Proceedings of the 17th International Conference on the Foundations of Digital Games最新文献

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Persona-driven Dominant/Submissive Map (PDSM) Generation for Tutorials 角色驱动的支配/服从地图(PDSM)生成教程
M. Green, A. Khalifa, M. Charity, J. Togelius
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引用次数: 1
Automated Isovist Computation for Minecraft 自动等镜计算Minecraft
Jean-Baptiste Herv'e, Christoph Salge
{"title":"Automated Isovist Computation for Minecraft","authors":"Jean-Baptiste Herv'e, Christoph Salge","doi":"10.1145/3555858.3555921","DOIUrl":"https://doi.org/10.1145/3555858.3555921","url":null,"abstract":"Procedural content generation for games is a growing trend in both research and industry, even though there is no consensus on how good content looks, nor how to automatically evaluate it. A number of metrics have been developed in the past, usually focused on the artifact as a whole, and mostly lacking grounding in human experience. In this study, we develop a new set of automated metrics, motivated by ideas from architecture, namely isovists, which have a track record of capturing the human experience of space. These metrics can be computed for a specific game state, from the player’s perspective, and take into account their embodiment in the game world. We show how to apply those metrics to the 3d blockworld of Minecraft. We use a dataset of generated settlements from the GDMC Settlement Generation Challenge in Minecraft and establish several rank-based correlations between the isovist properties and the rating human judges gave those settlements. We also produce a range of heat maps that demonstrate the location-based applicability of the approach, which allows for the development of those metrics as measures for a game experience at a specific time and space.","PeriodicalId":290159,"journal":{"name":"Proceedings of the 17th International Conference on the Foundations of Digital Games","volume":"23 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2022-04-07","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"123817495","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 3
TropeTwist: Trope-based Narrative Structure Generation TropeTwist:基于修辞的叙事结构生成
Alberto Alvarez, J. Font
{"title":"TropeTwist: Trope-based Narrative Structure Generation","authors":"Alberto Alvarez, J. Font","doi":"10.1145/3555858.3563271","DOIUrl":"https://doi.org/10.1145/3555858.3563271","url":null,"abstract":"Games are complex, multi-faceted systems that share common elements and underlying narratives, such as the conflict between a hero and a big bad enemy or pursuing a goal that requires overcoming challenges. However, identifying and describing these elements together is non-trivial as they might differ in certain properties and how players might encounter the narratives. Likewise, generating narratives also pose difficulties when encoding, interpreting, and evaluating them. To address this, we present TropeTwist, a trope-based system that can describe narrative structures in games in a more abstract and generic level, allowing the definition of games’ narrative structures and their generation using interconnected tropes, called narrative graphs. To demonstrate the system, we represent the narrative structure of three different games. We use MAP-Elites to generate and evaluate novel quality-diverse narrative graphs encoded as graph grammars, using these three hand-made narrative structures as targets. Both hand-made and generated narrative graphs are evaluated based on their coherence and interestingness, which are improved through evolution.","PeriodicalId":290159,"journal":{"name":"Proceedings of the 17th International Conference on the Foundations of Digital Games","volume":"35 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2022-03-31","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"123232158","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 6
Impressions of the GDMC AI Settlement Generation Challenge in Minecraft 《我的世界》中GDMC AI定居点生成挑战的印象
Christoph Salge, C. Aranha, Adrian Brightmoore, S. Butler, R. Canaan, Michael Cook, M. Green, Hagen Fischer, C. Guckelsberger, Jupiter Hadley, Jean-Baptiste Herv'e, Mark R. Johnson, Quinn Kybartas, David Mason, M. Preuss, Tristan B. Smith, R. Thawonmas, J. Togelius
{"title":"Impressions of the GDMC AI Settlement Generation Challenge in Minecraft","authors":"Christoph Salge, C. Aranha, Adrian Brightmoore, S. Butler, R. Canaan, Michael Cook, M. Green, Hagen Fischer, C. Guckelsberger, Jupiter Hadley, Jean-Baptiste Herv'e, Mark R. Johnson, Quinn Kybartas, David Mason, M. Preuss, Tristan B. Smith, R. Thawonmas, J. Togelius","doi":"10.1145/3555858.3555940","DOIUrl":"https://doi.org/10.1145/3555858.3555940","url":null,"abstract":"The GDMC AI settlement generation challenge is a procedural content generation (PCG) competition about producing an algorithm that can create a settlement in the game Minecraft. In contrast to the majority of AI competitions, the GDMC entries are evaluated by human experts on several criteria such as adaptability, functionality, evocative narrative, and visual aesthetics – all of which represent challenges to state-of-the-art PCG systems. This paper contains a collection of written experiences with this competition, by participants, judges, organizers and advisors. We asked people to reflect both on the artifacts themselves, and on the competition in general. The aim of this paper is to offer a shareable and edited collection of experiences and qualitative feedback which have the potential to push forward PCG and computational creativity, but would be lost once the individual assessments are compressed to scalar ratings. We reflect upon organizational issues for AI competitions, and discuss the future of the GDMC competition.","PeriodicalId":290159,"journal":{"name":"Proceedings of the 17th International Conference on the Foundations of Digital Games","volume":"214 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2021-08-06","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"123294338","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 7
Proceedings of the 17th International Conference on the Foundations of Digital Games 第17届数字游戏基础国际会议论文集
{"title":"Proceedings of the 17th International Conference on the Foundations of Digital Games","authors":"","doi":"10.1145/3555858","DOIUrl":"https://doi.org/10.1145/3555858","url":null,"abstract":"","PeriodicalId":290159,"journal":{"name":"Proceedings of the 17th International Conference on the Foundations of Digital Games","volume":"20 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"1900-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"116634205","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
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