Abstract
Computer games are unique creativity domains in that they elegantly fuse several facets of creative work including visuals, narrative, music, architecture and design. While the exploration of possibilities across facets of creativity offers a more realistic approach to the game design process, most existing autonomous (or semi-autonomous) game content generators focus on the mere generation of single domains (creativity facets) in games. Motivated by the sparse literature on multifaceted game content generation, this paper introduces a multifaceted procedural content generation (PCG) approach that is based on the interactive evolution of multiple artificial neural networks that orchestrate the generation of visuals, audio and gameplay. The approach is evaluated on a spaceship shooter game. The generated artifacts — a fusion of audiovisual and gameplay elements — showcase the capacity of multifaceted PCG and its evident potential for computational game creativity.
This is a preview of subscription content, log in via an institution.
Buying options
Tax calculation will be finalised at checkout
Purchases are for personal use only
Learn about institutional subscriptionsReferences
Liapis, A., Yannakakis, G.N., Togelius, J.: Computational game creativity. In: Proceedings of the Fifth International Conference on Computational Creativity (2014)
Nintendo: Super Mario Bros. (1985)
Sega: Sonic the Hedgehog (1991)
Collins, K.: An introduction to procedural music in video games. Contemp. Music Rev. 28(1), 5–15 (2009)
Yannakakis, G.N.: Game AI revisited. In: Proceedings of the 9th Conference on Computing Frontiers, pp. 285–292 (2012)
Scirea, M.: Mood dependent music generator. In: Reidsma, D., Katayose, H., Nijholt, A. (eds.) ACE 2013. LNCS, vol. 8253, pp. 626–629. Springer, Heidelberg (2013)
Cook, M., Colton, S.: A rogue dream: automatically generating meaningful content for games. In: Proceedings of the AIIDE Workshop on Experimental AI and Games (2014)
Togelius, J., Shaker, N., Nelson, M.J.: Introduction. In: Shaker, N., Togelius, J., Nelson, M.J. (eds.) Procedural Content Generation in Games: A Textbook and an Overview of Current Research. Springer, Heidelberg (2014)
Stanley, K.O.: Compositional pattern producing networks: a novel abstraction of development. Genet. Program. Evolvable Mach. Spec. Issue Dev. Syst. 8(2), 131–162 (2007)
Cachia, W., Aquilina, L., Martinez, H.P., Yannakakis, G.N.: Procedural generation of music-guided weapons. In: Proceedings of the IEEE Conference on Computational Intelligence and Games (CIG) (2014)
Togelius, J., Yannakakis, G.N., Stanley, K.O., Browne, C.: Search-based procedural content generation: a taxonomy and survey. IEEE Trans. Comput. Intell. AI Game. 3(3), 172–186 (2011)
Firaxis Games: Civilization v (2010)
Blizzard: Diablo (1996)
Togelius, J., Nardi, R.D., Lucas, S.M.: Towards automatic personalised content creation for racing games. In: Proceedings of IEEE Symposium on Computational Intelligence and Games, IEEE, pp. 252–259 (2007)
Risi, S., Lehman, J., D’Ambrosio, D., Hall, R., Stanley, K.O.: Combining search-based procedural content generation and social gaming in the petalz video game. In: Proceedings of Artificial Intelligence and Interactive Digital Entertainment Conference (2012)
Gearbox Software: Borderlands (2009)
Audio Surf LLC: Audiosurf (2011)
Hastings, E.J., Guha, R.K., Stanley, K.O.: Automatic content generation in the galactic arms race video game. IEEE Trans. Comput. Intell. AI Game. 1(4), 245–263 (2009)
Treanor, M., Blackford, B., Mateas, M., Bogost, I.: Game-o-matic: generating videogames that represent ideas. In: Proceedings of the FDG Workshop on Procedural Content Generation (2012)
Key, E., Kanaga, D.: Proteus (2011). http://www.visitproteus.com/
Holtar, N.I., Nelson, M.J., Togelius, J.: Audioverdrive: exploring bidirectional communication between music and gameplay. In: Proceedings of the 2013 International Computer Music Conference (2013)
Cybenko, G.: Approximation by superpositions of a sigmoidal function. Mathe. Control Signals Syst. 2(4), 303–314 (1989)
Stanley, K.O., Miikkulainen, R.: Evolving neural networks through augmenting topologies. Evol. Comput. 10, 99–127 (2002)
Acknowledgments
Special thanks to Luke Aquilina for his contributions to development. This research is supported, in part, by the FP7 ICT project C2Learn (project no: 318480) and by the FP7 Marie Curie CIG project AutoGameDesign (project no: 630665).
Author information
Authors and Affiliations
Corresponding author
Editor information
Editors and Affiliations
Rights and permissions
Copyright information
© 2015 Springer International Publishing Switzerland
About this paper
Cite this paper
Hoover, A.K., Cachia, W., Liapis, A., Yannakakis, G.N. (2015). AudioInSpace: Exploring the Creative Fusion of Generative Audio, Visuals and Gameplay. In: Johnson, C., Carballal, A., Correia, J. (eds) Evolutionary and Biologically Inspired Music, Sound, Art and Design. EvoMUSART 2015. Lecture Notes in Computer Science(), vol 9027. Springer, Cham. https://doi.org/10.1007/978-3-319-16498-4_10
Download citation
DOI: https://doi.org/10.1007/978-3-319-16498-4_10
Published:
Publisher Name: Springer, Cham
Print ISBN: 978-3-319-16497-7
Online ISBN: 978-3-319-16498-4
eBook Packages: Computer ScienceComputer Science (R0)