M Charity

AI
h-index12
7papers
147citations
Novelty27%
AI Score25

7 Papers

9.3IRAug 16, 2023
A Preliminary Study on a Conceptual Game Feature Generation and Recommendation System

M Charity, Yash Bhartia, Daniel Zhang et al.

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 of a small GLoVe model to extract features and entities found in thematically similar games which are then passed through a generator model to generate new features for a user's prompt. We perform a short user study comparing the features generated from a fine-tuned GPT-2 model, a model using the ConceptNet, and human-authored game features. Although human suggestions won the overall majority of votes, the GPT-2 model outperformed the human suggestions in certain games. This system is part of a larger game design assistant tool that is able to collaborate with users at a conceptual level.

15.5LGAug 8, 2023
The Five-Dollar Model: Generating Game Maps and Sprites from Sentence Embeddings

Timothy Merino, Roman Negri, Dipika Rajesh et al.

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 accurate and aesthetically pleasing content in low dimensional domains, with limited amounts of training data. Despite the small size of both the model and datasets, the generated images are still able to maintain the encoded semantic meaning of the textual prompt. We apply this model to three small datasets: pixel art video game maps, video game sprite images, and down-scaled emoji images and apply novel augmentation strategies to improve the performance of our model on these limited datasets. We evaluate our models performance using cosine similarity score between text-image pairs generated by the CLIP VIT-B/32 model.

7.1AIAug 25, 2020Code
Say "Sul Sul!" to SimSim, A Sims-Inspired Platform for Sandbox Game AI

Megan Charity, Dipika Rajesh, Rachel Ombok et al.

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 includes a minimal viability criterion, the goal is to furnish a house with objects that satisfy the physical needs of a simulated agent. Importantly, the large number of objects available to the player (whether human or automated) affords a wide variety of solutions to the underlying design problem. Empirical studies in a novel open source simulator called SimSim investigate the ability of novelty-based evolutionary algorithms to effectively generate viable environment designs.

16.0AIMar 4, 2024
The Ink Splotch Effect: A Case Study on ChatGPT as a Co-Creative Game Designer

Asad Anjum, Yuting Li, Noelle Law et al.

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 the exercises artists use by looking at amorphous ink splotches for creative inspiration. Our goal is to determine whether AI-assistance can improve, hinder, or provide an alternative quality to games when compared to the creative intents implemented by human designers. The capabilities of LLMs as game designers are stress tested by placing it at the forefront of the decision making process. Three prototype games are designed across 3 different genres: (1) a minimalist base game, (2) a game with features and game feel elements added by a human game designer, and (3) a game with features and feel elements directly implemented from prompted outputs of the LLM, ChatGPT. A user study was conducted and participants were asked to blindly evaluate the quality and their preference of these games. We discuss both the development process of communicating creative intent to an AI chatbot and the synthesized open feedback of the participants. We use this data to determine both the benefits and shortcomings of AI in a more design-centric role.

3.3AIFeb 8, 2025
Amorphous Fortress Online: Collaboratively Designing Open-Ended Multi-Agent AI and Game Environments

M Charity, Mayu Wilson, Steven Lee et al.

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 can play, create, and share artificial life and game environments made up of microscopic but transparent finite-state machine agents that interact with each other. The website features multiple interactive editors and accessible settings to view the multi-agent interactions directly from the browser. This system serves to provide a database of thematically diverse AI and game environments that use the emergent behaviors of simple AI agents.

23.9HCMar 31, 2020
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 collaborative asynchronous creation by multiple users over the internet. The system includes several AI-assisted features to help designers, including a level evolver and an automated player for playtesting. The level archives catalogues levels according to which mechanics are implemented and not implemented, allowing the system to ask users to design levels with specific combinations of mechanics. We describe the operation of the system and the results of small-scale informal user test, and discuss future development paths for this system as well as for collaborative mixed-initiative systems in general.

19.0AIFeb 11, 2020
Mech-Elites: Illuminating the Mechanic Space of GVGAI

M Charity, Michael Cerny Green, Ahmed Khalifa et al.

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, this system generates the simplest tile based levels that contain specific sets of game mechanics and also satisfy playability constraints. We apply this method to illuminate mechanic space for $4$ different games in GVG-AI: Zelda, Solarfox, Plants, and RealPortals.