Bold automatic game design

D. Ashlock, Joel S. Colton, M. Eladhari, M. Van Kreveld, P. Lanzi, Moshe Sipper

Research output: Chapter in Book/Report/Conference proceedingConference contributionpeer-review

Abstract

“Bold Automatic Game Design” was the title of a session at Dagstuhl Seminar 15051 intended to explore farther reaching and more daring approaches to automatic game design. This abstract summarizes the recommendations and debating points located by the participants. These include downloading some of the design to the players, incorporating environmental information into games, the need for agents to behave irrationally, the need for difficulty estimation and adjustment with a game, the value of explicit versus implicit tutorial levels within a game, and regularizing the presentation of automatically generated content for
automatic game design.
Original languageAmerican English
Title of host publicationArtificial and computational intelligence in games: Integration
EditorsSimon M Lucas, Michael Mateas, Mike Preuss, Pieter Spronck, Julian Togelius
PublisherSchloss Dagstuhl- Leibniz-Zentrum fur Informatik GmbH, Dagstuhl Publishing
Pages212-213
Volume5
StatePublished - 2015

Fingerprint

Dive into the research topics of 'Bold automatic game design'. Together they form a unique fingerprint.

Cite this