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Robinson, R. B., Mirza-Babaei, P., Alvarez, A., Garreta Domingo, M., Mandryk, R. L. & Isbister, K. (2023). Games and Play SIG: Connecting Through Social and Playful Technologies. In: CHI EA '23: Extended Abstracts of the 2023 CHI Conference on Human Factors in Computing Systems: . Paper presented at 2023 CHI Conference on Human Factors in Computing Systems, CHI EA 2023, Hamburg, Germany, April 23-28, 2023. Association for Computing Machinery (ACM), Article ID 513.
Open this publication in new window or tab >>Games and Play SIG: Connecting Through Social and Playful Technologies
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2023 (English)In: CHI EA '23: Extended Abstracts of the 2023 CHI Conference on Human Factors in Computing Systems, Association for Computing Machinery (ACM), 2023, article id 513Conference paper, Published paper (Refereed)
Abstract [en]

Games have always been popular for connecting people, from local single-player and couch co-op, to massively multiplayer online. Throughout the COVID-19 pandemic, remote games that involved and fostered social interactions and connections were a highlight among strategies for staying connected. For this year’s games and play SIG, we come together to discuss the relevant and timely topic of social and playful technologies, and how they can be designed to best foster meaningful social connections over a distance. We bring together attendees from not only the games community, but also those in the broader field of CHI focusing on social and playful technologies.  

 

Place, publisher, year, edition, pages
Association for Computing Machinery (ACM), 2023
National Category
Human Computer Interaction
Identifiers
urn:nbn:se:mau:diva-63788 (URN)10.1145/3544549.3583176 (DOI)2-s2.0-85158152170 (Scopus ID)9781450394222 (ISBN)
Conference
2023 CHI Conference on Human Factors in Computing Systems, CHI EA 2023, Hamburg, Germany, April 23-28, 2023
Available from: 2023-11-20 Created: 2023-11-20 Last updated: 2023-11-20Bibliographically approved
Alvarez, A. (2022). Exploring Game Design through Human-AI Collaboration. (Doctoral dissertation). Malmö: Malmö universitet
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
Alvarez, A., Font Fernandez, J. M., Dahlskog, S. & Togelius, J. (2022). Interactive Constrained MAP-Elites: Analysis and Evaluation of the Expressiveness of the Feature Dimensions. IEEE Transactions on Games, 14(2), 202-211
Open this publication in new window or tab >>Interactive Constrained MAP-Elites: Analysis and Evaluation of the Expressiveness of the Feature Dimensions
2022 (English)In: IEEE Transactions on Games, ISSN 2475-1502, Vol. 14, no 2, p. 202-211Article in journal (Refereed) Published
Abstract [en]

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 (EDD): a mixed-initiative co-creativity tool for designing dungeons. The feature uses the MAP-Elites algorithm, an illumination algorithm that segregates the population among several cells depending on their scores with respect to different behavioral dimensions. Users can flexibly and dynamically alternate between these dimensions anytime, thus guiding the evolutionary process in an intuitive way, and then incorporate suggestions produced by the algorithm in their room designs. At the same time, any modifications performed by the human user will feed back into MAP-Elites, closing a circular workflow of constant mutual inspiration. This paper presents the algorithm followed by an in-depth evaluation of the expressive range of all possible dimension combinations in several scenarios, and discusses their influence in the fitness landscape and in the overall performance of the procedural content generation in EDD.

Place, publisher, year, edition, pages
IEEE, 2022
National Category
Computer Sciences
Identifiers
urn:nbn:se:mau:diva-40278 (URN)10.1109/TG.2020.3046133 (DOI)000811581700012 ()
Available from: 2021-02-01 Created: 2021-02-01 Last updated: 2022-12-07Bibliographically approved
Alvarez, A., Font, J. & Togelius, J. (2022). Story Designer: Towards a Mixed-Initiative Tool to Create Narrative Structures. In: FDG '22: Proceedings of the 17th International Conference on the Foundations of Digital Games: . Paper presented at FDG22: 17th International Conference on the Foundations of Digital Games, Athens, Greece, September 5 - 8, 2022. ACM Digital Library, Article ID 42.
Open this publication in new window or tab >>Story Designer: Towards a Mixed-Initiative Tool to Create Narrative Structures
2022 (English)In: FDG '22: Proceedings of the 17th International Conference on the Foundations of Digital Games, ACM Digital Library, 2022, article id 42Conference paper, Published paper (Refereed)
Abstract [en]

Narratives are a predominant part of games, and their design poses challenges when identifying, encoding, interpreting, evaluating, and generating them. One way to address this would be to approach narrative design in a more abstract layer, such as narrative structures. This paper presents Story Designer, a mixed-initiative co-creative narrative structure tool built on top of the Evolutionary Dungeon Designer (EDD) that uses tropes, narrative conventions found across many media types, to design these structures. Story Designer uses tropes as building blocks for narrative designers to compose complete narrative structures by interconnecting them in graph structures called narrative graphs. Our mixed-initiative approach lets designers manually create their narrative graphs and feeds an underlying evolutionary algorithm with those, creating quality-diverse suggestions using MAP-Elites. Suggestions are visually represented for designers to compare and evaluate and can then be incorporated into the design for further manual editions. At the same time, we use the levels designed within EDD as constraints for the narrative structure, intertwining both level design and narrative. We evaluate the impact of these constraints and the system’s adaptability and expressiveness, resulting in a potential tool to create narrative structures combining level design aspects with narrative.  

 

 

Place, publisher, year, edition, pages
ACM Digital Library, 2022
National Category
Computer Sciences
Identifiers
urn:nbn:se:mau:diva-56278 (URN)10.1145/3555858.3555929 (DOI)978-1-4503-9795-7 (ISBN)
Conference
FDG22: 17th International Conference on the Foundations of Digital Games, Athens, Greece, September 5 - 8, 2022
Available from: 2022-11-29 Created: 2022-11-29 Last updated: 2022-12-08Bibliographically approved
Alvarez, A., Font, J. & Togelius, J. (2022). Toward Designer Modeling Through Design Style Clustering. IEEE Transactions on Games, 14(4), 676-686
Open this publication in new window or tab >>Toward Designer Modeling Through Design Style Clustering
2022 (English)In: IEEE Transactions on Games, ISSN 2475-1502, Vol. 14, no 4, p. 676-686Article in journal (Refereed) Published
Abstract [en]

We propose modeling designer style in mixed-initiative game content creation tools as archetypical design traces. These design traces are formulated as transitions between design styles; these design styles are in turn found through clustering all intermediate designs along the way to making a complete design. This method is implemented in the Evolutionary Dungeon Designer, a research platform for mixed-initiative systems to create adventure and dungeon crawler games. We present results both in the form of design styles for rooms, which can be analyzed to better understand the kind of rooms designed by users, and in the form of archetypical sequences between these rooms, i.e., Designer Personas.

Place, publisher, year, edition, pages
IEEE, 2022
National Category
Computer Sciences
Identifiers
urn:nbn:se:mau:diva-51543 (URN)10.1109/tg.2022.3143800 (DOI)000908822400014 ()
Available from: 2022-05-19 Created: 2022-05-19 Last updated: 2023-03-01Bibliographically approved
Larsson, T., Font, J. & Alvarez, A. (2022). Towards AI as a Creative Colleague in Game Level Design. In: Proceedings of the 18th AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment: . Paper presented at AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment (AIIDE). AAAI Press
Open this publication in new window or tab >>Towards AI as a Creative Colleague in Game Level Design
2022 (English)In: Proceedings of the 18th AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment, AAAI Press, 2022Conference paper, Oral presentation with published abstract (Refereed)
Abstract [en]

In Mixed-Initiative Co-Creative tools, the human is mostly in control of what will and can be created, delegating the AI to a more suggestive role instead of a colleague in the co-creative process. Allowing more control and agency for the AI might be an interesting path in co-creative scenarios where AI could direct and take more initiative within the co-creative task. However, the relationship between AI and human designers in creative processes is delicate, as adjusting the initiative or agency of the AI can negatively affect the user experience. In this paper, different degrees of agency for the AI are explored within the Evolutionary Dungeon Designer (EDD) to further understand MI-CC tools. A user study was performed using EDD with three varying degrees of AI agency. The study highlighted elements of frustration that the human designer experiences when using the tool and the behavior in the AI that led to possible strains on the relationship. The paper concludes with the identified issues and possible solutions and suggested further research.

Place, publisher, year, edition, pages
AAAI Press, 2022
Keywords
AI Agency, Mixed-Initiative Co-Creativity, Level Design, AI Roles
National Category
Human Computer Interaction Computer Sciences
Research subject
Interaktionsdesign
Identifiers
urn:nbn:se:mau:diva-54334 (URN)
Conference
AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment (AIIDE)
Available from: 2022-08-05 Created: 2022-08-05 Last updated: 2022-12-07Bibliographically approved
Alvarez, A. & Font, J. (2022). TropeTwist: Trope-based Narrative Structure Generation. In: FDG '22: Proceedings of the 17th International Conference on the Foundations of Digital Games: . Paper presented at FDG22: 17th International Conference on the Foundations of Digital Games, Athens, Greece, September 5 - 8, 2022. ACM Digital Library, Article ID 69.
Open this publication in new window or tab >>TropeTwist: Trope-based Narrative Structure Generation
2022 (English)In: FDG '22: Proceedings of the 17th International Conference on the Foundations of Digital Games, ACM Digital Library, 2022, article id 69Conference paper, Published paper (Refereed)
Abstract [en]

Games are complex, multi-faceted systems that share common elements and underlying narratives, such as the conflict between a hero and a big bad enemy or pursuing a goal that requires overcoming challenges. However, identifying and describing these elements together is non-trivial as they might differ in certain properties and how players might encounter the narratives. Likewise, generating narratives also pose difficulties when encoding, interpreting, and evaluating them. To address this, we present TropeTwist, a trope-based system that can describe narrative structures in games in a more abstract and generic level, allowing the definition of games’ narrative structures and their generation using interconnected tropes, called narrative graphs. To demonstrate the system, we represent the narrative structure of three different games. We use MAP-Elites to generate and evaluate novel quality-diverse narrative graphs encoded as graph grammars, using these three hand-made narrative structures as targets. Both hand-made and generated narrative graphs are evaluated based on their coherence and interestingness, which are improved through evolution.  

 

Place, publisher, year, edition, pages
ACM Digital Library, 2022
National Category
Computer Sciences
Identifiers
urn:nbn:se:mau:diva-56277 (URN)10.1145/3555858.3563271 (DOI)978-1-4503-9795-7 (ISBN)
Conference
FDG22: 17th International Conference on the Foundations of Digital Games, Athens, Greece, September 5 - 8, 2022
Available from: 2022-11-29 Created: 2022-11-29 Last updated: 2022-12-07Bibliographically approved
Alvarez, A. & Font, J. (2022). TropeTwist:Trope-based Narrative Structure Generation. In: Proceedings of the 13th Workshop on Procedural Content Generation, FDG: . Paper presented at The International Conference on the Foundations of Digital Games (FDG). Association for Computing Machinery (ACM)
Open this publication in new window or tab >>TropeTwist:Trope-based Narrative Structure Generation
2022 (English)In: Proceedings of the 13th Workshop on Procedural Content Generation, FDG, Association for Computing Machinery (ACM), 2022Conference paper, Oral presentation with published abstract (Refereed)
Abstract [en]

Games are complex, multi-faceted systems that share common elements and underlying narratives, such as the conflict between a hero and a big bad enemy or pursuing a goal that requires overcoming challenges. However, identifying and describing these elements together is non-trivial as they might differ in certain properties and how players might encounter the narratives. Likewise, generating narratives also pose difficulties when encoding, interpreting, and evaluating them. To address this, we present TropeTwist, a trope-based system that can describe narrative structures in games in a more abstract and generic level, allowing the definition of games' narrative structures and their generation using interconnected tropes, called narrative graphs. To demonstrate the system, we represent the narrative structure of three different games. We use MAP-Elites to generate and evaluate novel quality-diverse narrative graphs encoded as graph grammars, using these three hand-made narrative structures as targets. Both hand-made and generated narrative graphs are evaluated based on their coherence and interestingness, which are improved through evolution.

Place, publisher, year, edition, pages
Association for Computing Machinery (ACM), 2022
Keywords
Authoring Tools, Narrative Generation, Evolutionary Computation, MAP-Elites, Computer Games
National Category
Computer Sciences Human Computer Interaction
Research subject
Interaktionsdesign
Identifiers
urn:nbn:se:mau:diva-54331 (URN)
Conference
The International Conference on the Foundations of Digital Games (FDG)
Available from: 2022-08-05 Created: 2022-08-05 Last updated: 2022-12-07Bibliographically approved
Embring Klang, C.-M., Enhörning, V., Alvarez, A. & Font, J. (2021). Assessing Simultaneous Action Selection and Complete Information in TAG with Sushi Go!. In: Proceedings of the 3rd Conference on Games: . Paper presented at IEEE Conference on Games (CoG), 17-20 Aug. 2021, Copenhagen, Denmark. IEEE
Open this publication in new window or tab >>Assessing Simultaneous Action Selection and Complete Information in TAG with Sushi Go!
2021 (English)In: Proceedings of the 3rd Conference on Games, IEEE, 2021Conference paper, Published paper (Refereed)
Abstract [en]

Digitalizing tabletop games for general game playing(GGP) AI research is a continuously growing field. TabletopGames Framework (TAG) is a framework developed to simplifythe process of implementing tabletop board games to digital form.Sushi Go! is a game that combines simultaneous action selectionand complete information. This creates a unique combination ofmechanics, which presents a new challenge for GGP agents. Byimplementing Sushi Go! into TAG, we can test different agent’sperformance using these mechanics and compare them to theirexisting performances in the other games of TAG. Results ofthis testing are presented, which display that the framework iscapable of implementing Sushi Go! and that the agents performwith mixed results. Further developing heuristics for the agentsshould prove to increase their performance when faced with thesetypes of games.

Place, publisher, year, edition, pages
IEEE, 2021
Series
IEEE Conference on Computational Intelligence and Games, E-ISSN 2325-4289
Keywords
General Game Playing, Tabletop Games, Game AI
National Category
Computer Sciences
Identifiers
urn:nbn:se:mau:diva-47272 (URN)10.1109/CoG52621.2021.9618987 (DOI)000842962500148 ()2-s2.0-85122963476 (Scopus ID)978-1-6654-3886-5 (ISBN)978-1-6654-4608-2 (ISBN)
Conference
IEEE Conference on Games (CoG), 17-20 Aug. 2021, Copenhagen, Denmark
Available from: 2021-12-07 Created: 2021-12-07 Last updated: 2023-07-06Bibliographically approved
Alvarez, A., Font, J., Dahlskog, S. & Togelius, J. (2021). Assessing the Effects of Interacting with MAP-Elites. In: Proceedings of the seventeenth {AAAI} Conference on Artificial Intelligence and Interactive Digital Entertainment: . Paper presented at Artificial Intelligence and Interactive Digital Entertainment (AIIDE), October 11–15, 2021, A Virtual Conference (pp. 124-131). Association for the Advancement of Artificial Intelligence, 17
Open this publication in new window or tab >>Assessing the Effects of Interacting with MAP-Elites
2021 (English)In: Proceedings of the seventeenth {AAAI} Conference on Artificial Intelligence and Interactive Digital Entertainment, Association for the Advancement of Artificial Intelligence , 2021, Vol. 17, p. 124-131Conference paper, Published paper (Refereed)
Abstract [en]

MAP-Elites has been successfully applied to the generation of game content and robot behaviors. However, its behavior and performance when interacted with in co-creative systems is underexplored. This paper analyzes the implications of synthetic interaction for the stability and adaptability of MAP-Elites in such scenarios. We use pre-recorded human-made level design sessions with the Interactive Constrained MAP-Elites (IC MAP-Elites). To analyze the effect of each edition step in the search space over time using different feature dimensions, we introduce Temporal Expressive Range Analysis (TERA). With TERAs, MAP-Elites is assessed in terms of its adaptability and stability to generate diverse and high-performing individuals. Our results show that interactivity, in the form of design edits and MAP-Elites adapting towards them, directs the search process to previously unexplored areas of the fitness landscape and points towards how this could improve and enrich the co-creative process with quality-diverse individuals.

Place, publisher, year, edition, pages
Association for the Advancement of Artificial Intelligence, 2021
Series
Proceedings of the AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment, ISSN 2326-909X, E-ISSN 2334-0924 ; 17:1
National Category
Computer Sciences Human Computer Interaction
Research subject
Interaktionsdesign
Identifiers
urn:nbn:se:mau:diva-47273 (URN)978-1-57735-871-8 (ISBN)
Conference
Artificial Intelligence and Interactive Digital Entertainment (AIIDE), October 11–15, 2021, A Virtual Conference
Available from: 2021-12-07 Created: 2021-12-07 Last updated: 2022-12-07Bibliographically approved
Projects
Behaviour change caused by various degrees of digitalisation in tabletop gameplay – An Egocentric Interaction Interventions pilot project
Organisations
Identifiers
ORCID iD: ORCID iD iconorcid.org/0000-0002-7738-1601

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