systems. The Chronicle Challenge in particular focuses on the generation of a narrative based on the history of a generated settlement, expressed in natural language. We discuss the unique features of the Chronicle Challenge in comparison to other competitions, clarify the characteristics of a chronicle eligible for submission and describe the evaluation criteria. We furthermore draw on simulation-based approaches in computational storytelling as examples to how this challenge could be approached.Peer reviewe

    Alumni of Note

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    Key Player - Maryland Stadium Authority\u27s Alison Asti; Big Hitters: Percival\u27s Winning Softball Team; Fitting Tributes: Newly Endowed Scholarships

    What do coaches orchestrate? Unravelling the 'quiddity' of practice

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    The general purpose of this article is threefold. Firstly, it is to further the notion of coaching as orchestration through developing insight into precisely how and what coaches orchestrate. Secondly, it is to firmly position coaching as a relational practice, whilst thirdly it is to better define coaching’s complex nature and how it can be somewhat ordered. Following an introduction where the purpose and value of the paper are outlined, we present the reflective method of critical companionship through which we explored and addressed the aforementioned purposes. The case for the quiddity, or the 'just whatness' (i.e., the inherent nature or essence) of coaching as involving complex, relational acts which can be somewhat explained through recourse to the developing theory of orchestration is subsequently made. In doing so, two precise examples of how we as coaches orchestrate sporting practice are presented. The paper concludes with both a summary of the principal argument(s) made, and some reflective considerations for future directions
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