Videos

Sonancia

Sonancia is a multi-faceted generator for horror games, generating the level layout and the positioning of enemies, lights and some 3D audio. Sonancia also sonifies the level by selecting specific background audio for the creation of a tense level soundscape.

Relevant Publications

  • P. Lopes, A. Liapis and G. N. Yannakakis, “Framing Tension for Game Generation,” in Proceedings of the Seventh International Conference on Computational Creativity, 2016. [pdf]
  • P. Lopes, A. Liapis, and G. N. Yannakakis, “Targeting Horror via Level and Soundscape Generation,” in Proceedings of the AAAI Artificial Intelligence for Interactive Digital Entertainment Conference, 2015. [pdf]
  • P. Lopes, A. Liapis, and G. N. Yannakakis, “Sonancia: Sonification of Procedurally Generated Game Levels,” in Proceedings of the ICCC workshop on Computational Creativity & Games, 2015. [pdf]

Procedural Generation of Music-Guided Weapons

We created a side-scroller shooter game where players can affect the relationship between projectiles’ trajectories and the background music through interactive evolution. By coupling neuroevolution of augmented topologies with interactive evolution we are able to create an initial arsenal of innovative weapons. Those weapons are both interesting to play with and also create novel fusions of visual and musical aesthetics.

Relevant Publications

  • W. Cachia, L. Aquilina, H. P. Martinez and G. N. Yannakakis, “Procedural Generation of Music-Guided Weapons,” in Proceedings of the IEEE Conference on Computational Intelligence and Games (CIG), 2014. PDF

Coralize

Coralize is a plugin for the Unity 3D game engine, and encompasses a library of generators for marine organisms, i.e. stony corals, soft corals and sponges. The parameterizable generators allow a user to adjust the parameters in order to create visually appealing 3D meshes. Such meshes can be placed directly in a Unity scene by a scene designer or automatically populate a seabed or reef.

Relevant Publications

  • Ryan Abela, Antonios Liapis, Georgios N. Yannakakis: “A Constructive Approach for the Generation of Underwater Environments,” in Proceedings of the FDG workshop on Procedural Content Generation in Games, 2015. PDFBibTex

MiniDungeons

MiniDungeons is a simple turn-based roguelike puzzle game, implemented as a benchmark problem for modeling decision-making styles of human players. In every MiniDungeon level, the hero (controlled by the player) starts at the level’s entrance and must navigate to the level exit while collecting treasures, killing monsters and drinking healing potions. The MiniDungeons game was created for two purposes: (a) to investigate how human players enact decision making styles in a simple game, and (b) to construct artificial agents able to represent such decision making styles. These artificial agents are identified as procedural personas and make decisions based on a utility (e.g. kill monsters, collect treasure, survive or speed run to the exit) specified by the human designer. The playtraces of such procedural personas can act as proxies of human playtraces during the design of game levels or new game rules. Moreover, the procedural personas can act as critics of an automated or mixed-initiative generator of new content (levels, rules) for MiniDungeons.

Relevant Publications

  • Antonios Liapis, Christoffer Holmgard, Georgios N. Yannakakis, Julian Togelius: “Procedural Personas as Critics for Dungeon Generation,” in Applications of Evolutionary Computation, vol. 9028, LNCS. Springer, 2015.PDF BibTex

  • Christoffer Holmgard, Antonios Liapis, Julian Togelius, Georgios N. Yannakakis: “Personas versus Clones for Player Decision Modeling,” in Proceedings of the International Conference on Entertainment Computing (ICEC), 2014. PDF BibTex

  • Antonios Liapis, Georgios N. Yannakakis: “Refining the Paradigm of Sketching in AI-Based Level Design,” in Proceedings of the AAAI Artificial Intelligence for Interactive Digital Entertainment Conference, 2015. PDF BibTex

Sentient Sketchbook

Sentient Sketchbook is a tool which supports the design of map sketches via an intuitive interface, via real-time feedback regarding the map’s playability or balance, and via the suggestion of alternative map designs. The tool assists the level designer as it automatically tests maps for playability constraints, calculates and displays navigable paths, evaluates the map on gameplay properties and adds details to the coarse map sketch. Additionally, the tool aims to inspire the designer through the suggestion of map alternatives generated via genetic search.

Relevant Publications

  • Georgios N. Yannakakis, Antonios Liapis, Constantine Alexopoulos: “Mixed-Initiative Co-Creativity,” in Proceedings of the 9th Conference on the Foundations of Digital Games, 2014. PDF BibTex

  • Antonios Liapis, Georgios N. Yannakakis, Julian Togelius: “Designer Modeling for Sentient Sketchbook,” in Proceedings of the IEEE Conference on Computational Intelligence and Games (CIG), 2014. PDF BibTex

Multi-floor FPS Level Generation

First person shooter levels in the Cube 2 engine are generated via a search-based generative process. Genetic algorithms evolve the level’s architecture and the placement of powerups and player spawnpoints, generating levels with one floor or two floors. The evaluation of generated levels combines metrics collected from simulations of artificial agents competing in the level and theory-based heuristics targeting general level design patterns.

Relevant Publications

  • William Cachia, Antonios Liapis, Georgios N. Yannakakis: “Multi-Level Evolution of Shooter Levels,” in Proceedings of the AAAI Artificial Intelligence for Interactive Digital Entertainment Conference, 2015. PDF BibTex

eu flagfp7-peo-rgbThis project has received funding from IDG
the European Union's Seventh Framework 
for research, technological development
and demonstration under grant agreement 
no:630665.