2 citations · 6 across the 12 of their papers we have counts for
14 papers
Amorphous Fortress Online: Collaboratively Designing Open-Ended Multi-Agent AI and Game Environments
M Charity, Mayu Wilson, Steven Lee +3
This work introduces Amorphous Fortress Online -- a web-based platform where users can design petri-dish-like environments and games consisting of multi-agent AI characters. Users…
The Ink Splotch Effect: A Case Study on ChatGPT as a Co-Creative Game Designer
Asad Anjum, Yuting Li, Noelle Law +2
This paper studies how large language models (LLMs) can act as effective, high-level creative collaborators and ``muses'' for game design. We model the design of this study after t…
Quality Diversity in the Amorphous Fortress (QD-AF): Evolving for Complexity in 0-Player Games
Sam Earle, M Charity, Dipika Rajesh +2
We explore the generation of diverse environments using the Amorphous Fortress (AF) simulation framework. AF defines a set of Finite State Machine (FSM) nodes and edges that can be…
A Preliminary Study on a Conceptual Game Feature Generation and Recommendation System
M Charity, Yash Bhartia, Daniel Zhang +2
This paper introduces a system used to generate game feature suggestions based on a text prompt. Trained on the game descriptions of almost 60k games, it uses the word embeddings o…
The Five-Dollar Model: Generating Game Maps and Sprites from Sentence Embeddings
Timothy Merino, Roman Negri, Dipika Rajesh +2
The five-dollar model is a lightweight text-to-image generative architecture that generates low dimensional images from an encoded text prompt. This model can successfully generate…
Amorphous Fortress: Observing Emergent Behavior in Multi-Agent FSMs
M Charity, Dipika Rajesh, Sam Earle +1
We introduce a system called Amorphous Fortress -- an abstract, yet spatial, open-ended artificial life simulation. In this environment, the agents are represented as finite-state…
Keke AI Competition: Solving puzzle levels in a dynamically changing mechanic space
M Charity, Julian Togelius
The Keke AI Competition introduces an artificial agent competition for the game Baba is You - a Sokoban-like puzzle game where players can create rules that influence the mechanics…
Diversity and Novelty MasterPrints: Generating Multiple DeepMasterPrints for Increased User Coverage
M Charity, Nasir Memon, Zehua Jiang +2
This work expands on previous advancements in genetic fingerprint spoofing via the DeepMasterPrints and introduces Diversity and Novelty MasterPrints. This system uses quality dive…
Aesthetic Bot: Interactively Evolving Game Maps on Twitter
M Charity, Julian Togelius
This paper describes the implementation of the Aesthetic Bot, an automated Twitter account that posts images of small game maps that are either user-made or generated from an evolu…
Predicting Personas Using Mechanic Frequencies and Game State Traces
Michael Cerny Green, Ahmed Khalifa, M Charity +2
We investigate how to efficiently predict play personas based on playtraces. Play personas can be computed by calculating the action agreement ratio between a player and a generati…
Baba is Y'all 2.0: Design and Investigation of a Collaborative Mixed-Initiative System
M Charity, Isha Dave, Ahmed Khalifa +1
This paper describes a new version of the mixed-initiative collaborative level designing system: Baba is Y'all, as well as the results of a user study on the system. Baba is Y'all…
Say "Sul Sul!" to SimSim, A Sims-Inspired Platform for Sandbox Game AI
Megan Charity, Dipika Rajesh, Rachel Ombok +1
This paper proposes environment design in the life simulation game The Sims as a novel platform and challenge for testing divergent search algorithms. In this domain, which include…
Baba is Y'all: Collaborative Mixed-Initiative Level Design
Megan Charity, Ahmed Khalifa, Julian Togelius
We present a collaborative mixed-initiative system for building levels for the puzzle game "Baba is You". Unlike previous mixed-initiative systems, Baba is Y'all is designed for co…
Mech-Elites: Illuminating the Mechanic Space of GVGAI
M Charity, Michael Cerny Green, Ahmed Khalifa +1
This paper introduces a fully automatic method of mechanic illumination for general video game level generation. Using the Constrained MAP-Elites algorithm and the GVG-AI framework…