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Fostering creativity in the mixed-initiative evolutionary dungeon designer

Alberto Alvarez, Steve Dahlskog, Jose Font, Johan Holmberg, Chelsi Nolasco, Axel Österman
2018 Proceedings of the 13th International Conference on the Foundations of Digital Games - FDG '18  
They also allow us to identify upcoming challenges pattern-based mixed-initiative tools could benefit from.  ...  The Evolutionary Dungeon Designer (EDD) [3] is a mixed-initiative tool with a focus on using evolutionary computation to procedurally generate content that adhere to game design patterns.  ...  ACKNOWLEDGMENTS The Evolutionary Dungeon Designer is part of the project The Evolutionary World Designer which is supported by The Crafoord Foundation.  ... 
doi:10.1145/3235765.3235815 dblp:conf/fdg/AlvarezDFHNO18 fatcat:skw3mwlqonfuxoso3khhjj6gpy

Mixed-initiative procedural generation of dungeons using game design patterns

Alexander Baldwin, Steve Dahlskog, Jose M. Font, Johan Holmberg
2017 2017 IEEE Conference on Computational Intelligence and Games (CIG)  
gameplay-based control in mixedinitiative dungeon generators.  ...  We also identify challenges that will need to be faced if game design pattern-based mixed-initiative level design tools are to become a part of the game designer's toolkit.  ...  Thanks also to Steve for the many discussions we've had about game design patterns over the past few months. Finally, thanks to the people who tested Evolutionary Dungeon Designer.  ... 
doi:10.1109/cig.2017.8080411 dblp:conf/cig/BaldwinDFH17 fatcat:t72tlonn3vh2jjsrf7plngckvi

Assessing aesthetic criteria in the evolutionary dungeon designer

Alberto Alvarez, Steve Dahlskog, Jose Font, Johan Holmberg, Simon Johansson
2018 Proceedings of the 13th International Conference on the Foundations of Digital Games - FDG '18  
The Evolutionary Dungeon Designer (EDD) [1] is as a mixedinitiative tool for creating dungeons for adventure games.  ...  generation process: the capability of locking sections for preserving custom aesthetic structures, as well as the measurement of symmetry and similarity in the provided suggestions.  ...  The Evolutionary Dungeon Designer EDD is a mixed-initiative authoring tool for generating dungeon rooms using a feasible-infeasible two population (fi-2pop) evolutionary approach, which is interactively  ... 
doi:10.1145/3235765.3235810 dblp:conf/fdg/AlvarezDFHJ18 fatcat:3mohhedev5c4jkmifyhpqlfw3m

Designer Modeling through Design Style Clustering [article]

Alberto Alvarez, Jose Font, Julian Togelius
2021 arXiv   pre-print
This method is implemented in the Evolutionary Dungeon Designer, a research platform for mixed-initiative systems to create roguelike games.  ...  We propose modeling designer style in mixed-initiative game content creation tools as archetypical design traces.  ...  For this, we use the Evolutionary Dungeon Designer (EDD), a research platform for exploring mixed-initiative creation of dungeon crawler content [7] , [8] .  ... 
arXiv:2004.01697v2 fatcat:pgxkjecosfhb7ca674dclcgg3q

Interactive Constrained MAP-Elites Analysis and Evaluation of the Expressiveness of the Feature Dimensions [article]

Alberto Alvarez, Steve Dahlskog, Jose Font, Julian Togelius
2020 arXiv   pre-print
We propose the Interactive Constrained MAP-Elites, a quality-diversity solution for game content generation, implemented as a new feature of the Evolutionary Dungeon Designer: a mixed-initiative co-creativity  ...  tool for designing dungeons.  ...  ACKNOWLEDGMENT The Evolutionary Dungeon Designer is part of the project The Evolutionary World Designer, supported by The Crafoord Foundation.  ... 
arXiv:2003.03377v1 fatcat:vfczu57kvvalxksubxxhzh32ke

Procedural Personas as Critics for Dungeon Generation [chapter]

Antonios Liapis, Christoffer Holmgård, Georgios N. Yannakakis, Julian Togelius
2015 Lecture Notes in Computer Science  
dungeons.  ...  On the other hand, a Monster Killer persona or a Treasure Collector persona evaluates playable levels based on how many monsters it can kill or how many treasures it can collect, respectively.  ...  These levels were designed in a mixed-initiative fashion [9] and had several patterns which allowed different decision making styles to be exhibited.  ... 
doi:10.1007/978-3-319-16549-3_27 fatcat:w2redkpkbrbjhisnem7brqrnim

Learning the Designer's Preferences to Drive Evolution [article]

Alberto Alvarez, Jose Font
2020 arXiv   pre-print
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  ...  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  ...  Acknowledgements The Evolutionary Dungeon Designer is part of the project The Evolutionary World Designer, supported by The Crafoord Foundation.  ... 
arXiv:2003.03268v1 fatcat:gnhlmd4uuvc6fjp5nugrti4u3a

Semantic Descriptions for Logical Content Generation

Thomas Smith, Julian A. Padget
2015 International Conference on Foundations of Digital Games  
Initial results show we can use answer set programming to generate basic roguelike dungeon layouts from a provided semantic knowledge base, and we intend to extend this to generate a range of other content  ...  This paper describes our research into the provision and use of semantic information to guide logical solver-based content generation, in order to feasibly generate meaningful and valid content.  ...  As an initial target, we aim to show that general logic-based solver modules can be used with a suitable knowledge base of constraints and relationships to generate playable roguelike dungeon levels.  ... 
dblp:conf/fdg/SmithP15 fatcat:jzq7uzklgjcjpcs7pzjqiipooy

Stay Awhile and Listen to 3Buddy, a Co-creative Level Design Support Tool

Pedro Lucas, Carlos Martinho
2017 International Conference on Computational Creativity  
Suggestions are generated and iteratively evolved by multiple inter-communicating genetic algorithms guiding three different domains: innovation (exploring new directions), guidelines (respecting specific  ...  The innovation and guidelines pool are initialized with random individuals and evolved according to their respective purpose, while the convergence pool is initialized with copies of the current dungeon  ...  For this exploratory evaluation, each GA population was composed of 30 individuals, that are initially randomly generated, with approximately 50% of crossable tiles, and 80 generations were computed each  ... 
dblp:conf/icccrea/LucasM17 fatcat:u57wqi6l3fagjmovako7e7omey

Hybrid Encoding For Generating Large Scale Game Level Patterns With Local Variations [article]

Jacob Schrum, Benjamin Capps, Kirby Steckel, Vanessa Volz, Sebastian Risi
2021 arXiv   pre-print
Such patterns can be produced with Compositional Pattern Producing Networks (CPPNs).  ...  Generative Adversarial Networks (GANs) are a powerful indirect genotype-to-phenotype mapping for evolutionary search.  ...  In contrast, our hybrid approach transforms offspring based on random chance and thus allows for mixed populations.  ... 
arXiv:2105.12960v2 fatcat:eg42yu7iwvd6ze6ofzmhei5kda

Towards Friendly Mixed Initiative Procedural Content Generation: Three Pillars of Industry [article]

Gorm Lai, William Latham, Frederic Fol Leymarie
2020 arXiv   pre-print
While the games industry is moving towards procedural content generation (PCG) with tools available under popular platforms such as Unreal, Unity or Houdini, and video game titles like No Man's Sky and  ...  One of the authors, has worked on both sides of this gap and in an effort to shorten it and increase the synergy between the two sectors, has identified three design pillars for PCG using mixed-initiative  ...  Evolutionary Dungeon Designer In [1] [2] [3] [4] 7] , Dalhskog et al., Alvarez et al. and Baldwin et al. created a series of works based on the procedural generation of dungeons via a MI interface.  ... 
arXiv:2005.09324v1 fatcat:utmdkhowtvacnem63pq3hjbfri

Mixed-Initiative Procedural Content Generation using Level Design Patterns and Interactive Evolutionary Optimisation [article]

Sean P. Walton and Alma A. M. Rahat and James Stovold
2020 arXiv   pre-print
An approach for building mixed-initiative tools for the procedural generation of game levels using interactive evolutionary optimisation is introduced.  ...  To test the mixed-initiative aspect of the tool a triple-blind mixed-method, user study was conducted.  ...  [3] present a mixed-initiative tool for generating dungeon levels using evolutionary algorithms.  ... 
arXiv:2005.07478v1 fatcat:6q622fulsndfrc6pp6trb47iem

Evolving missions to create game spaces

Daniel Karavolos, Antonios Liapis, Georgios N. Yannakakis
2016 2016 IEEE Conference on Computational Intelligence and Games (CIG)  
This paper describes a search-based generative method which creates game levels by evolving the intended sequence of player actions rather than their spatial layout.  ...  Initially simple graphs containing the mission's starting and ending nodes are evolved via mutation operators which expand and prune the graph topology.  ...  The evolved mission graphs are post-processed and then refined via the mixed-initiative grammar-based system of [13] , which creates a larger and more detailed mission graph.  ... 
doi:10.1109/cig.2016.7860396 dblp:conf/cig/KaravolosLY16a fatcat:fsj2qvjoxrcrbjvtojjcelrr7i

Constructive generation methods for dungeons and levels [chapter]

Noor Shaker, Antonios Liapis, Julian Togelius, Ricardo Lopes, Rafael Bidarra
2016 Procedural Content Generation in Games  
We finish the chapter by talking about some constructive generation methods for Super Mario Bros. levels. 3 Constructive generation methods for dungeons and levels  ...  This chapter addresses a specific type of game content, the dungeon, and a number of commonly used methods for generating such content.  ...  And above all, their mixed-initiative approach provides the largest amount of control one can offer, even from a gameplay-based perspective.  ... 
doi:10.1007/978-3-319-42716-4_3 fatcat:7e6jjfrn6fdpnkjpxmdv3cud5u

Mixed-Initiative Level Design with RL Brush [article]

Omar Delarosa, Hang Dong, Mindy Ruan, Ahmed Khalifa, Julian Togelius
2021 arXiv   pre-print
This paper introduces RL Brush, a level-editing tool for tile-based games designed for mixed-initiative co-creation.  ...  The tool uses reinforcement-learning-based models to augment manual human level-design through the addition of AI-generated suggestions.  ...  An example of a mixed-initiative PCG tool that generates levels for a specific game is Ropossum, which creates levels for the physics-based puzzle game Cut the Rope, based on a combination of grammatical  ... 
arXiv:2008.02778v3 fatcat:qsaatdfawbecrj5sk2zd4b3vpi
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