Related papers: Baba is Y'all: Collaborative Mixed-Initiative Leve…
This paper describes a new version of the mixed-initiative collaborative level designing system: Baba is Y'all, as well as the results of a user study on the system. Baba is Y'all is a prototype for AI-assisted game design in collaboration…
Results from a triple-blind mixed-method user study into the effectiveness of mixed-initiative tools for the procedural generation of game levels are presented. A tool which generates levels using interactive evolutionary optimisation was…
We establish the undecidability of 2019 puzzle game Baba is You through a reduction from the Post correspondence problem. In particular, we consider a restricted form of the Post correspondence problem introduced by Neary (arXiv:1312.6700)…
Humans solve problems by following existing rules and procedures, and also by leaps of creativity to redefine those rules and objectives. To probe these abilities, we developed a new benchmark based on the game Baba Is You where an agent…
In level co-creation an AI and human work together to create a video game level. One open challenge in level co-creation is how to empower human users to ensure particular qualities of the final level, such as challenge. There has been…
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…
We present Lode Encoder, a gamified mixed-initiative level creation system for the classic platform-puzzle game Lode Runner. The system is built around several autoencoders which are trained on sets of Lode Runner levels. When fed with the…
The Keke AI Competition introduces an artificial agent competition for the game Baba is You - a Sokoban-like puzzle game where players can create rules that influence the mechanics of the game. Altering a rule can cause temporary or…
In recent years, there has been a growing application of mixed-initiative co-creative approaches in the creation of video games. The rapid advances in the capabilities of artificial intelligence (AI) systems further propel creative…
It is clear that the current attempts at using algorithms to create artificial neural networks have had mixed success at best when it comes to creating large networks and/or complex behavior. This should not be unexpected, as creating an…
Game level editing is the process of constructing a full game level starting from 3D asset libraries, e.g. 3d models, textures, shaders, scripts. In level editing, designers define the look and behavior of the whole level by placing…
The development of Artificial Intelligence (AI) enables humans to co-create content with machines. The unexpectedness of AI-generated content can bring inspiration and entertainment to users. However, the co-creation interactions are always…
We present an approach to generate novel computer game levels that blend different game concepts in an unsupervised fashion. Our primary contribution is an analogical reasoning process to construct blends between level design models learned…
We present a pilot study on crea.blender, a novel co-creative game designed for large-scale, systematic assessment of distinct constructs of human creativity. Co-creative systems are systems in which humans and computers (often with Machine…
We delineate the development of a mind-mapping system designed concurrently for both VR and desktop platforms. Employing an iterative methodology with groups of users, we systematically examined and improved various facets of our system,…
We propose the use of quality-diversity algorithms for mixed-initiative game content generation. This idea is implemented as a new feature of the Evolutionary Dungeon Designer, a system for mixed-initiative design of the type of levels you…
Mixed-initiative Procedural Content Generation (PCG) refers to tools or systems in which a human designer works with an algorithm to produce game content. This area of research remains relatively under-explored, with the majority of…
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.…
The design of video game levels is a complex and critical task. Levels need to elicit fun and challenge while avoiding frustration at all costs. In this paper, we present a framework to assist designers in the creation of levels for 2D…
We present a computational model of creative design based on collaborative interactive genetic algorithms. In our model, designers individually guide interactive genetic algorithms (IGAs) to generate and explore potential design solutions…