Goto

Collaborating Authors

 Smith, Gillian


Procedural Content Generation via Knowledge Transformation (PCG-KT)

arXiv.org Artificial Intelligence

We introduce the concept of Procedural Content Generation via Knowledge Transformation (PCG-KT), a new lens and framework for characterizing PCG methods and approaches in which content generation is enabled by the process of knowledge transformation -- transforming knowledge derived from one domain in order to apply it in another. Our work is motivated by a substantial number of recent PCG works that focus on generating novel content via repurposing derived knowledge. Such works have involved, for example, performing transfer learning on models trained on one game's content to adapt to another game's content, as well as recombining different generative distributions to blend the content of two or more games. Such approaches arose in part due to limitations in PCG via Machine Learning (PCGML) such as producing generative models for games lacking training data and generating content for entirely new games. In this paper, we categorize such approaches under this new lens of PCG-KT by offering a definition and framework for describing such methods and surveying existing works using this framework. Finally, we conclude by highlighting open problems and directions for future research in this area.


Explainable PCGML via Game Design Patterns

arXiv.org Artificial Intelligence

Procedural content generation via Machine Learning (PCGML) is the umbrella term for approaches that generate content for games via machine learning. One of the benefits of PCGML is that, unlike search or grammar-based PCG, it does not require hand authoring of initial content or rules. Instead, PCGML relies on existing content and black box models, which can be difficult to tune or tweak without expert knowledge. This is especially problematic when a human designer needs to understand how to manipulate their data or models to achieve desired results. We present an approach to Explainable PCGML via Design Patterns in which the design patterns act as a vocabulary and mode of interaction between user and model. We demonstrate that our technique outperforms non-explainable versions of our system in interactions with five expert designers, four of whom lack any machine learning expertise.


The Future of Procedural Content Generation in Games

AAAI Conferences

The future of procedural content generation (PCG) lies beyond the dominant motivations of “replayability” and creating large environments for players to explore. This paper explores both the past and potential future for PCG, identifying five major lenses through which we can view PCG and its role in a game: data vs. process intensiveness, the interactive extent of the content, who has control over the generator, how many players interact with it, and the aesthetic purpose for PCG being used in the game. Using these lenses, the paper proposes several new research directions for PCG that require both deep technical research and innovative game design.


Workshops Held at the Ninth Annual AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment (AIIDE): A Report

AI Magazine

The Ninth Annual AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment (AIIDE) was held October 14–18, 2013, at Northeastern University in Boston, Massachusetts. Workshops were held on the two days prior to the start of the main conference, giving attendees a chance to hold in-depth discussions on topics that complement the themes of the main conference program. This year the workshops included the First Workshop on AI and Game Aesthetics (1 day), The Second Workshop on AI in the Game Design Process (1 day), The Second International Workshop on Musical Metacreation (2 day), The Sixth Workshop on Intelligent Narrative Technologies (2 day).


Workshops Held at the Ninth Annual AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment (AIIDE): A Report

AI Magazine

The workshop was accompanied by an evening Games are unique in that their components event, DAGGER, which drew together local game developers (from the rules and goals of the game to the appearance and academic research projects. Acting both of avatars and their dialogue) must encompass as an exhibition and as an informal gathering, the both functional and aesthetic prerequisites. Artificial DAGGER event allowed attendees to interact directly intelligence usually focuses on the functional quality with a wide variety of game types and technologies, of such game components, for example, ensuring as well as with their developers. As events such that an avatar can traverse a level in minimal time or as DAGGER help bridge the gap between theoretical that AI can win over any human in a strategy game. The papers avatar, or level would appeal to a particular player. of the workshop were published as AAAI Technical The Workshop on AI and Game Aesthetics provided Report WS-13-19.


Reports on the Fourth Artificial Intelligence for Interactive Digital Entertainment Conference Workshops

AI Magazine

The Seventh Artificial Intelligence for Interactive Digital Entertainment Conference (AIIDE-11) was held October 11–14, 2011 at Stanford University, Stanford, California. Two one-day workshops were held on October 11: Artificial Intelligence in the Game Design Process, and Intelligent Narrative Technologies. The highlights of each workshop are presented in this report.


Reports on the Fourth Artificial Intelligence for Interactive Digital Entertainment Conference Workshops

AI Magazine

The Seventh Artificial Intelligence for Interactive Digital Entertainment Conference (AIIDE-11) was held October 11–14, 2011 at Stanford University, Stanford, California. Two one-day workshops were held on October 11: Artificial Intelligence in the Game Design Process, and Intelligent Narrative Technologies. The highlights of each workshop are presented in this report.


Polymorph: A Model for Dynamic Level Generation

AAAI Conferences

Players begin games at different skill levels and develop their skill at different rates—so that even the best-designed games are uninterestingly easy for some players and frustratingly difficult for others. A proposed answer to this challenge is Dynamic Difficulty Adjustment (DDA), a general category of approaches that alter games during play, in response to player performance. However, nearly all these techniques are focused on basic parameter tweaking, while the difficulty of many games is connected to aspects that are more challenging to adjust dynamically, such as level design. Further, most DDA techniques are based on designer intuition, which may not reflect actual play patterns. Responding to these challenges, we have created Polymorph, which employs techniques from level generation and machine learning to understand level difficulty and player skill, dynamically constructing levels for a 2D platformer game with continually-appropriate challenge. We present the results of the user study on which Polymorph's model of level difficulty is based, as well as a discussion of the unique features of the model. We believe Polymorph creates a play experience that is unique because the changes are both personalized and structural, while also providing an example of a new application of machine learning to aid game design.


Tanagra: An Intelligent Level Design Assistant for 2D Platformers

AAAI Conferences

We use a reactive planning language, ABL (Mateas and Stern 2002), to easily express hierarchical patterns of Creating a good level is a time consuming and iterative geometry that can be incorporated into the level, and also process: designers will typically play a level themselves a monitor and react to designer changes. The geometric number of times before showing it to anyone else, simply relationships between level components are given to a to check that it is playable and meets their expectations constraint solver, Choco (Choco Team 2008), as a set of (Castillo and Novak 2008). Making a change to a small constraints that must be satisfied, thus ensuring that the section of a level, such as moving a single piece of generator will never produce an unplayable level. A geometry, can have a wide impact and require much of the diagram desc rastructure is shown in rest of the level to be modified as well.