tailieunhanh - Aesthetic Considerations for Automated Platformer Design
The leading features content is very vaguely considered in the reports. Material selection and second extent configurations (. texture, colour and light) can best identify the answer to question A. For example, the content is described as follows: “door handle should be made in aluminium and polished to a glossy smooth surface without texture, to convey the cold, cynical, military-industrial terms”. The structural principle for the door handle is its function as a tool for twisting and pulling, and for a computer mouse a resting hand shape. Thus, the door handle form elements are organized along two axes, which cross. | Aesthetic Considerations for Automated Platformer Design Michael Cook Simon Colton and Alison Pease Computational Creativity Group Department of Computing Imperial College London Abstract We describe ANGELINAS a system that can automatically develop games along a defined theme by selecting appropriate multimedia content from a variety of sources and incorporating it into a game s design. We discuss these capabilities in the context of the FACE model for assessing progress in the building of creative systems and discuss how ANGELINAS can be improved through further work. The design of videogames is both a technical and an aesthetic task and a holistic approach is necessary when constructing systems which aim to automate the process. Systems previously demonstrated as automated game designers have been shown to tackle in a basic way many of the technical tasks associated with game design including level creation and ruleset design for both simple arcade-style games Cook and Colton 2011a and platform games Cook and Colton 2012 . However in such systems the art sound and theme are chosen by a human. This weakens the claim that these systems automate the process of game design. Today people play videogames for many reasons beyond simply the challenge they offer. Dan Pinchbeck s experiment in narrative technique Dear Esther enjoyed 50 000 sales in its first week2 while Jenova Chen s Flower3 has been used in a church in the UK as part of a service of worship with one attendee describing the game as spiritual 4. Automating the design of games that carry emotional weight or attempt to convey a complex meaning is a compelling research problem that lies at the intersection of game design theory and Computational Creativity and is almost entirely unexplored. ANGELINA A Novel Game-Evolving Labrat I ve Named ANGELINA is a system for investigating the automation of simple videogame design. We describe here a first step for the latest version of the software .
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