Exploring the Visual Styles of Arcade Game Assets

Aus de_evolutionary_art_org
Wechseln zu: Navigation, Suche

Referenz

Antonios Liapis: Exploring the Visual Styles of Arcade Game Assets. In: EvoMUSART 2016, 92-109.

DOI

http://dx.doi.org/10.1007/978-3-319-16498-4_7

Abstract

This paper describes a method for evolving assets for video games based on their visuals properties. Focusing on assets for a space shooter game, a genotype consisting of turtle commands is transformed into a spaceship image composed of human-authored sprite components. Due to constraints on the final spaceships’ plausibility, the paper investigates two-population constrained optimization and constrained novelty search methods. A sample of visual styles is tested, each a combination of visual metrics which primarily evaluate balance and shape complexity. Experiments with constrained optimization of a visual style demonstrate that a visually consistent set of spaceships can be generated, while experiments with constrained novelty search demonstrate that several distinct visual styles can be discovered by exploring along select, or all, visual dimensions.

Extended Abstract

Bibtex

@incollection{Liapis2016,
year={2016},
isbn={978-3-319-31007-7},
booktitle={Evolutionary and Biologically Inspired Music, Sound, Art and Design},
volume={9596},
series={Lecture Notes in Computer Science},
editor={Johnson, Colin and Ciesielski, Vic and Correia, João and Machado, Penousal},
doi={http://dx.doi.org/10.1007/978-3-319-16498-4_7},
title={Exploring the Visual Styles of Arcade Game Assets},
url={http://link.springer.com/chapter/10.1007/978-3-319-31008-4_7 http://de.evo-art.org/index.php?title=Exploring_the_Visual_Styles_of_Arcade_Game_Assets },
publisher={Springer International Publishing},
keywords={},
author={Liapis, Antonios},
pages={92-109},
language={English}
}

Used References

1. Antonios Liapis, Georgios N. Yannakakis and Julian Togelius: Computational Game Creativity. In: Computational Creativity 2014 ICCC 2014. http://computationalcreativity.net/iccc2014/wp-content/uploads/2014/06//4.1_Liapis.pdf

2. Champandard, A.: EA investing in the next-generation with proceduralism post-SSX. http://aigamedev.com/​open/​teaser/​investing-in-procedural/​. Accessed 11 January 2016

3. Entertainment, B.: What is Diablo III? http://us.battle.net/​d3/​en/​game/​what-is. Accessed 11 January 2016

4. Togelius, J., Nelson, M.J., Liapis, A.: Characteristics of generatable games. In: Proceedings of the FDG Workshop on Procedural Content Generation (2014)

5. Arnheim, R.: Art and Visual Perception: A Psychology of the Creative Eye, Revised and expanded edn. University of California Press, Berkeley (2004)

6. Kimbrough, S.O., Koehler, G.J., Lu, M., Wood, D.H.: On a feasible-infeasible two-population (FI-2Pop) genetic algorithm for constrained optimization: Distance tracing and no free lunch. Eur. J. Oper. Res. 190(2), 310–327 (2008) http://dx.doi.org/10.1016/j.ejor.2007.06.028

7. LLiapis, A., Yannakakis, G., Togelius, J.: Enhancements to constrained novelty search: two-population novelty search for generating game content. In: Proceedings of Genetic and Evolutionary Computation Conference (2013) http://dx.doi.org/10.1145/2463372.2463416 http://julian.togelius.com/Liapis2013Enhancements.pdf

8. Lehman, J., Stanley, K.O.: Revising the evolutionary computation abstraction: minimal criteria novelty search. In: Proceedings of the 12th Annual Conference on Genetic and Evolutionary Computation, pp. 103–110. ACM (2010) http://dx.doi.org/10.1145/1830483.1830503 http://eplex.cs.ucf.edu/papers/lehman_gecco10a.pdf

9. Preuss, M., Liapis, A., Togelius, J.: Searching for good and diverse game levels. In: Proceedings of the IEEE Conference on Computational Intelligence and Games (CIG) (2014)

10. Smith, G., Whitehead, J.: Analyzing the expressive range of a level generator. In: Proceedings of the FDG workshop on Procedural Content Generation (2010)

11. Togelius, J., Yannakakis, G.N., Stanley, K.O., Browne, C.: Search-based procedural content generation: a taxonomy and survey. IEEE Trans. Comput. Intell. AI Games 3(3), 172–186 (2011) http://dx.doi.org/10.1109/TCIAIG.2011.2148116

12. Liapis, A., Yannakakis, G.N., Togelius, J.: Towards a generic method of evaluating game levels. In: Proceedings of the AAAI Artificial Intelligence for Interactive Digital Entertainment Conference (2013)

13. Lara-Cabrera, R., Cotta, C., Fernández-Leiva, A.J.: A procedural balanced map generator with self-adaptive complexity for the real-time strategy game planet wars. In: Esparcia-Alcázar, A.I. (ed.) EvoApplications 2013. LNCS, vol. 7835, pp. 274–283. Springer, Heidelberg (2013) http://dx.doi.org/10.1007/978-3-642-37192-9_28

14. Sorenson, N., Pasquier, P., DiPaola, S.: A generic approach to challenge modeling for the procedural creation of video game levels. IEEE Trans. Comput. Intell. AI Games 3(3), 229–244 (2011) http://dx.doi.org/10.1109/TCIAIG.2011.2161310

15.Liapis, Antonios, Yannakakis, G.N., Togelius, J.: Sentient sketchbook: computer-aided game level authoring. In: Proceedings of the 8th Conference on the Foundations of Digital Games, 2013, pp. 213-220 (2013) http://antoniosliapis.com/papers/sentient_sketchbook.pdf

16. Howlett, A., Colton, S., Browne, C.: Evolving pixel shaders for the prototype video game subversion. In: Proceedings of the AI and Games Symposium (AISB 2010) (2010) http://ccg.doc.gold.ac.uk/papers/howlett_aisb10.pdf

17. Hastings, E.J., Guha, R.K., Stanley, K.O.: Automatic content generation in the galactic arms race video game. IEEE Trans. Comput. Intell. AI Games 1(4), 245–263 (2009) http://dx.doi.org/10.1109/TCIAIG.2009.2038365 http://eplex.cs.ucf.edu/papers/hastings_ieeetciaig09.pdf

18. Risi, S., Lehman, J., D’Ambrosio, D., Hall, R., Stanley, K.O.: Combining search-based procedural content generation and social gaming in the petalz video game. In: Proceedings of Artificial Intelligence and Interactive Digital Entertainment Conference (2012)

19. Liapis, A., Yannakakis, G.N., Togelius, J.: Adapting models of visual aesthetics for personalized content creation. IEEE Transactions on Computational Intelligence and AI in Games 4(3), 213–228 (2012) DOI: http://dx.doi.org/10.1109/TCIAIG.2012.2192438 http://yannakakis.net/wp-content/uploads/2012/02/an_adaptive_model_of_visual_aesthetics.pdf

20. Michalewicz, Z.: Do not kill unfeasible individuals. In: Proceedings of the Intelligent Information Systems Workshop (1995)

21. Coello Coello, C.A.: Constraint-handling techniques used with evolutionary algorithms. In: Proceedings of the Genetic and Evolutionary Computation Conference, ACM (2010)

22. Liapis, A., Yannakakis, G.N., Togelius, J.: Neuroevolutionary constrained optimization for content creation. In: Proceedings of the IEEE Conference on Computational Intelligence and Games (2011) http://dx.doi.org/10.1109/CIG.2011.6031991 http://julian.togelius.com/Liapis2011Neuroevolutionary.pdf

23. Lehman, J., Stanley, K.O.: Abandoning objectives: Evolution through the search for novelty alone. Evolutionary Computation 19(2), 189–223 (2011). DOI: http://dx.doi.org/10.1162/EVCO_a_00025 http://www.cs.swarthmore.edu/~meeden/DevelopmentalRobotics/lehman_ecj11.pdf

24. Liapis, A., Yannakakis, G.N., Togelius, J.: Constrained novelty search: a study on game content generation. Evol. Comput. 23(1), 101–129 (2015) http://dx.doi.org/10.1162/EVCO_a_00123 http://antoniosliapis.com/papers/constrained_novelty_search.pdf

25. Dunn, O.: Multiple comparisons among means. J. Am. Stat. Assoc. 56, 52–64 (2012) http://dx.doi.org/10.1080/01621459.1961.10482090

26. Shapiro, S.S., Wilk, M.B.: Analysis of variance test for normality (complete samples). Biometrika (1965)

27. Dunn, J.C.: A fuzzy relative of the ISODATA process and its use in detecting compact well-separated clusters. J. Cybern. 3(3), 32–57 (1973) http://dx.doi.org/10.1080/01969727308546046

28. Joao Correia, Penousal Machado, Juan Romero, and Adrián Carballal: Evolving Figurative Images Using Expression-Based Evolutionary Art. In: Computational Creativity 2013 ICCC 2013. pp. 24-31. http://www.computationalcreativity.net/iccc2013/download/iccc2013-correia-et-al.pdf http://fmachado.dei.uc.pt/wp-content/papercite-data/pdf/cmrc13b.pdf

29. Liapis, A., Martínez, H.P., Togelius, J., Yannakakis, G.N.: Transforming exploratory creativity with DeLeNoX. In: Proceedings of the International Conference on Computational Creativity (2013)

Links

Full Text

internal file


Sonstige Links