Co-creating game content using an adaptive model of user taste

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Reference

Antonios Liapis, Georgios N. Yannakakis and Julian Togelius: Co-creating game content using an adaptive model of user taste. In: Computational Creativity 2012 ICCC 2012.

DOI

Abstract

Mixed-initiative procedural content generation can aug- ment and assist human creativity by allowing the algorithm to take care of the mechanisable parts of content creation, such as consistency and playability checking. But it can also enhance human creativity by suggesting new directions and structures, which the designer can choose to adopt or not.

The proposed framework generates spaceship hulls and their weapon and thruster topologies in order to match a user’s visual taste as well as conform to a number of constraints aimed for playability and game balance. The 2D shapes representing the spaceship hulls are encoded as pattern-producing networks (CPPNs) and evolved in two populations using the feasible-infeasible 2-population approach (FI-2pop). ...

Extended Abstract

Bibtex

Used References

A. Liapis, G. N. Yannakakis, and J. Togelius, “Adapting Models of Visual Aesthetics for Personalized Content Creation,” IEEE Trans- actions on Computational Intelligence and AI in Games, Special Issue on Computational Aesthetics in Games, 2012, (to appear).

A. Liapis, G. N. Yannakakis, and J. Togelius, “Optimizing Vi- sual Properties of Game Content Through Neuroevolution,” in Ar- tificial Intelligence for Interactive Digital Entertainment Confer- ence, 2011.

A. Liapis, G. N. Yannakakis, and J. Togelius, “Neuroevolution- ary Constrained Optimization for Content Creation,” in Computa- tional Intelligence and Games (CIG), 2011 IEEE Conference on, 2011, pp. 71–78.


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Full Text

http://computationalcreativity.net/iccc2012/wp-content/uploads/2012/05/230-Liapis.pdf

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