{"title":"演示KiaiTime:混合主动PCGML节奏游戏编辑器","authors":"Emily Halina, Matthew J. Guzdial","doi":"10.1609/aiide.v17i1.18916","DOIUrl":null,"url":null,"abstract":"Chart creation for rhythm action games is a time consuming task that requires specialized design knowledge. While chart generation systems have been explored in the past, there are currently no co-creative chart authoring systems. In this paper, we present KiaiTime, a mixed-initiative, co-creative PCGML editor for the rhythm game Taiko no Tatsujin. KiaiTime allows the user to interface with an AI partner that acts as a source of guidance and inspiration in the chart creation process.","PeriodicalId":92576,"journal":{"name":"Proceedings. AAAI Artificial Intelligence and Interactive Digital Entertainment Conference","volume":"19 1","pages":"240-242"},"PeriodicalIF":0.0000,"publicationDate":"2021-10-04","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"2","resultStr":"{\"title\":\"A Demonstration of KiaiTime: A Mixed-Initiative PCGML Rhythm Game Editor\",\"authors\":\"Emily Halina, Matthew J. Guzdial\",\"doi\":\"10.1609/aiide.v17i1.18916\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"Chart creation for rhythm action games is a time consuming task that requires specialized design knowledge. While chart generation systems have been explored in the past, there are currently no co-creative chart authoring systems. In this paper, we present KiaiTime, a mixed-initiative, co-creative PCGML editor for the rhythm game Taiko no Tatsujin. KiaiTime allows the user to interface with an AI partner that acts as a source of guidance and inspiration in the chart creation process.\",\"PeriodicalId\":92576,\"journal\":{\"name\":\"Proceedings. AAAI Artificial Intelligence and Interactive Digital Entertainment Conference\",\"volume\":\"19 1\",\"pages\":\"240-242\"},\"PeriodicalIF\":0.0000,\"publicationDate\":\"2021-10-04\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"2\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"Proceedings. AAAI Artificial Intelligence and Interactive Digital Entertainment Conference\",\"FirstCategoryId\":\"1085\",\"ListUrlMain\":\"https://doi.org/10.1609/aiide.v17i1.18916\",\"RegionNum\":0,\"RegionCategory\":null,\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"\",\"JCRName\":\"\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"Proceedings. AAAI Artificial Intelligence and Interactive Digital Entertainment Conference","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1609/aiide.v17i1.18916","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
引用次数: 2
摘要
节奏动作游戏的图表制作是一项耗时的任务,需要专业的设计知识。虽然过去已经探索了图表生成系统,但目前还没有共同创作的图表编写系统。在本文中,我们介绍了KiaiTime,这是一款用于节奏游戏《Taiko no Tatsujin》的混合倡议,共同创造的PCGML编辑器。KiaiTime允许用户与AI合作伙伴交互,该合作伙伴在图表创建过程中充当指导和灵感的来源。
A Demonstration of KiaiTime: A Mixed-Initiative PCGML Rhythm Game Editor
Chart creation for rhythm action games is a time consuming task that requires specialized design knowledge. While chart generation systems have been explored in the past, there are currently no co-creative chart authoring systems. In this paper, we present KiaiTime, a mixed-initiative, co-creative PCGML editor for the rhythm game Taiko no Tatsujin. KiaiTime allows the user to interface with an AI partner that acts as a source of guidance and inspiration in the chart creation process.