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[论文解读] Boosting Mixed-Initiative Co-Creativity in Game Design: A Tutorial

Solange Margarido, Licínio Roque|arXiv (Cornell University)|Jan 11, 2024
Virtual Reality Applications and Impacts被引用 5
一句话总结

本教程对游戏设计中的混合主动协作创作(MI-CCy)进行综述,介绍 MI-CCy Quantifier 框架,应用于选定的作品,并概述未来工具的差距与指南。

ABSTRACT

In recent years, there has been a growing application of mixed-initiative co-creative approaches in the creation of video games. The rapid advances in the capabilities of artificial intelligence (AI) systems further propel creative collaboration between humans and computational agents. In this tutorial, we present guidelines for researchers and practitioners to develop game design tools with a high degree of mixed-initiative co-creativity (MI-CCy). We begin by reviewing a selection of current works that will serve as case studies and categorize them by the type of game content they address. We introduce the MI-CCy Quantifier, a framework that can be used by researchers and developers to assess co-creative tools on their level of MI-CCy through a visual scheme of quantifiable criteria scales. We demonstrate the usage of the MI-CCy Quantifier by applying it to the selected works. This analysis enabled us to discern prevalent patterns within these tools, as well as features that contribute to a higher level of MI-CCy. We highlight current gaps in MI-CCy approaches within game design, which we propose as pivotal aspects to tackle in the development of forthcoming approaches.

研究动机与目标

  • 定义并对与 MI-CCy 相关的游戏内容在视频游戏中的分类。
  • 调查跨内容类别(片段、空间、行为、系统、情境、设计)的当前混合主动协作工具。
  • 介绍用于评估协作式工具水平的 MI-CCy Quantifier 框架。
  • 将该框架应用于选定的作品以识别模式和差距。
  • 提出在未来游戏设计工具中推进 MI-CCy 的指南和关键方面。

提出的方法

  • 将游戏内容分为六个内容类别,灵感来自现有的 PCG 类型学。
  • 在每个内容类别内评审并分析代表性的 MI-CCy 作品。
  • 开发 MI-CCy Quantifier,一种用于评定 MI-CCy 标准的可视化、可扩展框架。
  • 将 MI-CCy Quantifier 应用于所选案例研究以提取设计模式。
  • 讨论当前 MI-CCy 方法的有效性、局限性及未解决的问题。
Figure 1. Interface of the AI Spaceship Generator (Gallotta et al . , 2023 ) . Top left - the spaceship population; top middle - 3D preview of the selected spaceship; top right - a list of the spaceship properties; bottom left - controls to generate more spaceships or reset the population; bottom mi
Figure 1. Interface of the AI Spaceship Generator (Gallotta et al . , 2023 ) . Top left - the spaceship population; top middle - 3D preview of the selected spaceship; top right - a list of the spaceship properties; bottom left - controls to generate more spaceships or reset the population; bottom mi

实验结果

研究问题

  • RQ1在不同游戏内容类别中存在哪些 MI-CCy 方法?
  • RQ2如何使用可量化框架对 MI-CCy 进行一致评估?
  • RQ3在工具中促进更高水平 MI-CCy 的特征出现了哪些模式?
  • RQ4在游戏设计中,哪些差距和未解决的问题限制了混合主动协作创作?
  • RQ5哪些指南可以引导未来的 MI-CCy 工具开发?

主要发现

  • 在游戏空间和情境中,MI-CCy 活动较集中,而针对游戏系统的作品较少。
  • 一个框架(MI-CCy Quantifier)可以沿着可量化的标准刻度对工具进行特征描述和比较。
  • 分析揭示了支持人机协同创造力的重复特征,同时在不同内容类别中仍存在 MI-CCy 覆盖方面的持续差距。
  • 许多工具提供共创支持,但仍在很大程度上依赖人工主动性,表明还有空间进行更主动的计算贡献。
  • 案例研究展示了交互式、基于时间线或偏好学习的方法如何提升用户控制和创造力。
  • 该综述强调了对未来游戏设计方法推进 MI-CCy 至关重要的未解决问题。
Figure 2. Interface of the sprite editor (dos Santos Coutinho and Chaimowicz, 2023 ) . Left - the toolbar; middle - the main canvas displaying the selected pose view; right - a panel with the four pose views and a panel with the suggestion slots for each pose view on its left side. (Available at htt
Figure 2. Interface of the sprite editor (dos Santos Coutinho and Chaimowicz, 2023 ) . Left - the toolbar; middle - the main canvas displaying the selected pose view; right - a panel with the four pose views and a panel with the suggestion slots for each pose view on its left side. (Available at htt

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