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Questgram [Qg]: Toward a Mixed-Initiative Quest Generation Tool
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, 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: 0000-0003-3924-7484
2021 (English)In: Proceedings of the 16th International Conference on the Foundations of Digital Games, Association for Computing Machinery (ACM), 2021, p. 1-10, article id 6Conference paper, Published paper (Refereed)
Abstract [en]

Quests are a core element in many games, especially role-playing and adventure games, where quests drive the gameplay and story, engage the player in the game’s narrative, and in most cases, act as a bridge between different game elements. The automatic generation of quests and objectives is an interesting challenge since this can extend the lifetime of games such as in Skyrim, or can help create unique experiences such as in AI Dungeon. This work presents Questgram [Qg], a mixed-initiative prototype tool for creating quests using grammars combined in a mixed-initiative level design tool. We evaluated our tool quantitatively by assessing the generated quests and qualitatively through a small user study. Human designers evaluated the system by creating quests manually, automatically, and through mixed-initiative. Our results show the Questgram’s potential, which creates diverse, valid, and interesting quests using quest patterns. Likewise, it helps engage designers in the quest design process, fosters their creativity by inspiring them, and enhance the level generation facet of the Evolutionary Dungeon Designer with steps towards intertwining both level and quest design.

Place, publisher, year, edition, pages
Association for Computing Machinery (ACM), 2021. p. 1-10, article id 6
Keywords [en]
Computer Games, Mixed-Initiative Co-Creative Design, Grammars, Quest Generation, Procedural Content Generation
National Category
Human Computer Interaction Computer Sciences
Research subject
Interaktionsdesign
Identifiers
URN: urn:nbn:se:mau:diva-47271DOI: 10.1145/3472538.3472544ISI: 001124866500005Scopus ID: 2-s2.0-85118275444OAI: oai:DiVA.org:mau-47271DiVA, id: diva2:1617697
Conference
Foundations of Digital Games, August 2021
Available from: 2021-12-07 Created: 2021-12-07 Last updated: 2024-05-28Bibliographically 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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Publisher's full textScopushttps://dl.acm.org/doi/10.1145/3472538.3472544

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Alvarez, AlbertoFont, Jose

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