SlideShare a Scribd company logo
understanding	
  our	
  past	
  to	
  improve	
  our	
  future	
  
Gillian	
  Smith	
  
PCG	
  TRIVIA	
  GAME	
  
let’s	
  play!	
  
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	
  
	
  
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	
  
	
  
Motivations	
  for	
  Generating	
  Content	
  
§  Data	
  compression	
  
§  Replayability	
  
§  Personalization	
  
Platformer	
  AI	
  	
  
Competition,	
  2013	
  Elite,	
  1984	
  Diablo	
  III,	
  2012	
  
Motivations	
  for	
  Generating	
  Content	
  
§  Data	
  compression	
  
§  Replayability	
  
§  Personalization	
  
Platformer	
  AI	
  	
  
Competition,	
  2013	
  Elite,	
  1984	
  Diablo	
  III,	
  2012	
  
We	
  know	
  how	
  to	
  do	
  this!	
  
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	
  
Getting	
  stuck	
  in	
  a	
  motivation	
  rut?	
  
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	
  
HISTORICAL	
  TRAJECTORIES	
  
where	
  have	
  we	
  been	
  and	
  where	
  can	
  we	
  go?	
  
Data	
  to	
  Process	
  Intensive	
  
data-­‐intensive	
  
Robot	
  Unicorn	
  Attack	
  
process-­‐intensive	
  
Petalz	
  
Deeply	
  Process	
  Intensive	
  PCG	
  
Deeply	
  Process	
  Intensive	
  PCG	
  
§  Drawing	
  inspiration	
  from	
  other	
  sources	
  
§  Rationalizing	
  decision-­‐making	
  
Static	
  to	
  Playable	
  Content	
  
static	
  content	
  
Speed	
  Tree	
  
playable	
  content	
  
Angelina	
  
Deeply	
  Playable	
  Content	
  
Deeply	
  Playable	
  Content	
  
§  New,	
  themed	
  game	
  mechanics	
  
§  New	
  game	
  genres	
  
Developer	
  to	
  Player	
  Control	
  
developer	
  control	
  
Elite	
  
player	
  control	
  
Spore	
  
Players	
  and	
  Beyond	
  
Players	
  and	
  Beyond	
  
§  “Magic	
  crayons”	
  for	
  playable	
  content	
  
§  Beyond	
  players:	
  communities,	
  observers	
  
Single	
  to	
  Multiple	
  Players	
  
single	
  player	
  
Rogue	
  
multiple	
  players	
  
Galactic	
  Arms	
  Race	
  
Multi-­‐Player,	
  Multi-­‐Creator	
  
Multi-­‐Player,	
  Multi-­‐Creator	
  
§  Content	
  for	
  many	
  players	
  across	
  instances	
  
§  Collaborative	
  play	
  
Common	
  Aesthetics	
  
§  Discovery	
  
§  Challenge	
  
Common	
  Aesthetics	
  
§  Discovery	
  
§  Challenge	
  
§  Fellowship	
  
§  Sensation	
  
§  Fantasy	
  
§  Narrative	
  
§  Expression	
  
§  Submission	
  
Summary	
  
§  Process-­‐intensive	
  
§  DePining	
  new	
  genres	
  
§  Communities	
  of	
  players	
  
§  Collaborative	
  play	
  
§  Alternate	
  aesthetics	
  
FUTURE	
  OF	
  PCG	
  DEVELOPMENT	
  
best	
  practices	
  for	
  pcg	
  through	
  understanding	
  generator	
  history	
  
Launchpad’s	
  Expressivity	
  
1	
  level	
  
>75	
  levels	
  
Linearity	
  
Linearity	
  
Leniency	
  
Leniency	
  
Comparing	
  Generators	
  
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?	
  
Expressive	
  Range	
  as	
  a	
  Debugging	
  Tool?	
  
§  Static	
  analysis	
  lets	
  us	
  see	
  results	
  of	
  code	
  
changes	
  quickly	
  
§  Gain	
  better	
  understanding	
  of	
  generator	
  
capabilities	
  
Uncovering	
  Biases	
  
all	
  lengths	
   length	
  5	
   length	
  10	
   length	
  15	
   length	
  20	
  
all	
  types	
  
regular	
  
random	
  
swing	
  
FUTURE	
  OF	
  PCG-­‐BASED	
  GAMES	
  
player	
  exploration	
  of	
  historical	
  choices	
  
Co-­‐Design	
  of	
  PCG	
  and	
  Game	
  
Launchpad	
  
§  Rhythm-­‐based	
  
§  Control	
  type
	
  Parameterized	
  
§  Control	
  extent	
  
	
  Compositional	
  
	
  Experiential	
  
Endless	
  Web	
  
	
  
	
  
Player	
  explores	
  
the	
  Dream	
  to	
  Pind	
  
and	
  rescue	
  six	
  
dreamers	
  trapped	
  
in	
  their	
  
nightmares.	
  
Themes:	
  Exploration	
  and	
  Creation	
  
§  Players	
  navigate	
  physical	
  space	
  while	
  
exploring	
  generative	
  space	
  
§  Choices	
  lead	
  the	
  player	
  to	
  newly	
  generated	
  
terrain	
  with	
  different	
  generation	
  
parameters	
  
Guiding	
  the	
  Player	
  
Goal-­‐driven	
  exploration	
  of	
  generative	
  space	
  
An	
  Early	
  Prototype…	
  
“Mechanical	
  Experience”	
  
§  Interaction	
  with	
  generator	
  
§  Multiple	
  simultaneous	
  universes	
  unlocked	
  
by	
  choice	
  
§  Comparing	
  player	
  histories	
  
§  Comparing	
  “parentage”	
  of	
  evolved	
  content	
  
FUTURE	
  OF	
  PCG	
  DESIGN	
  TOOLS	
  
a	
  generator	
  that	
  can	
  learn	
  from	
  its	
  global	
  history	
  
Current	
  PCG	
  Design	
  Tools	
  
§  Single	
  user	
  
§  Single	
  AI	
  
§  Static	
  heuristics	
  
§  Unchanging	
  design	
  knowledge	
  
Collaborative	
  Design	
  
§  Conversation	
  between	
  
active	
  participants	
  
§  Participants	
  have	
  
different	
  goals	
  and	
  	
  
expertise	
  
§  Diversity	
  of	
  
experiences	
  
§  Prototype	
  and	
  discuss	
  
different	
  ideas	
  
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	
  
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	
  
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	
  
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	
  
FUTURE	
  OF	
  PCG?	
  
learning	
  from	
  our	
  past	
  
Future	
  Directions	
  
§  Finding	
  new	
  motivations	
  
§  Extending	
  along	
  multiple	
  dimensions	
  
§  Experimenting	
  with	
  new	
  aesthetics	
  
§  Improving	
  development	
  practices	
  
§  Enabling	
  new	
  experiences	
  
§  Building	
  smarter	
  tools	
  
	
  
Questions?	
  
Thanks!	
  
	
  
gillian@ccs.neu.edu	
  
@gillianmsmith	
  
http://www.sokath.com	
  
	
  
Looking	
  for	
  a	
  postdoc	
  position?	
  
Want	
  to	
  do	
  a	
  PhD?	
  	
  
Talk	
  to	
  me!	
  

More Related Content

What's hot

"Epistemic Game Design for Collaborative Inquiry and Civic Engagement" by She...
"Epistemic Game Design for Collaborative Inquiry and Civic Engagement" by She..."Epistemic Game Design for Collaborative Inquiry and Civic Engagement" by She...
"Epistemic Game Design for Collaborative Inquiry and Civic Engagement" by She...
Sherry Jones
 
"Narrative and Gameplay in Game Design" by Sherry Jones (Apr. 4, 2013)
"Narrative and Gameplay in Game Design" by Sherry Jones (Apr. 4, 2013)"Narrative and Gameplay in Game Design" by Sherry Jones (Apr. 4, 2013)
"Narrative and Gameplay in Game Design" by Sherry Jones (Apr. 4, 2013)
Sherry Jones
 
"Constructs of the Real and the Rhetoric of Games" by Sherry Jones (August 14...
"Constructs of the Real and the Rhetoric of Games" by Sherry Jones (August 14..."Constructs of the Real and the Rhetoric of Games" by Sherry Jones (August 14...
"Constructs of the Real and the Rhetoric of Games" by Sherry Jones (August 14...
Sherry Jones
 
Game Design: from rules to craft
Game Design: from rules to craftGame Design: from rules to craft
Game Design: from rules to craft
Pietro Polsinelli
 
Progress Wars: Idle Games and the Demarcation of "Real Games"
Progress Wars: Idle Games and the Demarcation of "Real Games"Progress Wars: Idle Games and the Demarcation of "Real Games"
Progress Wars: Idle Games and the Demarcation of "Real Games"
Sebastian Deterding
 
Outside the Box: Toward an Ecology of Gaming Enjoyment
Outside the Box: Toward an Ecology of Gaming EnjoymentOutside the Box: Toward an Ecology of Gaming Enjoyment
Outside the Box: Toward an Ecology of Gaming Enjoyment
Sebastian Deterding
 
Building Gameplay
Building GameplayBuilding Gameplay
Building Gameplay
Ben Garney
 
Experience Design in the Museum
Experience Design in the MuseumExperience Design in the Museum
Experience Design in the Museum
Sebastian Deterding
 
Gameplay Concept Tool
Gameplay Concept ToolGameplay Concept Tool
Gameplay Concept Tool
vincenzo santalucia
 
Nordic Game 2007: Communities of Nurturing
Nordic Game 2007: Communities of NurturingNordic Game 2007: Communities of Nurturing
Nordic Game 2007: Communities of Nurturing
Aki Järvinen
 
Designing games for change for wicked problems
Designing games for change for wicked problemsDesigning games for change for wicked problems
Designing games for change for wicked problems
Cynthia Calongne
 
Teaching video game development panel FDG2014
Teaching video game development panel FDG2014Teaching video game development panel FDG2014
Teaching video game development panel FDG2014
Cynthia Calongne
 
Game Production
Game ProductionGame Production
Game Production
Francis Seriña
 
An Introduction to Educational Game Design
An Introduction to Educational Game DesignAn Introduction to Educational Game Design
An Introduction to Educational Game Design
Michael Pinto
 
Game mechanics-puzzles (NielsQuinten)
Game mechanics-puzzles (NielsQuinten)Game mechanics-puzzles (NielsQuinten)
Game mechanics-puzzles (NielsQuinten)lieveachten
 
Hooked on a Feeling
Hooked on a FeelingHooked on a Feeling
Hooked on a Feeling
Stephen Anderson
 
"The Perspective Game: An Epistemic Game for Civic Engagement" by Sherry Jone...
"The Perspective Game: An Epistemic Game for Civic Engagement" by Sherry Jone..."The Perspective Game: An Epistemic Game for Civic Engagement" by Sherry Jone...
"The Perspective Game: An Epistemic Game for Civic Engagement" by Sherry Jone...
Sherry Jones
 
Introduction to Gamification (NJLA 2013)
Introduction to Gamification (NJLA 2013)Introduction to Gamification (NJLA 2013)
Introduction to Gamification (NJLA 2013)
baldwind1976
 
Web Game Development
Web Game DevelopmentWeb Game Development
Web Game Development
Sabin Buraga
 
Intro to Games Based Learning - Week 1
Intro to Games Based Learning  - Week 1Intro to Games Based Learning  - Week 1
Intro to Games Based Learning - Week 1
center4edupunx
 

What's hot (20)

"Epistemic Game Design for Collaborative Inquiry and Civic Engagement" by She...
"Epistemic Game Design for Collaborative Inquiry and Civic Engagement" by She..."Epistemic Game Design for Collaborative Inquiry and Civic Engagement" by She...
"Epistemic Game Design for Collaborative Inquiry and Civic Engagement" by She...
 
"Narrative and Gameplay in Game Design" by Sherry Jones (Apr. 4, 2013)
"Narrative and Gameplay in Game Design" by Sherry Jones (Apr. 4, 2013)"Narrative and Gameplay in Game Design" by Sherry Jones (Apr. 4, 2013)
"Narrative and Gameplay in Game Design" by Sherry Jones (Apr. 4, 2013)
 
"Constructs of the Real and the Rhetoric of Games" by Sherry Jones (August 14...
"Constructs of the Real and the Rhetoric of Games" by Sherry Jones (August 14..."Constructs of the Real and the Rhetoric of Games" by Sherry Jones (August 14...
"Constructs of the Real and the Rhetoric of Games" by Sherry Jones (August 14...
 
Game Design: from rules to craft
Game Design: from rules to craftGame Design: from rules to craft
Game Design: from rules to craft
 
Progress Wars: Idle Games and the Demarcation of "Real Games"
Progress Wars: Idle Games and the Demarcation of "Real Games"Progress Wars: Idle Games and the Demarcation of "Real Games"
Progress Wars: Idle Games and the Demarcation of "Real Games"
 
Outside the Box: Toward an Ecology of Gaming Enjoyment
Outside the Box: Toward an Ecology of Gaming EnjoymentOutside the Box: Toward an Ecology of Gaming Enjoyment
Outside the Box: Toward an Ecology of Gaming Enjoyment
 
Building Gameplay
Building GameplayBuilding Gameplay
Building Gameplay
 
Experience Design in the Museum
Experience Design in the MuseumExperience Design in the Museum
Experience Design in the Museum
 
Gameplay Concept Tool
Gameplay Concept ToolGameplay Concept Tool
Gameplay Concept Tool
 
Nordic Game 2007: Communities of Nurturing
Nordic Game 2007: Communities of NurturingNordic Game 2007: Communities of Nurturing
Nordic Game 2007: Communities of Nurturing
 
Designing games for change for wicked problems
Designing games for change for wicked problemsDesigning games for change for wicked problems
Designing games for change for wicked problems
 
Teaching video game development panel FDG2014
Teaching video game development panel FDG2014Teaching video game development panel FDG2014
Teaching video game development panel FDG2014
 
Game Production
Game ProductionGame Production
Game Production
 
An Introduction to Educational Game Design
An Introduction to Educational Game DesignAn Introduction to Educational Game Design
An Introduction to Educational Game Design
 
Game mechanics-puzzles (NielsQuinten)
Game mechanics-puzzles (NielsQuinten)Game mechanics-puzzles (NielsQuinten)
Game mechanics-puzzles (NielsQuinten)
 
Hooked on a Feeling
Hooked on a FeelingHooked on a Feeling
Hooked on a Feeling
 
"The Perspective Game: An Epistemic Game for Civic Engagement" by Sherry Jone...
"The Perspective Game: An Epistemic Game for Civic Engagement" by Sherry Jone..."The Perspective Game: An Epistemic Game for Civic Engagement" by Sherry Jone...
"The Perspective Game: An Epistemic Game for Civic Engagement" by Sherry Jone...
 
Introduction to Gamification (NJLA 2013)
Introduction to Gamification (NJLA 2013)Introduction to Gamification (NJLA 2013)
Introduction to Gamification (NJLA 2013)
 
Web Game Development
Web Game DevelopmentWeb Game Development
Web Game Development
 
Intro to Games Based Learning - Week 1
Intro to Games Based Learning  - Week 1Intro to Games Based Learning  - Week 1
Intro to Games Based Learning - Week 1
 

Viewers also liked

CEE the Mobile Activation Platform
CEE the Mobile Activation PlatformCEE the Mobile Activation Platform
CEE the Mobile Activation Platform
#EndeavourMedia
 
Holla mohalla 2017 - vritti i media
Holla mohalla   2017 - vritti i mediaHolla mohalla   2017 - vritti i media
Holla mohalla 2017 - vritti i media
Veerendra Jamdade
 
Washington post
Washington postWashington post
Washington post
Luigi Barbero
 
Балапан тобында өткізген сабақтар
Балапан тобында өткізген сабақтарБалапан тобында өткізген сабақтар
Балапан тобында өткізген сабақтар
Bilim All
 
Illy Red Icons
Illy Red IconsIlly Red Icons
Illy Red Icons
Matteo Losi
 
Ламарк Жан Батист
Ламарк Жан БатистЛамарк Жан Батист
Ламарк Жан Батист
Bilim All
 
γεροβασίλη μαρία
γεροβασίλη μαρίαγεροβασίλη μαρία
γεροβασίλη μαρία
mar-2015
 
Желтоқсан желі
Желтоқсан желіЖелтоқсан желі
Желтоқсан желі
Bilim All
 
What does food say about you?
What does food say about you?What does food say about you?
What does food say about you?
Bilim All
 

Viewers also liked (10)

CEE the Mobile Activation Platform
CEE the Mobile Activation PlatformCEE the Mobile Activation Platform
CEE the Mobile Activation Platform
 
Holla mohalla 2017 - vritti i media
Holla mohalla   2017 - vritti i mediaHolla mohalla   2017 - vritti i media
Holla mohalla 2017 - vritti i media
 
Washington post
Washington postWashington post
Washington post
 
Балапан тобында өткізген сабақтар
Балапан тобында өткізген сабақтарБалапан тобында өткізген сабақтар
Балапан тобында өткізген сабақтар
 
Illy Red Icons
Illy Red IconsIlly Red Icons
Illy Red Icons
 
Ламарк Жан Батист
Ламарк Жан БатистЛамарк Жан Батист
Ламарк Жан Батист
 
γεροβασίλη μαρία
γεροβασίλη μαρίαγεροβασίλη μαρία
γεροβασίλη μαρία
 
Желтоқсан желі
Желтоқсан желіЖелтоқсан желі
Желтоқсан желі
 
What does food say about you?
What does food say about you?What does food say about you?
What does food say about you?
 
R S K Sarma - Resume
R S K Sarma - ResumeR S K Sarma - Resume
R S K Sarma - Resume
 

Similar to understanding our past to improve our future

make something that makes something (that isn't a game)
make something that makes something (that isn't a game)make something that makes something (that isn't a game)
make something that makes something (that isn't a game)
Gillian Smith
 
Game design at Playrix
Game design at PlayrixGame design at Playrix
Game design at Playrix
Serbian Games Association
 
Natural Game Design: How to Birth Games Without Cloning
Natural Game Design: How to Birth Games Without CloningNatural Game Design: How to Birth Games Without Cloning
Natural Game Design: How to Birth Games Without Cloning
Greg Costikyan
 
Artificial Intelligence in Gaming
Artificial Intelligence in GamingArtificial Intelligence in Gaming
Artificial Intelligence in Gaming
Anmol Sawhney
 
Nature of Games.pptx
Nature of Games.pptxNature of Games.pptx
Nature of Games.pptx
UgurKaplancali
 
HOW TO CREATE A GAME DESIGN?
HOW TO CREATE A GAME DESIGN?HOW TO CREATE A GAME DESIGN?
HOW TO CREATE A GAME DESIGN?
Eva Handriyantini
 
Presentation sanlab workshops
Presentation sanlab workshopsPresentation sanlab workshops
Presentation sanlab workshopsArtur Roszczyk
 
GameFraming
GameFramingGameFraming
GameFraming
Douglas van Duyne
 
Why AI Is Shaping our games - Johanna Pirker, 2019
Why AI Is Shaping our games - Johanna Pirker, 2019Why AI Is Shaping our games - Johanna Pirker, 2019
Why AI Is Shaping our games - Johanna Pirker, 2019
Johanna Pirker
 
Game Design for Modern Times
Game Design for Modern TimesGame Design for Modern Times
Game Design for Modern Times
Deborah Mensah-Bonsu
 
Rival assassins
Rival assassinsRival assassins
Rival assassins
Vibhor Mittal
 
Understanding and improving games through machine learning - Natasha Latysheva
Understanding and improving games through machine learning - Natasha LatyshevaUnderstanding and improving games through machine learning - Natasha Latysheva
Understanding and improving games through machine learning - Natasha Latysheva
Lauren Cormack
 
LAFS SVI Level 3 - Game Design and Analysis
LAFS SVI Level 3 - Game Design and AnalysisLAFS SVI Level 3 - Game Design and Analysis
LAFS SVI Level 3 - Game Design and Analysis
David Mullich
 
Why AI is shaping our games
Why AI is shaping our gamesWhy AI is shaping our games
Why AI is shaping our games
Förderverein Technische Fakultät
 
How I created a top 50 app in 8 weeks @ GDC Europe 2016
How I created a top 50 app in 8 weeks @ GDC Europe 2016How I created a top 50 app in 8 weeks @ GDC Europe 2016
How I created a top 50 app in 8 weeks @ GDC Europe 2016
Troy Lonergan
 
Pixel-Lab / Games:EDU / Matt Southern / Graduating Games
Pixel-Lab / Games:EDU / Matt Southern / Graduating GamesPixel-Lab / Games:EDU / Matt Southern / Graduating Games
Pixel-Lab / Games:EDU / Matt Southern / Graduating Games
pixellab
 
Super Gun Kids: The Making Of by Iain Lobb
Super Gun Kids: The Making Of by Iain LobbSuper Gun Kids: The Making Of by Iain Lobb
Super Gun Kids: The Making Of by Iain Lobb
mochimedia
 

Similar to understanding our past to improve our future (20)

make something that makes something (that isn't a game)
make something that makes something (that isn't a game)make something that makes something (that isn't a game)
make something that makes something (that isn't a game)
 
Game design at Playrix
Game design at PlayrixGame design at Playrix
Game design at Playrix
 
Natural Game Design: How to Birth Games Without Cloning
Natural Game Design: How to Birth Games Without CloningNatural Game Design: How to Birth Games Without Cloning
Natural Game Design: How to Birth Games Without Cloning
 
Artificial Intelligence in Gaming
Artificial Intelligence in GamingArtificial Intelligence in Gaming
Artificial Intelligence in Gaming
 
Nature of Games.pptx
Nature of Games.pptxNature of Games.pptx
Nature of Games.pptx
 
HOW TO CREATE A GAME DESIGN?
HOW TO CREATE A GAME DESIGN?HOW TO CREATE A GAME DESIGN?
HOW TO CREATE A GAME DESIGN?
 
Presentation sanlab workshops
Presentation sanlab workshopsPresentation sanlab workshops
Presentation sanlab workshops
 
GameFraming
GameFramingGameFraming
GameFraming
 
Learning through Play
Learning through PlayLearning through Play
Learning through Play
 
Why AI Is Shaping our games - Johanna Pirker, 2019
Why AI Is Shaping our games - Johanna Pirker, 2019Why AI Is Shaping our games - Johanna Pirker, 2019
Why AI Is Shaping our games - Johanna Pirker, 2019
 
Game Design for Modern Times
Game Design for Modern TimesGame Design for Modern Times
Game Design for Modern Times
 
Rival Assassins
Rival AssassinsRival Assassins
Rival Assassins
 
Rival assassins
Rival assassinsRival assassins
Rival assassins
 
Rival assassins
Rival assassinsRival assassins
Rival assassins
 
Understanding and improving games through machine learning - Natasha Latysheva
Understanding and improving games through machine learning - Natasha LatyshevaUnderstanding and improving games through machine learning - Natasha Latysheva
Understanding and improving games through machine learning - Natasha Latysheva
 
LAFS SVI Level 3 - Game Design and Analysis
LAFS SVI Level 3 - Game Design and AnalysisLAFS SVI Level 3 - Game Design and Analysis
LAFS SVI Level 3 - Game Design and Analysis
 
Why AI is shaping our games
Why AI is shaping our gamesWhy AI is shaping our games
Why AI is shaping our games
 
How I created a top 50 app in 8 weeks @ GDC Europe 2016
How I created a top 50 app in 8 weeks @ GDC Europe 2016How I created a top 50 app in 8 weeks @ GDC Europe 2016
How I created a top 50 app in 8 weeks @ GDC Europe 2016
 
Pixel-Lab / Games:EDU / Matt Southern / Graduating Games
Pixel-Lab / Games:EDU / Matt Southern / Graduating GamesPixel-Lab / Games:EDU / Matt Southern / Graduating Games
Pixel-Lab / Games:EDU / Matt Southern / Graduating Games
 
Super Gun Kids: The Making Of by Iain Lobb
Super Gun Kids: The Making Of by Iain LobbSuper Gun Kids: The Making Of by Iain Lobb
Super Gun Kids: The Making Of by Iain Lobb
 

More from Gillian Smith

Generative Aesthetics: Feminist Methods in Digital Spaces
Generative Aesthetics: Feminist Methods in Digital SpacesGenerative Aesthetics: Feminist Methods in Digital Spaces
Generative Aesthetics: Feminist Methods in Digital Spaces
Gillian Smith
 
Computational Craft: Lessons from Playful Experiences at the Intersection of ...
Computational Craft: Lessons from Playful Experiences at the Intersection of ...Computational Craft: Lessons from Playful Experiences at the Intersection of ...
Computational Craft: Lessons from Playful Experiences at the Intersection of ...
Gillian Smith
 
Can computers be feminist
Can computers be feministCan computers be feminist
Can computers be feminist
Gillian Smith
 
Data, The Android
Data, The AndroidData, The Android
Data, The Android
Gillian Smith
 
procedural feminism
procedural feminismprocedural feminism
procedural feminism
Gillian Smith
 
can computers be feminists?
can computers be feminists?can computers be feminists?
can computers be feminists?
Gillian Smith
 
socially responsible game education
socially responsible game educationsocially responsible game education
socially responsible game education
Gillian Smith
 
The Power and Peril of PCG
The Power and Peril of PCGThe Power and Peril of PCG
The Power and Peril of PCG
Gillian Smith
 

More from Gillian Smith (8)

Generative Aesthetics: Feminist Methods in Digital Spaces
Generative Aesthetics: Feminist Methods in Digital SpacesGenerative Aesthetics: Feminist Methods in Digital Spaces
Generative Aesthetics: Feminist Methods in Digital Spaces
 
Computational Craft: Lessons from Playful Experiences at the Intersection of ...
Computational Craft: Lessons from Playful Experiences at the Intersection of ...Computational Craft: Lessons from Playful Experiences at the Intersection of ...
Computational Craft: Lessons from Playful Experiences at the Intersection of ...
 
Can computers be feminist
Can computers be feministCan computers be feminist
Can computers be feminist
 
Data, The Android
Data, The AndroidData, The Android
Data, The Android
 
procedural feminism
procedural feminismprocedural feminism
procedural feminism
 
can computers be feminists?
can computers be feminists?can computers be feminists?
can computers be feminists?
 
socially responsible game education
socially responsible game educationsocially responsible game education
socially responsible game education
 
The Power and Peril of PCG
The Power and Peril of PCGThe Power and Peril of PCG
The Power and Peril of PCG
 

Recently uploaded

Dev Dives: Train smarter, not harder – active learning and UiPath LLMs for do...
Dev Dives: Train smarter, not harder – active learning and UiPath LLMs for do...Dev Dives: Train smarter, not harder – active learning and UiPath LLMs for do...
Dev Dives: Train smarter, not harder – active learning and UiPath LLMs for do...
UiPathCommunity
 
Enhancing Performance with Globus and the Science DMZ
Enhancing Performance with Globus and the Science DMZEnhancing Performance with Globus and the Science DMZ
Enhancing Performance with Globus and the Science DMZ
Globus
 
By Design, not by Accident - Agile Venture Bolzano 2024
By Design, not by Accident - Agile Venture Bolzano 2024By Design, not by Accident - Agile Venture Bolzano 2024
By Design, not by Accident - Agile Venture Bolzano 2024
Pierluigi Pugliese
 
Free Complete Python - A step towards Data Science
Free Complete Python - A step towards Data ScienceFree Complete Python - A step towards Data Science
Free Complete Python - A step towards Data Science
RinaMondal9
 
Epistemic Interaction - tuning interfaces to provide information for AI support
Epistemic Interaction - tuning interfaces to provide information for AI supportEpistemic Interaction - tuning interfaces to provide information for AI support
Epistemic Interaction - tuning interfaces to provide information for AI support
Alan Dix
 
The Art of the Pitch: WordPress Relationships and Sales
The Art of the Pitch: WordPress Relationships and SalesThe Art of the Pitch: WordPress Relationships and Sales
The Art of the Pitch: WordPress Relationships and Sales
Laura Byrne
 
Securing your Kubernetes cluster_ a step-by-step guide to success !
Securing your Kubernetes cluster_ a step-by-step guide to success !Securing your Kubernetes cluster_ a step-by-step guide to success !
Securing your Kubernetes cluster_ a step-by-step guide to success !
KatiaHIMEUR1
 
Quantum Computing: Current Landscape and the Future Role of APIs
Quantum Computing: Current Landscape and the Future Role of APIsQuantum Computing: Current Landscape and the Future Role of APIs
Quantum Computing: Current Landscape and the Future Role of APIs
Vlad Stirbu
 
Observability Concepts EVERY Developer Should Know -- DeveloperWeek Europe.pdf
Observability Concepts EVERY Developer Should Know -- DeveloperWeek Europe.pdfObservability Concepts EVERY Developer Should Know -- DeveloperWeek Europe.pdf
Observability Concepts EVERY Developer Should Know -- DeveloperWeek Europe.pdf
Paige Cruz
 
The Future of Platform Engineering
The Future of Platform EngineeringThe Future of Platform Engineering
The Future of Platform Engineering
Jemma Hussein Allen
 
GraphRAG is All You need? LLM & Knowledge Graph
GraphRAG is All You need? LLM & Knowledge GraphGraphRAG is All You need? LLM & Knowledge Graph
GraphRAG is All You need? LLM & Knowledge Graph
Guy Korland
 
SAP Sapphire 2024 - ASUG301 building better apps with SAP Fiori.pdf
SAP Sapphire 2024 - ASUG301 building better apps with SAP Fiori.pdfSAP Sapphire 2024 - ASUG301 building better apps with SAP Fiori.pdf
SAP Sapphire 2024 - ASUG301 building better apps with SAP Fiori.pdf
Peter Spielvogel
 
FIDO Alliance Osaka Seminar: Passkeys at Amazon.pdf
FIDO Alliance Osaka Seminar: Passkeys at Amazon.pdfFIDO Alliance Osaka Seminar: Passkeys at Amazon.pdf
FIDO Alliance Osaka Seminar: Passkeys at Amazon.pdf
FIDO Alliance
 
Video Streaming: Then, Now, and in the Future
Video Streaming: Then, Now, and in the FutureVideo Streaming: Then, Now, and in the Future
Video Streaming: Then, Now, and in the Future
Alpen-Adria-Universität
 
Transcript: Selling digital books in 2024: Insights from industry leaders - T...
Transcript: Selling digital books in 2024: Insights from industry leaders - T...Transcript: Selling digital books in 2024: Insights from industry leaders - T...
Transcript: Selling digital books in 2024: Insights from industry leaders - T...
BookNet Canada
 
Alt. GDG Cloud Southlake #33: Boule & Rebala: Effective AppSec in SDLC using ...
Alt. GDG Cloud Southlake #33: Boule & Rebala: Effective AppSec in SDLC using ...Alt. GDG Cloud Southlake #33: Boule & Rebala: Effective AppSec in SDLC using ...
Alt. GDG Cloud Southlake #33: Boule & Rebala: Effective AppSec in SDLC using ...
James Anderson
 
A tale of scale & speed: How the US Navy is enabling software delivery from l...
A tale of scale & speed: How the US Navy is enabling software delivery from l...A tale of scale & speed: How the US Navy is enabling software delivery from l...
A tale of scale & speed: How the US Navy is enabling software delivery from l...
sonjaschweigert1
 
UiPath Community Day Dubai: AI at Work..
UiPath Community Day Dubai: AI at Work..UiPath Community Day Dubai: AI at Work..
UiPath Community Day Dubai: AI at Work..
UiPathCommunity
 
The Metaverse and AI: how can decision-makers harness the Metaverse for their...
The Metaverse and AI: how can decision-makers harness the Metaverse for their...The Metaverse and AI: how can decision-makers harness the Metaverse for their...
The Metaverse and AI: how can decision-makers harness the Metaverse for their...
Jen Stirrup
 
FIDO Alliance Osaka Seminar: Overview.pdf
FIDO Alliance Osaka Seminar: Overview.pdfFIDO Alliance Osaka Seminar: Overview.pdf
FIDO Alliance Osaka Seminar: Overview.pdf
FIDO Alliance
 

Recently uploaded (20)

Dev Dives: Train smarter, not harder – active learning and UiPath LLMs for do...
Dev Dives: Train smarter, not harder – active learning and UiPath LLMs for do...Dev Dives: Train smarter, not harder – active learning and UiPath LLMs for do...
Dev Dives: Train smarter, not harder – active learning and UiPath LLMs for do...
 
Enhancing Performance with Globus and the Science DMZ
Enhancing Performance with Globus and the Science DMZEnhancing Performance with Globus and the Science DMZ
Enhancing Performance with Globus and the Science DMZ
 
By Design, not by Accident - Agile Venture Bolzano 2024
By Design, not by Accident - Agile Venture Bolzano 2024By Design, not by Accident - Agile Venture Bolzano 2024
By Design, not by Accident - Agile Venture Bolzano 2024
 
Free Complete Python - A step towards Data Science
Free Complete Python - A step towards Data ScienceFree Complete Python - A step towards Data Science
Free Complete Python - A step towards Data Science
 
Epistemic Interaction - tuning interfaces to provide information for AI support
Epistemic Interaction - tuning interfaces to provide information for AI supportEpistemic Interaction - tuning interfaces to provide information for AI support
Epistemic Interaction - tuning interfaces to provide information for AI support
 
The Art of the Pitch: WordPress Relationships and Sales
The Art of the Pitch: WordPress Relationships and SalesThe Art of the Pitch: WordPress Relationships and Sales
The Art of the Pitch: WordPress Relationships and Sales
 
Securing your Kubernetes cluster_ a step-by-step guide to success !
Securing your Kubernetes cluster_ a step-by-step guide to success !Securing your Kubernetes cluster_ a step-by-step guide to success !
Securing your Kubernetes cluster_ a step-by-step guide to success !
 
Quantum Computing: Current Landscape and the Future Role of APIs
Quantum Computing: Current Landscape and the Future Role of APIsQuantum Computing: Current Landscape and the Future Role of APIs
Quantum Computing: Current Landscape and the Future Role of APIs
 
Observability Concepts EVERY Developer Should Know -- DeveloperWeek Europe.pdf
Observability Concepts EVERY Developer Should Know -- DeveloperWeek Europe.pdfObservability Concepts EVERY Developer Should Know -- DeveloperWeek Europe.pdf
Observability Concepts EVERY Developer Should Know -- DeveloperWeek Europe.pdf
 
The Future of Platform Engineering
The Future of Platform EngineeringThe Future of Platform Engineering
The Future of Platform Engineering
 
GraphRAG is All You need? LLM & Knowledge Graph
GraphRAG is All You need? LLM & Knowledge GraphGraphRAG is All You need? LLM & Knowledge Graph
GraphRAG is All You need? LLM & Knowledge Graph
 
SAP Sapphire 2024 - ASUG301 building better apps with SAP Fiori.pdf
SAP Sapphire 2024 - ASUG301 building better apps with SAP Fiori.pdfSAP Sapphire 2024 - ASUG301 building better apps with SAP Fiori.pdf
SAP Sapphire 2024 - ASUG301 building better apps with SAP Fiori.pdf
 
FIDO Alliance Osaka Seminar: Passkeys at Amazon.pdf
FIDO Alliance Osaka Seminar: Passkeys at Amazon.pdfFIDO Alliance Osaka Seminar: Passkeys at Amazon.pdf
FIDO Alliance Osaka Seminar: Passkeys at Amazon.pdf
 
Video Streaming: Then, Now, and in the Future
Video Streaming: Then, Now, and in the FutureVideo Streaming: Then, Now, and in the Future
Video Streaming: Then, Now, and in the Future
 
Transcript: Selling digital books in 2024: Insights from industry leaders - T...
Transcript: Selling digital books in 2024: Insights from industry leaders - T...Transcript: Selling digital books in 2024: Insights from industry leaders - T...
Transcript: Selling digital books in 2024: Insights from industry leaders - T...
 
Alt. GDG Cloud Southlake #33: Boule & Rebala: Effective AppSec in SDLC using ...
Alt. GDG Cloud Southlake #33: Boule & Rebala: Effective AppSec in SDLC using ...Alt. GDG Cloud Southlake #33: Boule & Rebala: Effective AppSec in SDLC using ...
Alt. GDG Cloud Southlake #33: Boule & Rebala: Effective AppSec in SDLC using ...
 
A tale of scale & speed: How the US Navy is enabling software delivery from l...
A tale of scale & speed: How the US Navy is enabling software delivery from l...A tale of scale & speed: How the US Navy is enabling software delivery from l...
A tale of scale & speed: How the US Navy is enabling software delivery from l...
 
UiPath Community Day Dubai: AI at Work..
UiPath Community Day Dubai: AI at Work..UiPath Community Day Dubai: AI at Work..
UiPath Community Day Dubai: AI at Work..
 
The Metaverse and AI: how can decision-makers harness the Metaverse for their...
The Metaverse and AI: how can decision-makers harness the Metaverse for their...The Metaverse and AI: how can decision-makers harness the Metaverse for their...
The Metaverse and AI: how can decision-makers harness the Metaverse for their...
 
FIDO Alliance Osaka Seminar: Overview.pdf
FIDO Alliance Osaka Seminar: Overview.pdfFIDO Alliance Osaka Seminar: Overview.pdf
FIDO Alliance Osaka Seminar: Overview.pdf
 

understanding our past to improve our future

  • 1. understanding  our  past  to  improve  our  future   Gillian  Smith  
  • 2. PCG  TRIVIA  GAME   let’s  play!  
  • 3. 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    
  • 4. 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    
  • 5. Motivations  for  Generating  Content   §  Data  compression   §  Replayability   §  Personalization   Platformer  AI     Competition,  2013  Elite,  1984  Diablo  III,  2012  
  • 6. Motivations  for  Generating  Content   §  Data  compression   §  Replayability   §  Personalization   Platformer  AI     Competition,  2013  Elite,  1984  Diablo  III,  2012  
  • 7. We  know  how  to  do  this!  
  • 8. 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  
  • 9. Getting  stuck  in  a  motivation  rut?  
  • 10. 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  
  • 11. HISTORICAL  TRAJECTORIES   where  have  we  been  and  where  can  we  go?  
  • 12. Data  to  Process  Intensive   data-­‐intensive   Robot  Unicorn  Attack   process-­‐intensive   Petalz  
  • 14. Deeply  Process  Intensive  PCG   §  Drawing  inspiration  from  other  sources   §  Rationalizing  decision-­‐making  
  • 15. Static  to  Playable  Content   static  content   Speed  Tree   playable  content   Angelina  
  • 17. Deeply  Playable  Content   §  New,  themed  game  mechanics   §  New  game  genres  
  • 18. Developer  to  Player  Control   developer  control   Elite   player  control   Spore  
  • 20. Players  and  Beyond   §  “Magic  crayons”  for  playable  content   §  Beyond  players:  communities,  observers  
  • 21. Single  to  Multiple  Players   single  player   Rogue   multiple  players   Galactic  Arms  Race  
  • 23. Multi-­‐Player,  Multi-­‐Creator   §  Content  for  many  players  across  instances   §  Collaborative  play  
  • 24. Common  Aesthetics   §  Discovery   §  Challenge  
  • 25. Common  Aesthetics   §  Discovery   §  Challenge   §  Fellowship   §  Sensation   §  Fantasy   §  Narrative   §  Expression   §  Submission  
  • 26. Summary   §  Process-­‐intensive   §  DePining  new  genres   §  Communities  of  players   §  Collaborative  play   §  Alternate  aesthetics  
  • 27. FUTURE  OF  PCG  DEVELOPMENT   best  practices  for  pcg  through  understanding  generator  history  
  • 28. Launchpad’s  Expressivity   1  level   >75  levels  
  • 34. 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?  
  • 35. Expressive  Range  as  a  Debugging  Tool?   §  Static  analysis  lets  us  see  results  of  code   changes  quickly   §  Gain  better  understanding  of  generator   capabilities  
  • 36. Uncovering  Biases   all  lengths   length  5   length  10   length  15   length  20   all  types   regular   random   swing  
  • 37. FUTURE  OF  PCG-­‐BASED  GAMES   player  exploration  of  historical  choices  
  • 38. Co-­‐Design  of  PCG  and  Game  
  • 39. Launchpad   §  Rhythm-­‐based   §  Control  type  Parameterized   §  Control  extent    Compositional    Experiential  
  • 40. Endless  Web       Player  explores   the  Dream  to  Pind   and  rescue  six   dreamers  trapped   in  their   nightmares.  
  • 41. Themes:  Exploration  and  Creation   §  Players  navigate  physical  space  while   exploring  generative  space   §  Choices  lead  the  player  to  newly  generated   terrain  with  different  generation   parameters  
  • 42. Guiding  the  Player   Goal-­‐driven  exploration  of  generative  space  
  • 44. “Mechanical  Experience”   §  Interaction  with  generator   §  Multiple  simultaneous  universes  unlocked   by  choice   §  Comparing  player  histories   §  Comparing  “parentage”  of  evolved  content  
  • 45. FUTURE  OF  PCG  DESIGN  TOOLS   a  generator  that  can  learn  from  its  global  history  
  • 46. Current  PCG  Design  Tools   §  Single  user   §  Single  AI   §  Static  heuristics   §  Unchanging  design  knowledge  
  • 47. Collaborative  Design   §  Conversation  between   active  participants   §  Participants  have   different  goals  and     expertise   §  Diversity  of   experiences   §  Prototype  and  discuss   different  ideas  
  • 48. 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  
  • 49. 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  
  • 50. 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  
  • 51. 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  
  • 52. FUTURE  OF  PCG?   learning  from  our  past  
  • 53. Future  Directions   §  Finding  new  motivations   §  Extending  along  multiple  dimensions   §  Experimenting  with  new  aesthetics   §  Improving  development  practices   §  Enabling  new  experiences   §  Building  smarter  tools    
  • 54. Questions?   Thanks!     gillian@ccs.neu.edu   @gillianmsmith   http://www.sokath.com     Looking  for  a  postdoc  position?   Want  to  do  a  PhD?     Talk  to  me!