Computational Game Creativity
Total Page:16
File Type:pdf, Size:1020Kb
Computational Game Creativity Antonios Liapis1, Georgios N. Yannakakis1;2 and Julian Togelius1 1: Center for Computer Games Research, IT University of Copenhagen, Copenhagen, Denmark 2: Institute of Digital Games, University of Malta, Msida, Malta [email protected], [email protected], [email protected] Abstract done exceptionally well. The intersection of CC, game de- sign and advanced game technology (e.g. PCG) opens up an Computational creativity has traditionally relied on entirely new field for studying CC as well as a new perspec- well-controlled, single-faceted and established domains tive for game research. This paper argues that the creative such as visual art, narrative and audio. On the other capacity of automated game designers is expected to ad- hand, research on autonomous generation methods for game artifacts has not yet considered the creative ca- vance the field of computational creativity and lead to major pacity of those methods. In this paper we position com- breakthroughs as, due to their very nature, computer games puter games as the ideal application domain for com- challenge computational creativity methods at large. putational creativity for the unique features they offer: This position paper contends that games constitute the being highly interactive, dynamic and content-intensive killer application for the study of CC for a number of rea- software applications. Their multifaceted nature is key sons. First, computer games are multifaceted: the types of in our argumentation as the successful orchestration of creative processes met in computer games include visual art, different art domains (such as visual art, audio and level architecture) with game mechanics design is a grand sound design, graphic design, interaction design, narrative challenge for the study of computational creativity in generation, virtual cinematography, aesthetics and environ- this multidisciplinary domain. Computer games not ment beautification. The fusion of the numerous and highly only challenge computational creativity and provide a diverse creative domains within a single software applica- creative sandbox for advancing the field but they also tion makes games the ideal arena for the study of compu- offer an opportunity for computational creativity meth- tational (and human) creativity. It is also important to note ods to be extensively assessed (via a huge population of that each art form (or facet) met in games elicits different gamers) through commercial-standard products of high experiences to its users, e.g. game rules affect the player’s impact and financial value. immersion (Calleja 2011); their fusion into the final soft- ware targeting the ultimate play experience for a rather large Games: the Killer App and diverse audience is an additional challenge for CC re- search. Second, games are content-intensive processes with for Computational Creativity open boundaries for creativity as content for each creative More than a decade of research in computational creativity facet comes in different representations, under different sets (CC) has explored the study of autonomous generative sys- of constraints and often created in massive amounts. Finally, tems in a plethora of domains including non-photorealistic the creation (game) offers a rich interaction with the user art (Colton 2012), music (Wiggins et al. 1999), jokes (Bin- (player): a game can be appreciated as an art form or for its sted and Ritchie 1997), and stories (Peinado and Gervas´ creative capacity only when experienced through play. The 2006) as well as mathematics (Colton 2002) and engineer- play experience is highly interactive and engaging, moreso ing (Gemeinboeck and Saunders 2013). While commercial than any other form of art. Thus, autonomous computa- games have used computer generated artifacts such as lev- tional game creators should attempt to design new games els and visuals since the early 1980s, academic research in that can be both useful (playable) and deemed to be creative more ambitious and rigorous autonomous game artifact gen- (or novel) considering that artifacts generated can be experi- eration methods, e.g. search-based procedural content gen- enced and possibly altered. For example, the game narrative, eration (Togelius et al. 2011), is only very recent. De- the illumination of a room, or the placement of objects can spite notable exceptions (Cook, Colton, and Gow 2013; be altered by a player in a game; this explodes in terms of Zook, Riedl, and Magerko 2011; Smith and Mateas 2011), complexity when the game includes user-generated content the creation of games and their content has not yet system- or social dynamics in multiplayer games. atically been explored as a computationally creative pro- Another unique property of games is that autonomous cre- cess. From a CC perspective, procedural content generation ative systems have a long history in the game industry. PCG (PCG) in games has been viewed — like mathematics and is used, in specific roles, by many commercial games in or- engineering — as a potentially creative activity but only if der to create engaging but unpredictable game experiences and to lessen the burden of manual game content creation by Visuals automating parts of it. Unlike other creative domains where As digital games are uniformly displayed on a screen, any computational creativity is shunned by human artists and game primarily relies on visual output to convey informa- critics (Colton 2008), the game industry not only “invented” tion to the player. Game visuals can range from photore- PCG but proudly advertises its presence as a selling point. alistic, to caricaturized, to abstract (Jarvinen¨ 2002). While Diablo III (Blizzard 2012), which set a record by selling 3.5 photorealistic visuals as those in the FIFA series (EA Sports million copies in the first 24 hours of its release, proudly 1993) are direct representations of objects, in cases where states that “[previous] games established the series’ hall- no real-world equivalent exists (such as in fantasy or sci-fi marks: randomized levels, the relentless onslaught of mon- settings) artists must use real-world reference material and sters and events in a perpetually fresh world, [...]”1. Highly- extrapolate them to fantastical lengths with “what if” sce- awarded Skyrim (Bethesda 2011) boasts of its Radiant A.I. narios. Caricaturized visuals often aim at eliciting a spe- (which allows for the “dynamic reaction to the player’s ac- cific emotion, such as melancholy in the black and white tions by both NPCs and the game world”) and its Radiant theme of Limbo (Playdead 2010). Abstract visuals include Story (which “records your actions and changes things in the the 8-bit art of early games, where constraints of the medium world according to what you have done”). The prevalence (low-tech monitors) forced game artists to become particu- of e.g. level generators in games makes both developers and larly creative in their design of memorable characters using end-users acceptant of the power of computational creativ- as few pixels or colors as possible. ity. Unlike traditional art media, where CC is considered In terms of computer generated visual output for games, more of an academic pursuit, PCG is a commercial neces- the most commercially successful examples thereof are mid- sity for many games: this makes synergies between game dleware which algorithmically create 3D models of trees industry and CC research desirable as evidenced by Howlett, with SpeedTree (IDV 2002) or faces with FaceGen (Sin- Colton, and Browne (2010). gular Inversions 2001). Since such middleware are used This paper introduces computational game creativity as by multiple high-end commercial games, their algorithms the study of computational creativity within and for com- are carefully finetuned to ensure that the generated artifacts puter games. Games can be (1) improved as products via imitate real-world objects, targeting typicality in their cre- computational creations (for) and/or (2) used as the ultimate ations. Games with fewer tethers in the real world can allow canvas for the study of computational creativity as a pro- a broader range of generated visual elements. Petalz (Risi et cess (within). Computational game creativity (CGC) is posi- al. 2012), for instance, generates colorful flowers which are tioned at the intersection of developing fields within games the core focus of a flower-collecting game. Galactic Arms research and long-studied fields within computational cre- Race (Hastings, Guha, and Stanley 2009), on the other hand, ativity such as visual art and narrative. To position com- generates the colors and trajectories of weapons in a space putational creativity within games we identify a number of shooter game. Both examples have a wide expressive range key creative facets in modern game development and design as they primarily target novelty, with uninteresting or un- and discuss their required orchestration for a final successful wanted visuals being pruned by the player via interactive game product. The paper concludes with a discussion on the evolution. In order to impart a sense of visual appreciation future trends of CGC and key open research questions. to the generator, Liapis, Yannakakis, and Togelius (2012) assigned several dimensions of visual taste inspired by cog- nitive research on “universal” properties of beauty (Arnheim Creative Facets of Games 2004); the algorithm was able to evaluate generated space- ships based on size, simplicity, balance and symmetry and Games are multifaceted