Computational creativity in a closed game system

C. Browne, S. Colton
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引用次数: 6

Abstract

This paper describes the early stages of an experiment investigating the role of the computer as a creative collaborator in the game design process. We introduce the Shibumi set, a closed game system so simple that its rule space can be completely defined, yet deep enough to allow interesting games to emerge. Constraining the search space to such a closed system has computational benefits, but had unexpected effects on the creative process of designers during a related game design contest. These effects yield some insight into the creative process of experienced game designers, in particular, the way they search for rule sets to realise desired behaviours, and suggest a simple unified model of the game design process. We suggest ways in which these insights may be incorporated into future work, to produce software that might not only search for new games more effectively and assist the designer as a creative collaborator, but to automate the game design process in ways that might be perceived as more creative.
封闭游戏系统中的计算创造力
本文描述了一项实验的早期阶段,该实验调查了计算机在游戏设计过程中作为创造性合作者的角色。我们引入Shibumi集合,这是一个封闭的游戏系统,非常简单,其规则空间可以完全定义,但又足够深入,可以让有趣的游戏出现。将搜索空间限制在这样一个封闭的系统中具有计算优势,但却会对设计师在相关游戏设计竞赛中的创造过程产生意想不到的影响。这些效果让我们对经验丰富的游戏设计师的创造过程有了一些了解,特别是他们寻找规则集以实现预期行为的方式,并提出了游戏设计过程的简单统一模型。我们建议将这些见解整合到未来的工作中,制作出不仅可以更有效地搜索新游戏并协助设计师成为创造性合作者的软件,还可以以更有创造性的方式自动化游戏设计过程。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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