Many advancements have been made in procedural content generation for games, and with mixed-initiative co-creativity, have the potential for great benefits to human designers. However, co-creative systems for game generation are typically limited to specific genres, rules, or games, limiting the creativity of the designer. We seek to model games abstractly enough to apply to any genre, focusing on designing game systems and mechanics, and create a controllable, co-creative agent that can collaborate on these designs. We present a model of games using state-machine-like components and resource flows, a set of controllable metrics, a design evaluator simulating playthroughs with these metrics, and an evolutionary design balancer and generator. We find this system to be both able to express a wide range of games and able to be human-controllable for future co-creative applications.
翻译:在许多程序化内容生成技术取得进展的基础上,结合混合主动性协同创作,有望为人类设计师带来巨大裨益。然而,当前用于游戏生成的协同创作系统通常局限于特定类型、规则或游戏,这限制了设计师的创造性。我们致力于对游戏进行足够抽象的建模,以适用于任意类型,并聚焦于游戏系统与机制的设计,进而创建一种可协作完成这些设计的可控协同创作智能体。我们提出了一种基于状态机组件与资源流的游戏模型、一组可控性指标、一个通过模拟游戏过程来评估设计的仿真器,以及一个演化式设计平衡器与生成器。实验证明,该系统既能表达丰富多样的游戏类型,又能实现人工可控性,从而为未来的协同创作应用奠定基础。