Please use this identifier to cite or link to this item:
https://www.um.edu.mt/library/oar/handle/123456789/102220
Title: | Mixed-initiative content creation |
Other Titles: | Procedural content generation in games |
Authors: | Liapis, Antonios Smith, Gillian Shaker, Noor |
Keywords: | Application software Artificial intelligence Computational intelligence Computer games -- Programming Level design (Computer science) |
Issue Date: | 2016 |
Publisher: | Springer |
Citation: | Liapis, A., Smith, G. & Shaker, N. (2016). Mixed-initiative content creation. In N. Shaker, J. Togelius, M. J. Nelson (Eds.), Procedural Content Generation in Games (pp. 195-214). Cham: Springer. |
Abstract: | Algorithms can generate game content, but so can humans. And while PCG algorithms can generate some kinds of game content remarkably well and extremely quickly, some other types (and aspects) of game content are still best made by humans. Can we combine the advantages of procedural generation and human creation somehow? This chapter discusses mixed-initiative systems for PCG, where both humans and software have agency and co-create content. A small taxonomy is presented of different ways in which humans and algorithms can collaborate, and then three mixed-initiative PCG systems are discussed in some detail: Tanagra, Sentient Sketchbook, and Ropossum. |
URI: | https://www.um.edu.mt/library/oar/handle/123456789/102220 |
Appears in Collections: | Scholarly Works - InsDG |
Files in This Item:
File | Description | Size | Format | |
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Mixed-initiative_content_creation_2016.pdf Restricted Access | 1.48 MB | Adobe PDF | View/Open Request a copy |
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