Darwin's Avatars: a Novel Combination of Gameplay and Procedural Content Generation
Research output: Conference Article in Proceeding or Book/Report chapter › Article in proceedings › Research › peer-review
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Darwin's Avatars: a Novel Combination of Gameplay and Procedural Content Generation. / Lessin, Dan; Risi, Sebastian.
Proceedings of the Genetic and Evolutionary Computation Conference (GECCO) 2015. Association for Computing Machinery, 2015. p. 329-336.Research output: Conference Article in Proceeding or Book/Report chapter › Article in proceedings › Research › peer-review
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TY - GEN
T1 - Darwin's Avatars: a Novel Combination of Gameplay and Procedural Content Generation
AU - Lessin, Dan
AU - Risi, Sebastian
PY - 2015/7/11
Y1 - 2015/7/11
N2 - The co-evolution of morphology and control for virtual creaturesenables the creation of a novel form of gameplay andprocedural content generation. Starting with a creatureevolved to perform a simple task such as locomotion andremoving its brain, the remaining body can be employed ina compelling interactive control problem. Just as we enjoythe challenge and reward of mastering helicopter flightor learning to play a musical instrument, learning to controlsuch a creature through manual activation of its actuatorspresents an engaging and rewarding puzzle. Importantly,the novelty of this challenge is inexhaustible, sincethe evolution of virtual creatures provides a way to procedurallygenerate content for such a game. An endless seriesof creatures can be evolved for a task, then have their brainsremoved to become the game’s next human-control challenge.To demonstrate this new form of gameplay and contentgeneration, a proof-of-concept game—tentatively titledDarwin’s Avatars—was implemented using evolved creaturecontent, and user tested. This implementation also provideda unique opportunity to compare human and evolved controlof evolved virtual creatures, both qualitatively and quantitatively,with interesting implications for improvements andfuture work.
AB - The co-evolution of morphology and control for virtual creaturesenables the creation of a novel form of gameplay andprocedural content generation. Starting with a creatureevolved to perform a simple task such as locomotion andremoving its brain, the remaining body can be employed ina compelling interactive control problem. Just as we enjoythe challenge and reward of mastering helicopter flightor learning to play a musical instrument, learning to controlsuch a creature through manual activation of its actuatorspresents an engaging and rewarding puzzle. Importantly,the novelty of this challenge is inexhaustible, sincethe evolution of virtual creatures provides a way to procedurallygenerate content for such a game. An endless seriesof creatures can be evolved for a task, then have their brainsremoved to become the game’s next human-control challenge.To demonstrate this new form of gameplay and contentgeneration, a proof-of-concept game—tentatively titledDarwin’s Avatars—was implemented using evolved creaturecontent, and user tested. This implementation also provideda unique opportunity to compare human and evolved controlof evolved virtual creatures, both qualitatively and quantitatively,with interesting implications for improvements andfuture work.
UR - http://dx.doi.org/10.1145/2739480.2754749
M3 - Article in proceedings
SN - 978-1-4503-3472-3
SP - 329
EP - 336
BT - Proceedings of the Genetic and Evolutionary Computation Conference (GECCO) 2015
PB - Association for Computing Machinery
ER -
ID: 80361820