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Garrett Eastman

Adaptive Game Level Creation through Rank-based Interactive Evolution - 1 views

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    Abstract: "This paper introduces Rank-based Interactive Evo- lution (RIE) which is an alternative to interactive evolution driven by computational models of user preferences to generate personalized content. In RIE, the computational models are adapted to the preferences of users which, in turn, are used as fitness functions for the optimization of the generated content. The preference models are built via ranking-based preference learning, while the content is generated via evolutionary search. The proposed method is evaluated on the creation of strategy game maps, and its performance is tested using artificial agents. Results suggest that RIE is both faster and more robust than standard interactive evolution and outperforms other state-of- the-art interactive evolution approaches"
Garrett Eastman

ScriptEase II and Platform Independent Story Creation Using High-Level Game Design Patt... - 0 views

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    Abstract: "As the video game industry grows, both developers and cre- ative authors are seeking new ways to convert story content into scripting code, which is often a difficult process dur- ing game creation. ScriptEase II provides a solution to this common bottleneck in the games design process. Although the goals are similar to the goals of ScriptEase, ScriptEase II is able to generate code for any game engine with a provided translator. It utilizes high-level game design patterns such as cause-effect and quest patterns which can be abstracted between most games. In addition, ScriptEase II further en- hances the use of these patterns with a simple drag-and-drop interface. The generality of the code generation has been tested using two different game engines, and it can be used to further test the benefits of using high-level game design patterns in content creation."
Garrett Eastman

What You Draw Is What You Play: a natural approach to participatory game creation - 0 views

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    Abstract: "Game design and development still needs complex technical skills that only some people master. This can be a huge barrier to game creation by end-users limiting the emergence of a participatory culture around games - similar to the one we have seen with Web 2.0. While there have been approaches to lessen that problem, such as level editors and content creation tools, we think we could go further. We propose that considering and developing design interfaces that make use of common natural skills such as drawing could be a key step to achieve that phenomenon. Therefore we describe and present the Playsketch concept, and it's current implementation, a game creation approach based on the Paper Prototyping concept which invites the users to create simple personalized games."
Garrett Eastman

PCG-Based Game Design: Creating Endless Web - 0 views

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    "This paper describes the creation of the game Endless Web, a 2D platforming game in which the player's actions determine the ongoing creation of the world she is exploring. Endless Web is an example of a PCG-based game: it uses procedural content generation (PCG) as a mechanic, and its PCG system, Launchpad, greatly influenced the aesthetics of the game. All of the player's strategies for the game revolve around the use of procedural content generation. Many design challenges were encountered in the design and creation of Endless Web, for both the game and modifications that had to be made to Launchpad. These challenges arise largely from a loss of fine-grained control over the player's experience; instead of being able to carefully craft each element the player can interact with, the designer must instead craft algorithms to produce a range of content the player might experience. In this paper we provide a definition of PCG-based game design and describe the challenges faced in creating a PCG-based game. We offer our solutions, which impacted both the game and the underlying level generator, and identify issues which may be particularly important as this area matures."
Garrett Eastman

Donburi: Social Game Creation for Non-coders - 2 views

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    Abstract: "There are a number of existing game frameworks that make use of simplified programming languages with the goal of lowering the barrier of entry into content creation for noncoders. However, existing tools do not support the creation of social, multiplayer games that creators can easily deploy among their family and friends. To address this, we conducted formative interviews to determine the design goals for a tool that would allow non-coders to create such games. We then created Donburi, a web application that enables anyone to design and publish a mobile, social board game."
Garrett Eastman

EXPRESSIVE DESIGN TOOLS: PROCEDURAL CONTENT GENERATION FOR GAME DESIGNERS - 1 views

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    "This dissertation presents the use of procedural content generation to create expressive design tools: content generators that are accessible to designers, supporting the creation of new kinds of design tools and enabling the exploration of a new genre of game involving the deep integration of procedural content generation into game mechanics and aesthetics. The first of these tools is Tanagra, the first ever AI-assisted level design tool that supports a designer creating levels for 2D platforming games. Tanagra guarantees that levels created in the tool are playable, and provides the designer with the ability to modify generated levels and directly control level pacing. The second tool is Launchpad, which supports a designer controlling both component and pacing features of generated levels; its companion game Endless Web uses the generator to create an infinite world for players to explore and alter through their choices. Endless Web is one of a handful of games in a new genre enabled by content generation: PCG-based games. Finally, this dissertation presents a novel method for understanding, visualizing, and comparing a generator's expressive range, thus allowing designers to understand the implications of decisions they will make during the design process."
Garrett Eastman

mathfuture - ETCPress - 0 views

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    A discussion with Drew Davidson, author of Well Played, on "the participatory future of content creation" and game design will be archived here.
Garrett Eastman

Design Metaphors for Procedural Content Generation in Games - 0 views

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    Abstract :"Procedural content generation (PCG), the algorithmic creation of game content with limited or indirect user input, has much to offer to game design. In recent years, it has become a mainstay of game AI, with significant research being put towards the investigation of new PCG systems, algorithms, and techniques. But for PCG to be absorbed into the practice of game design, it must be contextualised within design-centric as opposed to AI or engineering perspectives. We therefore provide a set of design metaphors for understanding potential relationships between a designer and PCG. These metaphors are: TOOL, MATERIAL, DESIGNER, and DOMAIN EXPERT. By examining PCG through these metaphors, we gain the ability to articulate qualities, consequences, affordances, and limitations of existing PCG approaches in relation to design. These metaphors are intended both to aid designers in understanding and appropriating PCG for their own contexts, and to advance PCG research by highlighting the assumptions implicit in existing systems and discourse"
Garrett Eastman

Collective Artificial Intelligence: Simulated Role-Playing from Crowdsourced Data - 0 views

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    From the abstract: "Collective Artificial Intelligence (CAI) simulates human intelligence from data contributed by many humans, mined for inter-related patterns. This thesis applies CAI to social role-playing, introducing an end-to-end process for compositing recorded performances from thousands of humans, and simulating open-ended interaction from this data. The CAI process combines crowdsourcing, pattern discovery, and case-based planning. Content creation is crowdsourced by recording role-players online. Browser-based tools allow non-experts to annotate data, organizing content into a hierarchical narrative structure. Patterns discovered from data power a novel system combining plan recognition with case-based planning. The combination of this process and structure produces a new medium, which exploits a massive corpus to realize characters who interact and converse with humans. This medium enables new experiences in videogames, and new classes of training simulations, therapeutic applications, and social robots. .... As a proof of concept, a CAI system has been evaluated by recording over 10,000 performances in The Restaurant Game, automating an AI-controlled waitress who interacts in the world, and converses with a human via text or speech. Quantitative results demonstrate CAI supports significantly open-ended interaction with humans, while focus groups reveal factors for improving engagement."
Garrett Eastman

AmbiLearn: Enhancing the Learning Environment for Primary School Education - 0 views

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    From the abstract: "In Northern Ireland a Virtual Learning Environment (VLE) infrastructure is in place. However, statistics and government reports suggest that VLE use amongst the primary school sector is quite limited. In an attempt to redress the limited use of VLEs in the primary school sector this research investigates the potential of serious games and how they may compliment the National Curriculum with the development of AmbiLearn, an enhanced learning environment with a content neutral game-based approach and content creation and reporting modules. This paper presents the design and implementation of AmbiLearn. Preliminary analysis of data from evaluation of AmbiLearn shows promising results and directions for future work are discussed."
Garrett Eastman

A Foundation for Growth: An Introductory Course in Computer Game Development - 0 views

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    Abstract:"A one-semester introductory undergraduate course in computer game development is described. The freshman-level course has been taught for four years. The course was designed and implemented in the context of a new curriculum in computer game development. Goals of the course were to retain undergraduate computer science (CS) majors, attract new students to CS, and expose students to the content creation pipeline used in more advanced courses. A significant aspect of the course is the end-of-semester project to create a machinima - a video created using computer game technology. Besides the initial goals for the course, other benefits were discovered including fostering a sense of community by helping students get to know their peers early in the program. Results, both quantitative and anecdotal, show the course has exceeded expectations in meeting the goals originally established. In addition, the course content has been adapted to the format of a three-day summer workshop to recruit high school students to the university. The course has been integral to the growth of the CS program, enabling the program to nearly triple in size over four years and achieve both statewide prominence and national recognition."
Garrett Eastman

A Platformer Game in Flash Self Defined Project - 0 views

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    "This project involves developing an action-platformer game for the Flash platform. The user controls a character who must progress through levels, while avoiding obstacles, collecting items and fighting many types of enemies. Role-playing game elements such as equipment and upgrades support user customization and varied battle strategies. Developing a successful Flash game involves several factors. Flash games must be simple to get into, yet rewarding to play in both short and long sessions. Flash games must be accessible to a wide audience; both in terms of user preferences and technical limitations. Finally, Flash games must offer something unique to stand out from the crowd, in a market where hundreds of free games are published every month. This report covers the research, design and implementation done to achieve these requirements, in terms of game mechanics, interface, level design, visual design, accessibility options, and replay value. Technical challenges include building, testing and optimizing a game engine and interface from scratch, balancing the game mechanics and difficulty, and structuring the whole development process in a way that enables easy creation of new content. In addition to game design and development, this project also deals with the business aspects of developing online games; how games generate revenue, how they are marketed and distributed, and developing trends in the consumer market. Project success in different areas has been evaluated through usability studies, user ratings and reviews, and vast quantities of usage and distribution statistics. Overall, the project has been a success in terms of user reception and generated revenue, and the final section of this report includes plans for a second game, utilizing and building upon the same game engine and mechanics."
Garrett Eastman

Super Fish Quest: A Video Game - 1 views

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    "Video game design isn't just coding and random number generators. It is a complex process involving art, music, writing, programming, and caffeine, that should be approached holistically. The entire process can be intimidating to the uninitiated programmer, which is why I've written an all-inclusive guide to game design. With the creation of my own original video game, Super Fish Quest, as a model, I analyze each part of the design process, discuss the technical side of programming, and research how to raise money and publish a game as an independent game developer."
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