Mike Preuss
Please Note
6 records found
1
An explorer’s journal for machines
Exploring the case of Cyberpunk 2077
Sport games are among the oldest and best established genres of computer games. Sport-inspired environments, such as RoboCup, have been used for AI benchmarking for years. We argue that, in spite of the rise of increasingly more sophisticated game genres, team sport games will remain an important testbed for AI benchmarking due to two primary factors. First, there are several genre-specific challenges for AI systems that are neither present nor emphasized in other types of games, such as team AI and frequent replanning. Second, there are unmistakable nonskill-related goals of AI systems, contributing to player enjoyment, that are most easily observed and addressed within a context of a team sport, such as showing creative and emotional traits. We analyze these factors in detail and outline promising directions for future research for game AI benchmarking, within a team sport context.
—The design process is often characterized by and realized through the iterative steps of evaluation and refinement. When the process is based on a single creative domain such as visual art or audio production, designers primarily take inspiration from work within their domain and refine it based on their own intuitions or feedback from an audience of experts from within the same domain. What happens, however, when the creative process involves more than one creative domain such as in a digital game? How should the different domains influence each other so that the final outcome achieves a harmonized and fruitful communication across domains? How can a computational process orchestrate the various computational creators of the corresponding domains so that the final game has the desired functional and aesthetic characteristics? To address these questions, this paper identifies game facet orchestration as the central challenge for artificial-intelligence-based game generation, discusses its dimensions, and reviews research in automated game generation that has aimed to tackle it. In particular, we identify the different creative facets of games, propose how orchestration can be facilitated in a top-down or bottom-up fashion, review indicative preliminary examples of orchestration, and conclude by discussing the open questions and challenges ahead.