A Machine-Learned Framework for Automatic Content Generation, Evaluation, and Critique


Summerville Adam J.
2016 DiGRA/FDG '16 - Abstract Proceedings of the First International Joint Conference of DiGRA and FDG

The majority of procedural level research has relied on human authored rules and heuristics. I intend to develop an end-to-end system capable of examining play, understanding levels and generating new content of similar style and playability, and finally offering analysis and critique of levels. The current roadmap utilizes computer vision, causal modeling, and neural network systems. The system should allow a human to step in at any point and make whatever changes they wish and get all downstream benefits.

 

A Playful Tinder-Like Interface for Search and Rescue


Lochrie Mark Egglestone Paul Heaton Andrew Baudouin Onno Gradinar Adrian
2016 DiGRA/FDG '16 - Abstract Proceedings of the First International Joint Conference of DiGRA and FDG

Over the last few years, we have witnessed the rise in gamified interfaces from the use of gamification (e.g. points and leaderboards) to more general playful interactions. With more people connected to the Internet and ownership of mobile devices at its highest point, services need to constant evolving for this agile market. Playful and gameful interfaces form the foundations for many services, from dating apps to communication platforms. The project presented in this paper explores the use of co-designing a micro-volunteering playful interaction in an image recognition task to sort and classify photos in search and rescue scenarios.