Evaluation of a Multi-agent “Human-in-the-loop” Game Design System

IF 3.6 4区 计算机科学 Q2 COMPUTER SCIENCE, ARTIFICIAL INTELLIGENCE
Jan Kruse, Andy M. Connor, Stefan Marks
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引用次数: 0

Abstract

Designing games is a complicated and time-consuming process, where developing new levels for existing games can take weeks. Procedural content generation offers the potential to shorten this timeframe, however, automated design tools are not adopted widely in the game industry. This article presents an expert evaluation of a human-in-the-loop generative design approach for commercial game maps that incorporates multiple computational agents. The evaluation aims to gauge the extent to which such an approach could support and be accepted by human game designers and to determine whether the computational agents improve the overall design. To evaluate the approach, 11 game designers utilized the approach to design game levels with the computational agents both active and inactive. Eye-tracking, observational, and think-aloud data was collected to determine whether designers favored levels suggested by the computational agents. This data was triangulated with qualitative data from semi-structured interviews that were used to gather overall opinions of the approach. The eye-tracking data indicates that the participating game level designers showed a clear preference for levels suggested by the computational agents, however, expert designers in particular appeared to reject the idea that the computational agents are helpful. The perception of computational tools not being useful needs to be addressed if procedural content generation approaches are to fulfill their potential for the game industry.

多智能体“人在循环”游戏设计系统的评估
设计游戏是一个复杂且耗时的过程,为现有游戏开发新关卡可能需要数周时间。程序化内容生成提供了缩短这一时间框架的潜力,然而,自动化设计工具并未在游戏产业中得到广泛采用。这篇文章提出了一个专家评估的人在循环生成设计方法的商业游戏地图,包括多个计算代理。评估的目的是衡量这种方法在多大程度上能够被人类游戏设计师所支持和接受,并确定计算代理是否能够改善整体设计。为了评估这一方法,11名游戏设计师利用这一方法设计了带有活跃和不活跃计算代理的游戏关卡。他们收集了眼球追踪、观察和有声思考的数据,以确定设计师是否喜欢由计算代理提出的关卡。这些数据与来自半结构化访谈的定性数据进行了三角测量,这些访谈用于收集对该方法的总体意见。眼动追踪数据表明,参与的游戏关卡设计师对计算代理提出的关卡表现出明显的偏好,然而,专家级设计师似乎特别拒绝计算代理有帮助的想法。如果程序内容生成方法想要发挥其在游戏产业中的潜力,就必须解决计算工具没有用处的问题。
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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来源期刊
ACM Transactions on Interactive Intelligent Systems
ACM Transactions on Interactive Intelligent Systems Computer Science-Human-Computer Interaction
CiteScore
7.80
自引率
2.90%
发文量
38
期刊介绍: The ACM Transactions on Interactive Intelligent Systems (TiiS) publishes papers on research concerning the design, realization, or evaluation of interactive systems that incorporate some form of machine intelligence. TIIS articles come from a wide range of research areas and communities. An article can take any of several complementary views of interactive intelligent systems, focusing on: the intelligent technology, the interaction of users with the system, or both aspects at once.
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