Related papers: SuSketch: Surrogate Models of Gameplay as a Design…
This paper introduces a surrogate model of gameplay that learns the mapping between different game facets, and applies it to a generative system which designs new content in one of these facets. Focusing on the shooter game genre, the paper…
Character design in games involves interdisciplinary collaborations, typically between designers who create the narrative content, and illustrators who realize the design vision. However, traditional workflows face challenges in…
Game development is a complex task involving multiple disciplines and technologies. Developers and researchers alike have suggested that AI-driven game design assistants may improve developer workflow. We present a recommender system for…
Machine learning advances have afforded an increase in algorithms capable of creating art, music, stories, games, and more. However, it is not yet well-understood how machine learning algorithms might best collaborate with people to support…
Coding assistants are increasingly leveraged in game design, both generating code and making high-level plans. To what degree can these tools align with developer workflows, and what new modes of human-computer interaction can emerge from…
3D Content Generation is at the heart of many computer graphics applications, including video gaming, film-making, virtual and augmented reality, etc. This paper proposes a novel deep-learning based approach for automatically generating…
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…
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…
Automated game balancing has often focused on single-agent scenarios. In this paper we present a tool for balancing multi-player games during game design. Our approach requires a designer to construct an intuitive graphical representation…
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…
Various aspects of computer game design, including adaptive elements of game levels, characteristics of 'bot' behavior, and player matching in multiplayer games, would ideally be sensitive to a player's skill level. Yet, while difficulty…
Game AI designers must manage complex interactions between the AI character, the game world, and the player, while achieving their design visions. Computational co-creativity tools can aid them, but first, AI and HCI researchers must gather…
As increasingly complex AI systems are introduced into our daily lives, it becomes important for such systems to be capable of explaining the rationale for their decisions and allowing users to contest these decisions. A significant hurdle…
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 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…
The growing popularity of AI writing assistants presents exciting opportunities to craft tools that cater to diverse user needs. This study explores how personality shapes preferences for AI writing companions and how personalized designs…
We propose a new approach for building recommender systems by adapting surrogate-assisted interactive genetic algorithms. A pool of user-evaluated items is used to construct an approximative model which serves as a surrogate fitness…
We introduce GamePlot, an LLM-powered assistant that supports game designers in crafting immersive narratives for turn-based games, and allows them to test these games through a collaborative game play and refine the plot throughout the…
Our paper is research in progress that is research investigating the use of games technology to enhance the learning of a physical skill. The Microsoft Kinect is a system designed for gaming with the capability to track the movement of…
Game balancing is an important part of the (computer) game design process, in which designers adapt a game prototype so that the resulting gameplay is as entertaining as possible. In industry, the evaluation of a game is often based on…