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Träfflista för sökning "WFRF:(Dahlskog Steve) srt2:(2015-2019)"

Sökning: WFRF:(Dahlskog Steve) > (2015-2019)

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1.
  • Alvarez, Alberto, 1992-, et al. (författare)
  • Assessing Aesthetic Criteria in the Evolutionary dungeon Designer
  • 2018
  • Ingår i: Proceedings of the 13th International Conference on the Foundations of Digital Games. - New York, NY, USA : ACM Digital Library.
  • Konferensbidrag (refereegranskat)abstract
    • The Evolutionary Dungeon Designer (EDD) [1] is as a mixed-initiative tool for creating dungeons for adventure games. Results from a user study with game developers positively evaluated EDD as a suitable framework for collaboration between human designers and PCG suggestions, highlighting these as time-saving and inspiring for creating dungeons [2]. Previous work on EDD identified the need of assessing aesthetic criteria as a key area for improvement in its PCG Engine. By upgrading the individual encoding system and the fitness evaluation in EDD's evolutionary algorithm, we present three techniques to preserve and account the designer's aesthetic criteria during the dungeon generation process: the capability of locking sections for preserving custom aesthetic structures, as well as the measurement of symmetry and similarity in the provided suggestions.
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2.
  • Alvarez, Alberto, 1992-, et al. (författare)
  • Empowering Quality Diversity in Dungeon Design with Interactive Constrained MAP-Elites
  • 2019
  • Konferensbidrag (refereegranskat)abstract
    • 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 typically find in computer role playing games. The feature uses the MAP-Elites algorithm, an illumination algorithm which divides the population into a number of cells depending on their values along several behavioral dimensions. Users can flexibly and dynamically choose relevant dimensions of variation, and incorporate suggestions produced by the algorithm in their map designs. At the same time, any modifications performed by the human feed back into MAP-Elites, and are used to generate further suggestions.
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3.
  • Alvarez, Alberto, 1992-, et al. (författare)
  • Fostering Creativity in the Mixed-Initiative Evolutionary Dungeon Designer
  • 2018
  • Ingår i: Proceedings of the 13th International Conference on the Foundations of Digital Games. - New York, NY, USA : ACM Digital Library.
  • Konferensbidrag (refereegranskat)abstract
    • Mixed-initiative systems highlight the collaboration between humans and computers in fostering the generation of more interesting content in game design. In light of the ever-increasing cost of game development, providing mixed-initiative tools can not only significantly reduce the cost but also encourage more creativity amongst game designers. The Evolutionary Dungeon Designer (EDD) [3] is a mixed-initiative tool with a focus on using evolutionary computation to procedurally generate content that adhere to game design patterns. As part of an ongoing project, feedback from a user study on EDD's capabilities as a mixed-initiative design tool pointed out the need for improvement on the tool's functionalities [4]. In this paper we present a review of the principles of the mixed-initiative model, as well as the existing approaches that implement it. The outcome of this analysis allows us to address the appointed needs for improvement by shaping a new version of EDD that we describe here. Finally, we also present the results from a user study carried out with professional game developers, in order to assess EDD's new functionalities. Results show an overall positive evaluation of the tool's intuitiveness and capabilities for empowering game developers' creative skills during the design process of dungeons for adventure games. They also allow us to identify upcoming challenges pattern-based mixed-initiative tools could benefit from.
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4.
  • Baldwin, Alexander, et al. (författare)
  • Mixed-initiative procedural generation of dungeons using game design patterns
  • 2017
  • Ingår i: Proceedings of the 2017 IEEE Conference on Computational Intelligence and Games (CIG). - : IEEE. ; , s. 25-32
  • Konferensbidrag (refereegranskat)abstract
    • Abstract: Procedural Content Generation (PCG) can be a useful tool for aiding creativity in the process of designing game levels. Mixed-initiative level generation tools where a designer and an algorithm collaborate to iteratively generate game levels have been used for this purpose. However, it can be difficult for designers to work with tools that do not respond to the common language of games: game design patterns. We present the Evolutionary Dungeon Designer, the first step towards a mixed-initiative dungeon design tool which evolves dungeon rooms using game design patterns, as well as several metrics regarding the placement of treasures and enemies, in the fitness function of a genetic algorithm. Our results show that we are able to control the frequency, shape and type of design patterns, as well as properly place enemies and treasures in the generated rooms, using design pattern-related input parameters.
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5.
  • Baldwin, Alexander, et al. (författare)
  • Towards Pattern-Based Mixed-Initiative Dungeon Generation
  • 2017
  • Ingår i: Proceedings of the 12th International Conference on the Foundations of Digital Games;12. - New York, NY, USA : ACM Digital Library.
  • Konferensbidrag (refereegranskat)abstract
    • Mixed-initiative Procedural Content Generation uses algorithms to assist human designers in the collaborative creation of game content. Different mixed-initiative approaches use different methods to engage with the design material while supporting the designer’s intentions. However, the designer runs the risk of misunderstanding the system’s abilities and how to control them. In order to limit miscommunication during the design process, heuristics could be applied. In this paper we present a mixed-initiative tool for evolving dungeons with the aid of game design patterns as heuristics. The tool, the Evolutionary Dungeon Designer, uses a genetic algorithm that searches for levels containing game design patterns on two hierarchical levels of abstraction to express more complex gameplay in the game level. We evaluate the tool through a series of lab experiments and a user study conducted with professional game developers. Our results demonstrate that we are able to control the generation of the different patterns with the aid of design pattern-related input parameters, as well as identifying a number of features a design pattern-based mixed-initiative tool could benefit from.
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6.
  • Dahlskog, Steve (författare)
  • Patterns and procedural content generation in digital games : automatic level generation for digital games using game design patterns
  • 2016
  • Doktorsavhandling (övrigt vetenskapligt/konstnärligt)abstract
    • The development of content in digital games, such as game worlds, quests, levels, 3D-models, and textures, is costly and time consuming. To address this, different approaches to automate the process of creating game content, often referred to as procedural content generation (PCG), has been suggested. However, PCG is a complex task and include challenges such as creating content with variation, coherent style, speed, and correctness. The research in the thesis is concerned with generating game content with the aid of game design patterns, both by establishing models and exploring different methods to generate actual game content for different games. The methods include implementations of evolutionary computation, i.e. a set of search-based approaches that searches for instances of game design patterns on different abstraction levels that make up Super Mario Bros. (SMB) levels and a learning algorithm implementation based on a model (n-grams) of patterns from the original SMB-game. The different generators were evaluated with metrics concerned with the expressive range of the generators and with user tests.
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7.
  • Dahlskog, Steve, et al. (författare)
  • Patterns, Dungeons and Generators
  • 2015
  • Ingår i: Foundations of Digital Games Conference, 2015. - : Foundations of Digital Games.
  • Konferensbidrag (refereegranskat)abstract
    • This paper analyses dungeons, of the varieties commonly found in role-playing games, into several sets of design patterns at different levels of abstraction. The analysis focuses on mechanical patterns that could be either straightforwardly instantiated or recognized by a well-defined process. At the most concrete level a set of fundamental components were identified, followed by a long list of micropatterns which can be directly instantiated. Shorter lists of meso- and macro-patterns, which can be identified mechanically, are also identified. The direct motivation for this analysis is to find building blocks and objectives for a search-based procedural dungeon generator, however we believe the analysis can be useful for understanding this class of game artifacts in general. In particular, the constraints on patterns being instantiable or recognizable leads to a stricter pattern analysis than many other attempts at analyzing game design.
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9.
  • Liapis, Antonios, et al. (författare)
  • AI-assisted Board Game Play
  • 2018
  • Ingår i: Dagstuhl Reports. - : Schloss Dagstuhl Leibniz-Zentrum für Informatik GmbH. - 2192-5283. ; 7:11, s. 104-105
  • Tidskriftsartikel (övrigt vetenskapligt/konstnärligt)
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10.
  • Liapis, Antonios, et al. (författare)
  • Mixed-media Game AI
  • 2018
  • Ingår i: Dagstuhl Reports. - : Schloss Dagstuhl Leibniz-Zentrum für Informatik GmbH. - 2192-5283. ; 7:11, s. 105-107
  • Tidskriftsartikel (övrigt vetenskapligt/konstnärligt)
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