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This paper studies how large language models (LLMs) can act as effective, high-level creative collaborators and ``muses'' for game design.
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An experiment in automatic game design. In 2008 IEEE Symposium On Computational Intelligence and Games . IEEE, 111–118
Julian Togelius and Jurgen Schmidhuber. 2008 · 2008
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Game-o-matic: Generating videogames that represent ideas. In Proceedings of the The third workshop on Procedural Content Generation in Games . 1–8
Mike Treanor, Bryan Blackford, Michael Mateas, and Ian Bogost. 2012 · 2012
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Designer modeling for personalized game content creation tools. In Proceedings of the AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment , Vol. 9. 11–16
Antonios Liapis, Georgios Yannakakis, and Julian Togelius. 2013 · 2013
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Antonios Liapis, Georgios N Yannakakis, and Julian Togelius. 2014 · 2014
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Kristian Hjaltason, Steffen Christophersen, Julian Togelius, and Mark J Nelson. 2015 · 2015
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The angelina videogame design system—part i
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Fostering creativity in the mixed-initiative evolutionary dungeon designer. In Proceedings of the 13th International Conference on the Foundations of Digital Games . 1–8
Alberto Alvarez, Steve Dahlskog, Jose Font, Johan Holmberg, Chelsi Nolasco, and Axel Österman. 2018 · 2018
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Friend, collaborator, student, manager: How design of an ai-driven game level editor affects creators. In Proceedings of the 2019 CHI conference on human factors in computing systems . 1–13
Matthew Guzdial, Nicholas Liao, Jonathan Chen, Shao-Yu Chen, Shukan Shah, Vishwa Shah, Joshua Reno, Gillian Smith, and Mark O Riedl. 2019 · 2019
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Art, creativity, and the potential of artificial intelligence. In Arts , Vol. 8. MDPI, 26
Marian Mazzone and Ahmed Elgammal. 2019 · 2019
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Lode Encoder: AI-constrained co-creativity. In 2021 IEEE Conference on Games (CoG) . IEEE, 01–08
Debosmita Bhaumik, Ahmed Khalifa, and Julian Togelius. 2021 · 2021
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The art of bulletism: Understanding Salvador Dali’s vision
Team Artsapien. 2023 · 2023
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A Preliminary Study on a Conceptual Game Feature Generation and Recommendation System
M Charity, Yash Bhartia, Daniel Zhang, Ahmed Khalifa, and Julian Togelius. 2023 · 2023
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The Five-Dollar Model: Generating Game Maps and Sprites from Sentence Embeddings. In Proceedings of the AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment , Vol. 19. 107–115
Timothy Merino, Roman Negri, Dipika Rajesh, M Charity, and Julian Togelius. 2023 · 2023
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Prompt-Guided Level Generation. In Proceedings of the Companion Conference on Genetic and Evolutionary Computation . 179–182
Shyam Sudhakaran, Miguel González-Duque, Claire Glanois, Matthias Freiberger, Elias Najarro, and Sebastian Risi. 2023 · 2023
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Design-driven requirements for computationally co-creative game AI design tools. In Proceedings of the 16th International Conference on the Foundations of Digital Games . 1–12
Nathan Partlan, Erica Kleinman, Jim Howe, Sabbir Ahmad, Stacy Marsella, and Magy Seif El-Nasr. 2021 · 2021
Cited alongside, same era.
Designing game feel: A survey
Martin Pichlmair and Mads Johansen. 2021 · 2021
Cited alongside, same era.
Generating role-playing game quests with gpt language models
Susanna Värtinen, Perttu Hämäläinen, and Christian Guckelsberger. 2022 · 2022
Cited alongside, same era.
Language as reality: a co-creative storytelling game experience in 1001 nights using generative AI. In Proceedings of the AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment , Vol. 19. 425–434
Yuqian Sun, Zhouyi Li, Ke Fang, Chang Hee Lee, and Ali Asadipour. 2023 · 2023
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Level Generation Through Large Language Models. In Proceedings of the 18th International Conference on the Foundations of Digital Games . 1–8
Graham Todd, Sam Earle, Muhammad Umair Nasir, Michael Cerny Green, and Julian Togelius. 2023 · 2023
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Veera Vimpari, Annakaisa Kultima, Perttu Hämäläinen, and Christian Guckelsberger. 2023 · 2023
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