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Fostering creativity in the mixed-initiative evolutionary dungeon designer
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
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
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]
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]
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]
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]
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
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
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]
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]
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]
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
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]
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]
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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