AI Designing Games With (or Without) Us

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1 AI Designing Games With (or Without) Us Georgios N. Yannakakis Institute of Digital Games University of Malta game.edu.mt

2 Who am I?

3 Institute of Digital Games game.edu.mt Game Artificial Intelligence, Affective Computing, Computational Creativity, HCI Game Technology User/Player Modeling Content Generation

4 Games for Artificial Intelligence

5 Games are hard and interesting problems

6 Games are content-intensive

7 Richest (?) HCI

8 Games realise AI s long-standing goals

9 Artificial Intelligence for Games

10 Model Players Play Games Game AI Generate Content G. N. Yannakakis and J. Togelius, Artificial Intelligence and Games, Springer, 2017.

11 Model Players Play Games Game AI Generate Content G. N. Yannakakis and J. Togelius, Artificial Intelligence and Games, Springer, 2017.

12 The creation of new game content automatically, through algorithmic means What is Procedural Content Generation?

13 12% 37% 40% 3% 6% 2% Art Manufacturing Other Debugging Marketing Programming

14 Computational Creativity in and for Games!

15 Computational Creativity Computational Creativity is a recent area of creativity research that brings together academics and practitioners from diverse disciplines, genres and modalities, to explore the potential of computers to be autonomously creative or to collaborate as co-creators with humans. -- PROSECCO Network of Excellence

16 Computational Game Creativity The study of Computational Creativity within and for digital games Within: Games as an ideal canvas for studying CC For: Games benefit as products from artifacts of CC

17 Audio Visuals Narrative Level design Game design Gameplay Liapis, Yannakakis, Togelius: "Computational Game Creativity," in Proceedings of the Fifth International Conference on Computational Creativity, 2014.

18 Visuals

19 Visuals

20 Audio

21 Audio Brown, Daniel. "Mezzo: An adaptive, real-time composition program for game soundtracks." Proceedings of the AIIDE Workshop on Musical Metacreativity

22 Narrative

23 Narrative Orkin, J., and Roy, D The restaurant game: Learning social behavior and language from thousands of players online. Journal of Game Development 3(1):39 60.

24 Gameplay

25 Gameplay

26 Gameplay Denzinger, J.; Loose, K.; Gates, D.; and Buchanan, J Dealing with parameterized actions in behavior testing of commercial computer games. In Proc. of the IEEE Symposium on Computational Intelligence and Games,

27 Gameplay G. N. Yannakakis, and J. Hallam, Evolving Opponents for Interesting Interactive Computer Games, in Proceedings of the 8th International Conference on the Simulation of Adaptive Behavior (SAB 04); From Animals to Animats 8, pp , Los Angeles, CA, USA, July 13-17, The MIT Press.

28 Game design Browne, Cameron. "Yavalath." Evolutionary Game Design. Springer London,

29 Level design Procedural FPS Level Generation W. Cachia, A. Liapis, and G. N. Yannakakis, Multi-Level Evolution of Shooter Levels, in Proceedings of AIIDE, 2015.

30 Level design Togelius, Julian, Mike Preuss, Nicola Beume, Simon Wessing, J. Hagelback, and Georgios N. Yannakakis. "Multiobjective exploration of the starcraft map space." In Computational Intelligence and Games (CIG), IEEE Conference on, pp , 2010.

31 Level design Antonios Liapis, Georgios N. Yannakakis, Julian Togelius: "Sentient World: Human-Based Procedural Cartography, EvoMusArt, 2013.

32 Orchestration above all!

33 Audio Visuals Level design Narrative Cook, Michael, and Simon Colton. "Multi-faceted evolution of simple arcade games." In IEEE CIG, pp

34 Gravina, Liapis and Yannakakis: "Constrained Surprise Search for Content Generation," in Proceedings of the IEEE Conference on Computational Intelligence and Games (CIG) Visuals Gameplay

35 Audio Visuals Level design Hoover, Cachia, Liapis, Yannakakis, "AudioInSpace: A Proof-of-Concept Exploring the Creative Fusion of Generative Audio, Visuals and Gameplay," in EvoMusArt, 2015

36 Orchestrating Level and Weapon Design Karavolos, Liapis, and Yannakakis: Learning Patterns of Balance in a Multi-Player Shooter Game," in Proceedings of the Foundations on Digital Games, Level design Game design

37 Audio Level design Lopes, Liapis, and Yannakakis: "Sonancia: Sonification of Procedurally Generated Game Levels," in Proceedings of the ICCC workshop on Computational Creativity & Games, 2015

38 Acknowledgements game.edu.mt

39 Thank you! gameaibook.org

40 Thank you! school.gameaibook.org

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