957 research outputs found
Problematizing cultural appropriation
Cultural appropriation in games entails the taking of knowledge, artifacts or expression from a culture and recontextualizing it within game structures. While cultural appropriation is a pervasive practice in games, little attention has been given to the ethical issues that emerge from such practices with regards to how culture is portrayed. This paper problematizes cultural appropriation in the context of a serious game for children inspired by Día de los Muertos, a Mexican festival focused on remembrance of the dead. Taking a research through design approach, we demonstrate that recontextualised cultural elements can retain their basic, original meaning. However, we also find that cultural appropriation is inevitable and its ethical implications can be far reaching. In our context, ethical concerns arose as a result of children’s beliefs that death affects prominent others and their destructive ways of coping with death. We argue that revealing emergent ethical concerns is imperative before deciding how and in what way to encourage culturally authentic narratives
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
Personas versus clones for player decision modelling
The current paper investigates how to model human play styles. Building on decision and persona theory we evolve game playing agents representing human decision making styles. Two methods are developed, applied, and compared: procedural personas, based on utilities designed with expert knowledge, and clones, trained to reproduce play traces. Additionally, two metrics for comparing agent and human decision making styles are proposed and compared. Results indicate that personas evolved from designer intuitions can capture human decision making styles equally well as clones evolved from human play traces.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
Decision making styles as deviation from rational action : a super Mario case study
The authors would like to thank Juan Ortega and Noor
Shaker, as well as all players, for their contributions in creating
the dataset. We also thank Robin Baumgarten for making
his code publicly available under the WTFPL license.
Finally, we would like to thank our reviewers for feedback
and suggestions for future work.In this paper we describe a method of modeling play styles as
deviations from approximations of game theoretically rational
actions. These deviations are interpreted as containing information
about player skill and player decision making style.
We hypothesize that this information is useful for differentiating
between players and for understanding why human player
behavior is attributed intentionality which we argue is a prerequisite
for believability. To investigate these hypotheses we
describe an experiment comparing 400 games in the Mario
AI Benchmark testbed, played by humans, with equivalent
games played by an approximately game theoretically rationally
playing AI agent. The player actions’ deviations from
the rational agent’s actions are subjected to feature extraction,
and the resulting features are used to cluster play sessions
into expressions of different play styles. We discuss
how these styles differ, and how believable agent behavior
might be approached by using these styles as an outset for a
planning agent. Finally, we discuss the implications of making
assumptions about rational game play and the problematic
aspects of inferring player intentions from behavior.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
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