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https://www.um.edu.mt/library/oar/handle/123456789/102280
Title: | Artificial intelligence for designing games |
Other Titles: | Artificial intelligence and the arts: computational creativity, artistic behavior, and tools for creatives |
Authors: | Liapis, Antonios |
Keywords: | Artificial intelligence Computational intelligence Computer games -- Design Level design (Computer science) |
Issue Date: | 2021 |
Publisher: | Springer |
Citation: | Liapis, A. (2021). Artificial intelligence for designing games. In P. Machado, J. Romero & G. Greenfield (Eds.), Artificial Intelligence and the Arts: Computational Creativity, Artistic Behavior, and Tools for Creatives (pp. 277-310). Cham: Springer. |
Abstract: | Making a game requires a diverse set of skills and talents: visual design, sound design, level design and narrative design require developers to be creative within their own domain but also to consider how their creations impact other facets of the game. Since games are interactive media, however, players also exercise their own creativity in order to overcome challenges introduced by the game's designers or by other players in multi-player settings. This chapter will analyze games under the prism of the six facets of creativity which go into the play experience: visuals, audio, narrative, levels, rules, and gameplay. Important examples of human creativity in commercial games will be highlighted for each facet, as well as how arti cial intelligence has been applied to generate content for each facet. The chapter concludes with a discussion on how an arti cially intelligent system can facilitate the collaboration of di erent generators, and possibly human designers and artists. |
URI: | https://www.um.edu.mt/library/oar/handle/123456789/102280 |
Appears in Collections: | Scholarly Works - InsDG |
Files in This Item:
File | Description | Size | Format | |
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Artificial_intelligence_for_designing_games_2021.pdf Restricted Access | 970.37 kB | Adobe PDF | View/Open Request a copy |
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