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Goldsmiths - University of London

The ANGELINA videogame design system, part II

Cook, Michael; Colton, Simon and Gow, Jeremy. 2016. The ANGELINA videogame design system, part II. IEEE Transactions on Computational Intelligence and AI in Games, ISSN 1943-068X [Article]

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Abstract or Description

Procedural content generation is generally viewed as a means to an end – a tool employed by designers to overcome technical problems or achieve a particular design goal. When we move from generating single parts of games to automating the entirety of their design, however, we find ourselves facing a far wider and more interesting set of problems than mere generation. When the designer of a game is a piece of software, we face questions about what it means to be a designer, about Computational Creativity, and about how to assess the growth of these automated game designers and the value of their output. Answering these questions can lead to new ideas in how to generate content procedurally, and produce systems that can further the cutting edge of game design.
This paper describes work done to take an automated game designer and advance it towards being a member of a creative community. We outline extensions made to the system to give it more autonomy and creative independence, in order to strengthen claims that the software is acting creatively. We describe and reflect upon the software’s participation in the games community, including entering two game development contests, and show the opportunities and difficulties of such engagement. We consider methods for evaluating automated game designers as creative entities, and underline the need for automated game design to be a major frontier in future games research.

Item Type: Article

Identification Number (DOI):

https://doi.org/10.1109/TCIAIG.2016.2520305

Additional Information:

(c) 2016 IEEE. Personal use of this material is permitted. Permission from IEEE must be obtained for all other users, including reprinting/ republishing this material for advertising or promotional purposes, creating new collective works for resale or redistribution to servers or lists, or reuse of any copyrighted components of this work in other works.

Keywords:

—procedural content generation, automated game design, computational creativity

Departments, Centres and Research Units:

Computing

Dates:

DateEvent
29 November 2015Accepted
28 March 2016Published

Item ID:

18949

Date Deposited:

23 Sep 2016 10:09

Last Modified:

20 Jun 2017 10:25

URI: http://research.gold.ac.uk/id/eprint/18949

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