TY - GEN
T1 - Computational game creativity
AU - Liapis, Antonios
AU - Yannakakis, Georgios N.
AU - Togelius, Julian
PY - 2014/1/1
Y1 - 2014/1/1
N2 - 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 capacity of those methods. In this paper we position computer games as the ideal application domain for computational 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 methods to be extensively assessed (via a huge population of gamers) through commercial-standard products of high impact and financial value.
AB - 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 capacity of those methods. In this paper we position computer games as the ideal application domain for computational 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 methods to be extensively assessed (via a huge population of gamers) through commercial-standard products of high impact and financial value.
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M3 - Conference contribution
T3 - Proceedings of the 5th International Conference on Computational Creativity, ICCC 2014
BT - Proceedings of the 5th International Conference on Computational Creativity, ICCC 2014
A2 - Colton, Simon
A2 - Ventura, Dan
A2 - Lavrac, Nada
A2 - Cook, Michael
PB - Jozef Stefan Institute
T2 - 5th International Conference on Computational Creativity, ICCC 2014
Y2 - 10 June 2014 through 13 June 2014
ER -