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Documents authored by Maghsudi, Setareh


Document
Computational Creativity for Game Development (Dagstuhl Seminar 24261)

Authors: Duygu Cakmak, Setareh Maghsudi, Diego Perez Liebana, and Pieter Spronck

Published in: Dagstuhl Reports, Volume 14, Issue 6 (2024)


Abstract
Developments in artificial intelligence are currently dominated by deep neural networks, trained on large data sets, which excel at pattern recognition. Variants of the "classic" deep neural networks have the ability to generate new data with statistical properties similar to the training set. Despite the impressive products of such creative artificial intelligence, the results are usually lacking in meaning. They contain mistakes that humans would avoid, and often produce content which is not functional. While the product of creative artificial intelligence can be used as a strong basis for humans to build upon, human intelligence and human creativity are almost always a necessary ingredient of the creative process. Moreover, the more relevant the meaning, purpose, and functionality of the product are, the less the creative process benefits from the involvement of artificial intelligence. Game design and implementation are tasks which require a high amount of creativity, and which must lead to products which require a high amount of fine-tuned functionality. For example, a game "level" should not only look appealing, it should also be playable and it should be interesting to play. These are not features which can be acquired simply by "training on big data," which is what most developments in modern artificial intelligence are based on. This report on Dagstuhl Seminar 24261 discusses to what extent modern artificial intelligence techniques can produce meaningful and functional game content.

Cite as

Duygu Cakmak, Setareh Maghsudi, Diego Perez Liebana, and Pieter Spronck. Computational Creativity for Game Development (Dagstuhl Seminar 24261). In Dagstuhl Reports, Volume 14, Issue 6, pp. 130-214, Schloss Dagstuhl – Leibniz-Zentrum für Informatik (2024)


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@Article{cakmak_et_al:DagRep.14.6.130,
  author =	{Cakmak, Duygu and Maghsudi, Setareh and Liebana, Diego Perez and Spronck, Pieter},
  title =	{{Computational Creativity for Game Development (Dagstuhl Seminar 24261)}},
  pages =	{130--214},
  journal =	{Dagstuhl Reports},
  ISSN =	{2192-5283},
  year =	{2024},
  volume =	{14},
  number =	{6},
  editor =	{Cakmak, Duygu and Maghsudi, Setareh and Liebana, Diego Perez and Spronck, Pieter},
  publisher =	{Schloss Dagstuhl -- Leibniz-Zentrum f{\"u}r Informatik},
  address =	{Dagstuhl, Germany},
  URL =		{https://drops.dagstuhl.de/entities/document/10.4230/DagRep.14.6.130},
  URN =		{urn:nbn:de:0030-drops-227298},
  doi =		{10.4230/DagRep.14.6.130},
  annote =	{Keywords: artificial intelligence, computational creativity, computational intelligence, game design, game development}
}
Document
Human-Game AI Interaction (Dagstuhl Seminar 22251)

Authors: Dan Ashlock, Setareh Maghsudi, Diego Perez Liebana, Pieter Spronck, and Manuel Eberhardinger

Published in: Dagstuhl Reports, Volume 12, Issue 6 (2023)


Abstract
People interact with semi-intelligent machines during their daily lives. They desire systems to respond intelligently to requests. While improvements to the interaction between humans and AI have been made over the years, these systems are a long way from responding like a human partner. Virtual (game) worlds are an ideal environment in which to experiment with the interaction between humans and AI, due to their similarity with real world environments and the presence of agents that represent "real people" that make decisions and interact among them. In recent years, the number of ways in which players can interact with games have increased considerably: from the traditional mouse, keyboard, and controller, to responding to natural movements, facial expressions, voice, eye movements and brain signals, among others. This seminar brought together scientists, researchers, and industrial developers who specialize in intelligent interaction between humans and computer agents in virtual (game) environments. This report documents the program and its outcomes.

Cite as

Dan Ashlock, Setareh Maghsudi, Diego Perez Liebana, Pieter Spronck, and Manuel Eberhardinger. Human-Game AI Interaction (Dagstuhl Seminar 22251). In Dagstuhl Reports, Volume 12, Issue 6, pp. 28-82, Schloss Dagstuhl – Leibniz-Zentrum für Informatik (2023)


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@Article{ashlock_et_al:DagRep.12.6.28,
  author =	{Ashlock, Dan and Maghsudi, Setareh and Liebana, Diego Perez and Spronck, Pieter and Eberhardinger, Manuel},
  title =	{{Human-Game AI Interaction (Dagstuhl Seminar 22251)}},
  pages =	{28--82},
  journal =	{Dagstuhl Reports},
  ISSN =	{2192-5283},
  year =	{2023},
  volume =	{12},
  number =	{6},
  editor =	{Ashlock, Dan and Maghsudi, Setareh and Liebana, Diego Perez and Spronck, Pieter and Eberhardinger, Manuel},
  publisher =	{Schloss Dagstuhl -- Leibniz-Zentrum f{\"u}r Informatik},
  address =	{Dagstuhl, Germany},
  URL =		{https://drops.dagstuhl.de/entities/document/10.4230/DagRep.12.6.28},
  URN =		{urn:nbn:de:0030-drops-174550},
  doi =		{10.4230/DagRep.12.6.28},
  annote =	{Keywords: Computational intelligence, artificial intelligence, games, modeling, interaction}
}
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