Computational Game Creativity

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Reference

Antonios Liapis, Georgios N. Yannakakis and Julian Togelius: Computational Game Creativity. In: Computational Creativity 2014 ICCC 2014, 46-53.

DOI

Abstract

Computational creativity has traditionally relied on well-controlled, single-faceted and established domains such as visual art, narrative and audio. On the other hand, research on autonomous generation methods for game artifacts has not yet considered the creative ca- pacity of those methods. In this paper we position com- puter games as the ideal application domain for com- putational creativity for the unique features they offer: being highly interactive, dynamic and content-intensive software applications. Their multifaceted nature is key in our argumentation as the successful orchestration of different art domains (such as visual art, audio and level architecture) with game mechanics design is a grand challenge for the study of computational creativity in this multidisciplinary domain. Computer games not only challenge computational creativity and provide a creative sandbox for advancing the field but they also offer an opportunity for computational creativity meth- ods to be extensively assessed (via a huge population of gamers) through commercial-standard products of high impact and financial value.

Extended Abstract

Bibtex

@inproceedings{
author = {Antonios Liapis, Georgios N. Yannakakis and Julian Togelius},
title = {Computational Game Creativity},
booktitle = {Proceedings of the Fifth International Conference on Computational Creativity},
series = {ICCC2014},
year = {2014},
month = {Jun},
location = {Ljubljana, Slovenia},
pages = {46-53},
url = {http://computationalcreativity.net/iccc2014/wp-content/uploads/2014/06//4.1_Liapis.pdf, http://de.evo-art.org/index.php?title=Computational_Game_Creativity },
publisher = {International Association for Computational Creativity},
keywords = {computational, creativity},
}

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