Designer Modeling through Design Style Clustering
This work addresses the challenge of understanding and representing designer behavior in game design tools, which is incremental as it builds on existing mixed-initiative systems.
The paper tackled the problem of modeling designer style in mixed-initiative game content creation tools by clustering intermediate designs to identify design styles and archetypical sequences, resulting in the identification of design styles for rooms and Designer Personas in the Evolutionary Dungeon Designer platform.
We propose modeling designer style in mixed-initiative game content creation tools as archetypical design traces. These design traces are formulated as transitions between design styles; these design styles are in turn found through clustering all intermediate designs along the way to making a complete design. This method is implemented in the Evolutionary Dungeon Designer, a research platform for mixed-initiative systems to create adventure and dungeon crawler games. We present results both in the form of design styles for rooms, which can be analyzed to better understand the kind of rooms designed by users, and in the form of archetypical sequences between these rooms, i.e., Designer Personas.