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understanding our past to improve our future Gillian Smith

understanding our past to improve our future

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Page 1: understanding our past to improve our future

understanding  our  past  to  improve  our  future  Gillian  Smith  

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PCG  TRIVIA  GAME  let’s  play!  

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What  games  are  these  quotes  describing?  "Exploration  is  seeing  things  that  no-­‐one  else  has  ever  seen  before.  

Every  creature  ...  is  unique.”  No  Man's  Sky,  2015  

 "Computerized  solitaire  dungeons,  each  one  will  be  unique  (never  two  

exactly  alike).”  A  Computer  Generated  Dungeon,  1977  

 "randomized  levels,  the  relentless  onslaught  of  monsters  and  events  in  

a  perpetually  fresh  world”  Diablo  III,  2012  

 "throw  a  monster  [at  players]  that  keeps  them  on  their  toes,  one  that  

they  have  never  seen  before  because  it  is  unique."  Random  Monsters  D&D  Supplement,  1980  

 

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What  games  are  these  quotes  describing?  "Exploration  is  seeing  things  that  no-­‐one  else  has  ever  seen  before.  

Every  creature  ...  is  unique.”  No  Man's  Sky,  2015  

 "Computerized  solitaire  dungeons,  each  one  will  be  unique  (never  two  

exactly  alike).”  A  Computer  Generated  Dungeon,  1977  

 "randomized  levels,  the  relentless  onslaught  of  monsters  and  events  in  

a  perpetually  fresh  world”  Diablo  III,  2012  

 "throw  a  monster  [at  players]  that  keeps  them  on  their  toes,  one  that  

they  have  never  seen  before  because  it  is  unique."  Random  Monsters  D&D  Supplement,  1980  

 

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Motivations  for  Generating  Content  

§  Data  compression  

§  Replayability  

§  Personalization  

Platformer  AI    

Competition,  2013  

Elite,  1984  

Diablo  III,  2012  

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Motivations  for  Generating  Content  

§  Data  compression  

§  Replayability  

§  Personalization  

Platformer  AI    

Competition,  2013  

Elite,  1984  

Diablo  III,  2012  

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We  know  how  to  do  this!  

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But…  design  tools?  "Build  the  whole  adventure  yourself  or  ask  the  computer  

to  do  it  for  you."    "Begin  the  construction  process  with  as  much  or  little  as  

you  like...”  Adventure  Construction  Set,  1984  

 "[it  creates]  a  different  maze  every  time  it  is  run  and  

guarantee  only  one  path  through”  AMAZIN,  1973  

 "[generated  monsters]  created  by  computer  program  to  

completely  eliminate  bias  and  error”  Trolls  &  Trollkin,  1979  

 

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Getting  stuck  in  a  motivation  rut?  

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Our  Motivations  and  Backgrounds  

§  AI:  testing  AI  through  games  as  a  testbed    §  HCI:  helping  human  designers  

§  Creativity:  modeling  (human?)  creativity  

§  Game  industry:  solving  authoring  burden  

§  Game  design:  designing  innovative  and  fun  games  

§  Making:  the  joy  of  making  things  that  make  things  

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HISTORICAL  TRAJECTORIES  where  have  we  been  and  where  can  we  go?  

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Data  to  Process  Intensive  

data-­‐intensive  Robot  Unicorn  Attack  

process-­‐intensive  Petalz  

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Deeply  Process  Intensive  PCG  

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Deeply  Process  Intensive  PCG  

§  Drawing  inspiration  from  other  sources  §  Rationalizing  decision-­‐making  

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Static  to  Playable  Content  

static  content  Speed  Tree  

playable  content  Angelina  

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Deeply  Playable  Content  

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Deeply  Playable  Content  

§  New,  themed  game  mechanics  §  New  game  genres  

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Developer  to  Player  Control  

developer  control  Elite  

player  control  Spore  

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Players  and  Beyond  

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Players  and  Beyond  

§  “Magic  crayons”  for  playable  content  §  Beyond  players:  communities,  observers  

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Single  to  Multiple  Players  

single  player  Rogue  

multiple  players  Galactic  Arms  Race  

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Multi-­‐Player,  Multi-­‐Creator  

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Multi-­‐Player,  Multi-­‐Creator  

§  Content  for  many  players  across  instances  §  Collaborative  play  

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Common  Aesthetics  

§  Discovery  

§  Challenge  

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Common  Aesthetics  

§  Discovery  §  Challenge  §  Fellowship  §  Sensation  §  Fantasy  §  Narrative  §  Expression  §  Submission  

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Summary  

§  Process-­‐intensive  §  DePining  new  genres  §  Communities  of  players  §  Collaborative  play  §  Alternate  aesthetics  

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FUTURE  OF  PCG  DEVELOPMENT  best  practices  for  pcg  through  understanding  generator  history  

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Launchpad’s  Expressivity  

1  level  

>75  levels  

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Linearity  

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Linearity  

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Leniency  

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Leniency  

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Comparing  Generators  

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Open  Questions  in  Expressivity  Analysis  

§ What  metrics  should  we  use?  §  Individual  levels  §  Pairwise  comparison  

§  How  do  we  know  metrics  are  valid?  

§  How  do  we  visualize  results?  

§  How  does  this  apply  to  user-­‐created  content?  

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Expressive  Range  as  a  Debugging  Tool?  

§  Static  analysis  lets  us  see  results  of  code  changes  quickly  

§  Gain  better  understanding  of  generator  capabilities  

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Uncovering  Biases  all  lengths   length  5   length  10   length  15   length  20  

all  types  

regular  

random  

swing  

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FUTURE  OF  PCG-­‐BASED  GAMES  player  exploration  of  historical  choices  

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Co-­‐Design  of  PCG  and  Game  

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Launchpad  

§  Rhythm-­‐based  

§  Control  type  Parameterized  

§  Control  extent    Compositional    Experiential  

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Endless  Web  

   

Player  explores  the  Dream  to  Pind  and  rescue  six  dreamers  trapped  in  their  nightmares.  

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Themes:  Exploration  and  Creation  

§  Players  navigate  physical  space  while  exploring  generative  space  

§  Choices  lead  the  player  to  newly  generated  terrain  with  different  generation  parameters  

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Guiding  the  Player  

Goal-­‐driven  exploration  of  generative  space  

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An  Early  Prototype…  

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“Mechanical  Experience”  

§  Interaction  with  generator  

§  Multiple  simultaneous  universes  unlocked  by  choice  

§  Comparing  player  histories  

§  Comparing  “parentage”  of  evolved  content  

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FUTURE  OF  PCG  DESIGN  TOOLS  a  generator  that  can  learn  from  its  global  history  

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Current  PCG  Design  Tools  

§  Single  user  §  Single  AI  §  Static  heuristics  §  Unchanging  design  knowledge  

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Collaborative  Design  

§  Conversation  between  active  participants  

§  Participants  have  different  goals  and    expertise  

§  Diversity  of  experiences  

§  Prototype  and  discuss  different  ideas  

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Overriding  Human  Decisions  

§  …but  for  a  good,  and  well-­‐explained,  reason!  §  Early  decisions  can  become  less  important  §  (Novice)  designers  struggle  with  undoing  work  they  have  already  done  

§  Example:  removing  a  previously  agreed-­‐upon  game  mechanic  due  to  a  change  in  the  story  

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Moving  Away  from  Turn-­‐Taking  

§  Computer  can  work  independently  §  Computer  is  no  longer  purely  reactive,  must  be  proactive  in  conversation  

§  Both  parties  may  interrupt  each  other  or  pause  to  think  

§  Example:  interrupt  a  designer  with  a  new  idea  for  a  level  during  brainstorming  

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Negotiating  High-­‐Level  Design  Goals  

§  Awareness  of  additional  constraints  §  Present  different  “opinions”  on  design  §  High-­‐level  understanding  leads  to  better  communication  

§  Example:  properties  of  a  game  level  based  on  current  level  progression  

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Many  Research  Angles  §  Support  for  multiple  designers  

§  Learning  from  its  own  history  §  Building  up  a  new  pattern  library  

§  Integrating  playtesting  §  Understand  playtest  data  and  improve  

§  Building  stronger  processes  §  Rationalizing  decisions  to  user  §  Overriding  human  decisions  

§  Building  smarter  interfaces  §  Representing  AI  “thought”  to  designer  

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FUTURE  OF  PCG?  learning  from  our  past  

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Future  Directions  

§  Finding  new  motivations  §  Extending  along  multiple  dimensions  §  Experimenting  with  new  aesthetics  §  Improving  development  practices  §  Enabling  new  experiences  §  Building  smarter  tools    

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Questions?  

Thanks!    

[email protected]  @gillianmsmith  

http://www.sokath.com  

 Looking  for  a  postdoc  position?  

Want  to  do  a  PhD?    Talk  to  me!