Dagstuhl-Seminar 24261
Computational Creativity for Game Development
( 23. Jun – 28. Jun, 2024 )
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Organisatoren
- Duygu Cakmak (Creative Assembly - Horsham, GB)
- Setareh Maghsudi (Ruhr-Universität Bochum, DE)
- Diego Perez Liebana (Queen Mary University of London, GB)
- Pieter Spronck (Tilburg University, NL)
Kontakt
- Marsha Kleinbauer (für wissenschaftliche Fragen)
- Simone Schilke (für administrative Fragen)
Gemeinsame Dokumente
- Dagstuhl Materials Page (Use personal credentials as created in DOOR to log in)
- The 2024 Procedural Content Generation Workshop Round-up | AI and Games Newsletter 03/07/24 by Tommy Thompson on July 3, 2024.
- AI and Games Summer School Round-Up | AI and Games Newsletter 26/06/24 by Tommy Thompson on June 26, 2024.
Developments in artificial intelligence are currently dominated by the deep learning technology, which generates 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. Generative Adversarial Networks (GANs), such as used by DALL-E and Midjourney, may be used to generate original visual artworks based on a textual description of the desired output. Autoregressive language models, such as used by ChatGPT, use deep learning to produce text that is often indistinguishable from human-created text. Moreover, artificial intelligence techniques have been used to successfully generate music for many years, and researchers have also experimented with using deep learning to create cooking recipes, personalized fragrances, fashion, and more.
Despite the sometimes astonishing products of such creative artificial intelligence, the results are usually lacking in meaning. While DALL-E and Midjourney produce images that seem impressive, upon further inspection they contain many mistakes which humans would avoid. While ChatGPT can generate human-sounding text in a conversation, it often produces utter nonsense, and cannot write an original coherent story. And, as our own explorations of such techniques during Dagstuhl Seminar 22251 showed, GANs may produce computer game content which looks reasonable at first glance, but is ultimately neither functional nor playable.
While the product of creative artificial intelligence can often be used as a strong basis for humans to build upon, and may as such speed up the creative process, 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.
The goal of this Dagstuhl Seminar is to investigate to what extent modern artificial intelligence techniques can produce meaningful and functional game content, and what changes to or extensions of these techniques can improve this AI-driven creative process. This seminar will bring together scientists, researchers, and industry professionals (both junior and senior) who specialize in Artificial Intelligence, Computational Creativity, Procedural Content Generation, and Game Development. The seminar will mostly focus on working groups, where small groups of participants work on a particular topic for half-a-day or a full day. This exploration may consist of a discussion or of the building of a prototype, but should always produce some results. The collaboration between scientists and industry professionals should lead to products which progress the state-of-the-art in computational creativity.
- Maren Awiszus (Viscom AG - Hannover, DE) [dblp]
- Gabriella A. B. Barros (modl.ai - Maceio, BR) [dblp]
- Paolo Burelli (IT University of Copenhagen, DK) [dblp]
- Duygu Cakmak (Creative Assembly - Horsham, GB) [dblp]
- Filippo Carnovalini (VU - Brussels, BE) [dblp]
- Alex J. Champandard (creative.ai - Wien, AT) [dblp]
- M Charity (New York University, US) [dblp]
- Michael Cook (King's College London, GB) [dblp]
- João Miguel Cunha (University of Coimbra, PT) [dblp]
- Alena Denisova (University of York, GB) [dblp]
- Alexander Dockhorn (Leibniz Universität Hannover, DE) [dblp]
- Anders Drachen (University of Southern Denmark - Odense, DK) [dblp]
- Manuel Eberhardinger (Hochschule der Medien - Stuttgart, DE) [dblp]
- Raluca D. Gaina (Tabletop R&D - London, GB) [dblp]
- James Goodman (Queen Mary University of London, GB) [dblp]
- Christian Guckelsberger (Aalto University, FI) [dblp]
- Greta Hoffmann (TH Köln, DE)
- Amy K. Hoover (NJIT - Newark, US) [dblp]
- Chengpeng Hu (Southern Univ. of Science and Technology - Shenzen, CN) [dblp]
- Leonie Kallabis (TH Köln, DE) [dblp]
- Ahmed Khalifa (University of Malta - Msida, MT) [dblp]
- Antonios Liapis (University of Malta - Msida, MT) [dblp]
- Simon M. Lucas (Queen Mary University of London, GB) [dblp]
- Setareh Maghsudi (Ruhr-Universität Bochum, DE) [dblp]
- David Melhart (University of Malta - Msida, MT) [dblp]
- Gwaredd Mountain (Square Enix Limited - London, GB)
- Matthias Müller-Brockhausen (Leiden University, NL) [dblp]
- Mirjam Palosaari Eladhari (Stockholm University, SE) [dblp]
- Diego Perez Liebana (Queen Mary University of London, GB) [dblp]
- Johanna Pirker (LMU München, DE) [dblp]
- Mike Preuß (Leiden University, NL) [dblp]
- Emily Short (Oxford, GB) [dblp]
- Hendrik Skubch (Square Enix AI & ARTS Alchemy Co. Ltd. - Tokyo, JP)
- Gillian Smith (Worcester Polytechnic Institute, US) [dblp]
- Tristan Smith (Creative Assembly - Horsham, GB)
- Pieter Spronck (Tilburg University, NL) [dblp]
- Anne Sullivan (Georgia Institute of Technology - Atlanta, US) [dblp]
- Tommy Thompson (AI and Games - London, GB) [dblp]
- Tony Veale (University College Dublin, IE) [dblp]
- Vanessa Volz (CWI - Amsterdam, NL) [dblp]
Verwandte Seminare
- Dagstuhl-Seminar 12191: Artificial and Computational Intelligence in Games (2012-05-06 - 2012-05-11) (Details)
- Dagstuhl-Seminar 15051: Artificial and Computational Intelligence in Games: Integration (2015-01-25 - 2015-01-30) (Details)
- Dagstuhl-Seminar 17471: Artificial and Computational Intelligence in Games: AI-Driven Game Design (2017-11-19 - 2017-11-24) (Details)
- Dagstuhl-Seminar 19511: Artificial and Computational Intelligence in Games: Revolutions in Computational Game AI (2019-12-15 - 2019-12-20) (Details)
- Dagstuhl-Seminar 22251: Human-Game AI Interaction (2022-06-19 - 2022-06-24) (Details)
Klassifikation
- Artificial Intelligence
- Human-Computer Interaction
- Multimedia
Schlagworte
- computational intelligence
- artificial intelligence
- computational creativity
- game design
- game development