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To Make Sense of Procedurally Generated Dungeons
Malmö University, Faculty of Technology and Society (TS), Department of Computer Science and Media Technology (DVMT).
Malmö University, Faculty of Technology and Society (TS), Department of Computer Science and Media Technology (DVMT).
Malmö University, Faculty of Technology and Society (TS), Department of Computer Science and Media Technology (DVMT).ORCID iD: 0000-0002-7738-1601
Malmö University, Faculty of Technology and Society (TS), Department of Computer Science and Media Technology (DVMT). Malmö University, Malmö, Sweden.ORCID iD: 0000-0003-3924-7484
2020 (English)In: Extended Abstracts of the 2020 Annual Symposium on Computer-Human Interaction in Play, Association for Computing Machinery (ACM), 2020, p. 384-387Conference paper, Published paper (Refereed)
Abstract [en]

With the growth of procedural content generation in game development, there is a need for a viable generative method to give context and make sense of the content within game space. We propose procedural narrative as context through objectives, as a useful means to structure content in games. In this paper, we present and describe an artifact developed as a sub-system to the Evolutionary Dungeon Designer (EDD) that procedurally generates objectives for the dungeons created with the tool. The quality of the content within rooms is used to generate objectives, and together with the distributions and design of the dungeon, main and side objectives are formed to maximize the usage of game space and create a proper context.  

Place, publisher, year, edition, pages
Association for Computing Machinery (ACM), 2020. p. 384-387
National Category
Computer Sciences
Identifiers
URN: urn:nbn:se:mau:diva-51838DOI: 10.1145/3383668.3419890Scopus ID: 2-s2.0-85096777424ISBN: 978-1-4503-7587-0 (print)OAI: oai:DiVA.org:mau-51838DiVA, id: diva2:1662357
Conference
CHI PLAY '20: The Annual Symposium on Computer-Human Interaction in Play, Virtual Event Canada, November 2 - 4, 2020
Available from: 2022-05-31 Created: 2022-05-31 Last updated: 2024-02-05Bibliographically approved
In thesis
1. Exploring Game Design through Human-AI Collaboration
Open this publication in new window or tab >>Exploring Game Design through Human-AI Collaboration
2022 (English)Doctoral thesis, comprehensive summary (Other academic)
Abstract [en]

Game design is a hard and multi-faceted task that intertwines different gameplay mechanics, audio, level, graphic, and narrative facets. Games' facets are developed in conjunction with others with a common goal that makes games coherent and interesting. These combinations result in plenty of games in diverse genres, which usually require a collaboration of a diverse group of designers. Collaborators can take different roles and support each other with their strengths resulting in games with unique characteristics. The multi-faceted nature of games and their collaborative properties and requirements make it an exciting task to use Artificial Intelligence (AI). The generation of these facets together requires a holistic approach, which is one of the most challenging tasks within computational creativity. Given the collaborative aspect of games, this thesis approaches their generation through Human-AI collaboration, specifically using a mixed-initiative co-creative (MI-CC) paradigm. This paradigm creates an interactive and collaborative scenario that leverages AI and human strengths with an alternating and proactive initiative to approach a task. However, this paradigm introduces several challenges, such as Human and AI goal alignment or competing properties.

In this thesis, game design and the generation of game facets by themselves and intertwined are explored through Human-AI collaboration. The AI takes a colleague's role with the designer, arising multiple dynamics, challenges, and opportunities. The main hypothesis is that AI can be incorporated into systems as a collaborator, enhancing design tools, fostering human creativity, and reducing workload. The challenges and opportunities that arise from this are explored, discussed, and approached throughout the thesis. As a result, multiple approaches and methods such as quality-diversity algorithms and designer modeling are proposed to generate game facets in tandem with humans, create a better workflow, enhance the interaction, and establish adaptive experiences.

Place, publisher, year, edition, pages
Malmö: Malmö universitet, 2022. p. 381
Series
Studies in Computer Science ; 20
Keywords
Computer Games, Human-AI Collaboration, Mixed-Initiative, Procedural Content Generation, Quality Diversity, Computational Creativity
National Category
Computer Sciences Human Computer Interaction
Research subject
Interaktionsdesign
Identifiers
urn:nbn:se:mau:diva-54586 (URN)10.24834/isbn.9789178773084 (DOI)978-91-7877-307-7 (ISBN)978-91-7877-308-4 (ISBN)
Public defence
2022-09-27, Niagara hörsal C, Nordenskiöldsgatan 1, 21119, Malmö, 14:30 (English)
Opponent
Supervisors
Available from: 2022-08-29 Created: 2022-08-27 Last updated: 2022-12-08Bibliographically approved

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Alvarez, AlbertoFont, Jose

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Citation style
  • apa
  • ieee
  • modern-language-association-8th-edition
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  • Other style
More styles
Language
  • de-DE
  • en-GB
  • en-US
  • fi-FI
  • nn-NO
  • nn-NB
  • sv-SE
  • Other locale
More languages
Output format
  • html
  • text
  • asciidoc
  • rtf