Computational game creativity

Antonios Liapis, Georgios N. Yannakakis, Julian Togelius · OAR@UM (University of Malta) · 2014

Computational creativity has traditionally relied on well-controlled, single-faceted and established domains such as visual art, narrative and audio. On the other hand, research on autonomous generation methods for game artifacts has not yet considered the creative ca-pacity of those methods. In this paper we position com-puter games as the ideal application domain for com-putational creativity for the unique features they offer: being highly interactive, dynamic and content-intensive software applications. Their multifaceted nature is key in our argumentation as the successful orchestration of different art domains (such as visual art, audio and level architecture) with game mechanics design is a grand challenge for the study of computational creativity in this multidisciplinary domain. Computer games not only challenge computational creativity and provide a creative sandbox for advancing the field but they also offer an opportunity for computational creativity meth-ods to be extensively assessed (via a huge population of gamers) through commercial-standard products of high impact and financial value. Games: the Killer App

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