Location via proxy:   [ UP ]  
[Report a bug]   [Manage cookies]                
skip to main content
10.1109/CIG.2019.8848022guideproceedingsArticle/Chapter ViewAbstractPublication PagesConference Proceedingsacm-pubtype
research-article

Empowering Quality Diversity in Dungeon Design with Interactive Constrained MAP-Elites

Published: 20 August 2019 Publication History

Abstract

We propose the use of quality-diversity algorithms for mixed-initiative game content generation. This idea is implemented as a new feature of the Evolutionary Dungeon Designer, a system for mixed-initiative design of the type of levels you typically find in computer role playing games. The feature uses the MAP-Elites algorithm, an illumination algorithm which divides the population into a number of cells depending on their values along several behavioral dimensions. Users can flexibly and dynamically choose relevant dimensions of variation, and incorporate suggestions produced by the algorithm in their map designs. At the same time, any modifications performed by the human feed back into MAP-Elites, and are used to generate further suggestions.

References

[1]
Georgios N Yannakakis and Julian Togelius. Artificial intelligence and games, volume 2. Springer, 2018.
[2]
M. Toy. Rogue, 1980.
[3]
D. Braben and I. Bell. Elite, 1984.
[4]
J. Togelius, G. N. Yannakakis, K. O. Stanley, and C. Browne. Search-based procedural content generation: A taxonomy and survey. IEEE Transactions on Computational Intelligence and AI in Games, 3(3):172–186, September 2011.
[5]
N. Shaker, G. N. Yannakakis, J. Togelius, M. Nicolau, and M. O’neill. Evolving personalized content for super mario bros using grammatical evolution. In AIIDE, 2012.
[6]
E. J. Hastings, R. K. Guha, and K. O. Stanley. Evolving content in the Galactic Arms Race video game. In 2009 IEEE Symposium on Computational Intelligence and Games, September 2009.
[7]
Joris Dormans. Unexplored, 2017.
[8]
Ahmed Khalifa, Scott Lee, Andy Nealen, and Julian Togelius Talakat: Bullet hell generation through constrained map-elites. In Proceedings of The Genetic and Evolutionary Computation Conference, pages 1047–1054. ACM, 2018.
[9]
Michael Cerny Green, Gabriella A. B. Barros, Antonios Liapis, and Julian Togelius. Data agent. In Proceedings of the 13th International Conference on the Foundations of Digital Games, FDG ’18, pages 19:1–19:10, New York, NY, USA, 2018. ACM.
[10]
A. Liapis, G. N. Yannakakis, and J. Togelius. Designer modeling for sentient sketchbook. In Proc. IEEE Conf. Computational Intelligence and Games, pages 1–8, August 2014.
[11]
Georgios N. Yannakakis, Antonios Liapis, and Constantine Alexopoulos. Mixed-initiative co-creativity. In Proceedings of the 9th Conference on the Foundations of Digital Games, 2014.
[12]
Noor Shaker, Mohammad Shaker, and Julian Togelius Ropossum: An authoring tool for designing, optimizing and solving cut the rope levels. In AIIDE, 2013.
[13]
G. Smith, J. Whitehead, and M. Mateas. Tanagra: Reactive Planning and Constraint Solving for Mixed-Initiative Level Design. IEEE Transactions on Computational Intelligence and AI in Games, 3(3), September 2011.
[14]
T Machado, A Nealen, and J Togelius Cicero: Computationally intelligent collaborative environment for game and level design. In 3rd workshop on Computational Creativity and Games (CCGW) at the 8th International Conference on Computational Creativity (ICCC’17), 2017.
[15]
A. Liapis, G. N. Yannakakis, and J. Togelius. Generating Map Sketches for Strategy Games. In Proceedings of Applications of Evolutionary Computation, volume 7835, LNCS. Springer, 2013.
[16]
Antonios Liapis, Georgios N Yannakakis, Constantine Alexopoulos, and Phil Lopes. Can computers foster human users’ creativity? theory and praxis of mixed-initiative co-creativity. Digital Culture & Education, 8(2):136–153, 2016.
[17]
Justin K Pugh, Lisa B Soros, and Kenneth O Stanley Quality diversity: A new frontier for evolutionary computation. Frontiers in Robotics and AI, 3:40, 2016.
[18]
Jean-Baptiste Mouret and Jeff Clune. Illuminating search spaces by mapping elites. arXiv preprint arXiv:1504.04909, 2015.
[19]
Steven Orla Kimbrough, Gary J Koehler, Ming Lu, and David Harlan Wood. On a feasible–infeasible two-population (fi-2pop) genetic algorithm for constrained optimization: Distance tracing and no free lunch. European Journal of Operational Research, 190(2):310–327, 2008.
[20]
Alberto Alvarez, Steve Dahlskog, Jose Font, Johan Holmberg, Chelsi Nolasco, and Axel Österman. Fostering creativity in the mixed-initiative evolutionary dungeon designer. In Proceedings of the 13th International Conference on the Foundations of Digital Games, FDG ’18, pages 50:1–50:8, New York, NY, USA, 2018. ACM.
[21]
Alberto Alvarez, Steve Dahlskog, Jose Font, Johan Holmberg, and Simon Johansson Assessing aesthetic criteria in the evolutionary dungeon designer. In Proceedings of the 13th International Conference on the Foundations of Digital Games, FDG ’18, pages 44:1–44:4, New York, NY, USA, 2018. ACM.
[22]
Alexander Baldwin, Steve Dahlskog, Jose M. Font, and Johan Holm-berg. Towards pattern-based mixed-initiative dungeon generation. In Proceedings of the 12th International Conference on the Foundations of Digital Games, FDG ’17, pages 74:1–74:10, New York, NY, USA, 2017. ACM.
[23]
A. Baldwin, S. Dahlskog, J. M. Font, and J. Holmberg. Mixed-initiative procedural generation of dungeons using game design patterns. In Proc. IEEE Conf. Computational Intelligence and Games (CIG), pages 25–32, August 2017.
[24]
Christopher W. Totten. Level Design: Processes and Experiences. CRC Press, 2017.
[25]
Matt Barton. Dungeons and Desktops: The History of Computer Role-playing Games. A K Peters Ltd, 2008.
[26]
Nathan Brewer. Going Rogue: A Brief History of the Computerized Dungeon Crawl. accessed 2019, March 20.
[27]
Rusty Rutherford. pedit5, alternately called The Dungeon, 1975.
[28]
Don Worth. Beneath Apple Manor, 1978.
[29]
Chris Bateman and Richard Boon. 21st Century Game Design. Charles River Media, 2006.
[30]
Andrew Rollings and Ernest Adams. Andrew Rollings and Ernest Adams on Game Design. New Riders Publishing, 2003.
[31]
E. McMillen and F. Himsl. The Binding of Isaac, 2011.
[32]
Vassilis Vassiliades, Konstantinos, I. Chatzilygeroudis, and Jean-Baptiste Mouret. Scaling up map-elites using centroidal voronoi tessellations. CoRR, abs/1610.05729, 2016.
[33]
Vassilis Vassiliades, Konstantinos Chatzilygeroudis, and Jean-Baptiste Mouret. A comparison of illumination algorithms in unbounded spaces. In Proceedings of the Genetic and Evolutionary Computation Conference Companion, GECCO ’17, pages 1578–1581, New York, NY, USA, 2017. ACM.

Cited By

View all
  • (2024)2-Step Evolutionary Algorithm for the generation of dungeons with lock door missions using horizontal symmetryProceedings of the Genetic and Evolutionary Computation Conference10.1145/3638529.3654153(1210-1218)Online publication date: 14-Jul-2024
  • (2024)Generative Design through Quality-Diversity Data Synthesis and Language ModelsProceedings of the Genetic and Evolutionary Computation Conference10.1145/3638529.3654138(823-831)Online publication date: 14-Jul-2024
  • (2024)Analysis of Evolutionary Diversity Optimisation for the Maximum Matching ProblemParallel Problem Solving from Nature – PPSN XVIII10.1007/978-3-031-70071-2_10(149-165)Online publication date: 14-Sep-2024
  • Show More Cited By

Recommendations

Comments

Information & Contributors

Information

Published In

cover image Guide Proceedings
2019 IEEE Conference on Games (CoG)
Aug 2019
1060 pages

Publisher

IEEE Press

Publication History

Published: 20 August 2019

Qualifiers

  • Research-article

Contributors

Other Metrics

Bibliometrics & Citations

Bibliometrics

Article Metrics

  • Downloads (Last 12 months)0
  • Downloads (Last 6 weeks)0
Reflects downloads up to 12 Jan 2025

Other Metrics

Citations

Cited By

View all
  • (2024)2-Step Evolutionary Algorithm for the generation of dungeons with lock door missions using horizontal symmetryProceedings of the Genetic and Evolutionary Computation Conference10.1145/3638529.3654153(1210-1218)Online publication date: 14-Jul-2024
  • (2024)Generative Design through Quality-Diversity Data Synthesis and Language ModelsProceedings of the Genetic and Evolutionary Computation Conference10.1145/3638529.3654138(823-831)Online publication date: 14-Jul-2024
  • (2024)Analysis of Evolutionary Diversity Optimisation for the Maximum Matching ProblemParallel Problem Solving from Nature – PPSN XVIII10.1007/978-3-031-70071-2_10(149-165)Online publication date: 14-Sep-2024
  • (2024)MAP-Elites with Transverse Assessment for Multimodal Problems in Creative DomainsArtificial Intelligence in Music, Sound, Art and Design10.1007/978-3-031-56992-0_26(401-417)Online publication date: 3-Apr-2024
  • (2023)Controllable Exploration of a Design Space via Interactive Quality DiversityProceedings of the Companion Conference on Genetic and Evolutionary Computation10.1145/3583133.3590616(167-170)Online publication date: 15-Jul-2023
  • (2023)Bayesian Quality Diversity Search with Interactive IlluminationProceedings of the Genetic and Evolutionary Computation Conference10.1145/3583131.3590486(1019-1026)Online publication date: 15-Jul-2023
  • (2023)The Quality-Diversity Transformer: Generating Behavior-Conditioned Trajectories with Decision TransformersProceedings of the Genetic and Evolutionary Computation Conference10.1145/3583131.3590433(1221-1229)Online publication date: 15-Jul-2023
  • (2023)The Right Variety: Improving Expressive Range Analysis with Metric Selection MethodsProceedings of the 18th International Conference on the Foundations of Digital Games10.1145/3582437.3582453(1-11)Online publication date: 12-Apr-2023
  • (2022)Analysis of Evolutionary Diversity Optimization for Permutation ProblemsACM Transactions on Evolutionary Learning and Optimization10.1145/35619742:3(1-27)Online publication date: 19-Oct-2022
  • (2022)A General-Purpose Expressive Algorithm for Room-Based EnvironmentsProceedings of the 17th International Conference on the Foundations of Digital Games10.1145/3555858.3563262(1-9)Online publication date: 5-Sep-2022
  • Show More Cited By

View Options

View options

Media

Figures

Other

Tables

Share

Share

Share this Publication link

Share on social media