First session of #AIIDE22! @MasterMilkX (in an Among Us hoodie) presenting on their excellent @AestheticBot_22 crowdsourced PCG experiment. They start by calling out (rightly) how ugly academic PCG is.
Fun trends the bot learns over time.
Next up @xxbidiao talking about mixed-initiative co-creation communication and control.
For the last full presentation we have @ianhorswill pitching “Step” a maximalist scripting language for text/narrative generation.
Says his goal is for his friends who are “writers” and “tabletop game designers” to be able to use it. I’m listening!
Ian argues that the fact that he can reimplement one of his games in Step in 35% fewer lines means it’s simpler than Prolog, and that fewer punctuation characters means it’s more readable.
Now we have a series of short poster presentation/previews for the poster session tomorrow #AIIDE22. First up, @maxkreminski discussing a new mixed-initiative story generator based on story sifting, a follow up on their thesis work.
Interface is reminding me a lot of @SentientDesigns’ Sentient Sketchbook
Next up @aeau here to play a video from one of his students on a turned-based version of the Evolutionary Dungeon Designer (when’d they stop calling it Eddy?)
Finally we’ve got Sam Shields from UCSC (and Ross, @eddiemelcer, and @mmateas) looking at automatically generating balanced brawler games with evolution.
#AIIDE22 continues after that excellent keynote into the third paper session. Seth Cooper (over Zoom) starts us off talking about Sturgeon, his new constraint-based PCG environment.
Sturgeon combines tile rules (authored), pattern rules (which can be learned), distribution rules (which can be learned), and reachability rules (authored).
The Northeastern/Seth Cooper lab train continues, with @riffsircar (over video) presenting a process to convert tiles to tiles between games as level style transfer.
Second day of #AIIDE22! Borut Pfeifer on the procedural storytelling in Weird West!
Borut talks about the five, designed spokes with a set linear story and how the rest of the world was designed to respond to the player’s actions procedurally.
The various factors that impacted and responded to player actions.
Second paper session of #aiide22 starting up! To start we have @quakefultales, who has created Puppitor, a system to help create AI characters as expressive as fighting game characters, but for narrative!
Initial playtests suggested that players began to become cognizant and reflective of their performance. Like actors!
Next up, Giulio Mori presents his work on EM-Glue, a general, environment-agnostic platform for experience managers.