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Evaluating Mixed-Initiative Procedural Level Design Tools using a Triple-Blind Mixed-Method User Study

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Evaluating Mixed-Initiative Procedural Level Design Tools using a Triple-Blind Mixed-Method User Study. / Walton, Sean; Rahat, Alma; Stovold, James.
In: IEEE Transactions on Games, Vol. 14, No. 3, 3, 30.09.2021, p. 413-422.

Research output: Contribution to Journal/MagazineJournal articlepeer-review

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Walton S, Rahat A, Stovold J. Evaluating Mixed-Initiative Procedural Level Design Tools using a Triple-Blind Mixed-Method User Study. IEEE Transactions on Games. 2021 Sept 30;14(3):413-422. 3. Epub 2021 Jun 3. doi: 10.1109/tg.2021.3086215

Author

Walton, Sean ; Rahat, Alma ; Stovold, James. / Evaluating Mixed-Initiative Procedural Level Design Tools using a Triple-Blind Mixed-Method User Study. In: IEEE Transactions on Games. 2021 ; Vol. 14, No. 3. pp. 413-422.

Bibtex

@article{8a609fdeeea043baab5043d1d91193ab,
title = "Evaluating Mixed-Initiative Procedural Level Design Tools using a Triple-Blind Mixed-Method User Study",
abstract = "Results from a triple-blind mixed-method user study into the effectiveness of mixed-initiative tools for the procedural generation of game levels are presented. A tool which generates levels using interactive evolutionary optimization was designed for this study which 1) is focused on supporting the designer to explore the design space and 2) only requires the designer to interact with it by designing levels. The tool identifies level design patterns in an initial hand-designed map and uses that information to drive an interactive optimization algorithm. A rigorous user study was designed which compared the experiences of designers using the mixed-initiative tool to designers who were given a tool which provided completely random level suggestions. The designers using the mixed-initiative tool showed an increased engagement in the level design task, reporting that it was effective in inspiring new ideas and design directions. This provides significant evidence that procedural content generation can be used as a powerful tool to support the human design process. support for the research of this article.",
author = "Sean Walton and Alma Rahat and James Stovold",
year = "2021",
month = sep,
day = "30",
doi = "10.1109/tg.2021.3086215",
language = "English",
volume = "14",
pages = "413--422",
journal = "IEEE Transactions on Games",
issn = "2475-1502",
publisher = "Institute of Electrical and Electronics Engineers Inc.",
number = "3",

}

RIS

TY - JOUR

T1 - Evaluating Mixed-Initiative Procedural Level Design Tools using a Triple-Blind Mixed-Method User Study

AU - Walton, Sean

AU - Rahat, Alma

AU - Stovold, James

PY - 2021/9/30

Y1 - 2021/9/30

N2 - Results from a triple-blind mixed-method user study into the effectiveness of mixed-initiative tools for the procedural generation of game levels are presented. A tool which generates levels using interactive evolutionary optimization was designed for this study which 1) is focused on supporting the designer to explore the design space and 2) only requires the designer to interact with it by designing levels. The tool identifies level design patterns in an initial hand-designed map and uses that information to drive an interactive optimization algorithm. A rigorous user study was designed which compared the experiences of designers using the mixed-initiative tool to designers who were given a tool which provided completely random level suggestions. The designers using the mixed-initiative tool showed an increased engagement in the level design task, reporting that it was effective in inspiring new ideas and design directions. This provides significant evidence that procedural content generation can be used as a powerful tool to support the human design process. support for the research of this article.

AB - Results from a triple-blind mixed-method user study into the effectiveness of mixed-initiative tools for the procedural generation of game levels are presented. A tool which generates levels using interactive evolutionary optimization was designed for this study which 1) is focused on supporting the designer to explore the design space and 2) only requires the designer to interact with it by designing levels. The tool identifies level design patterns in an initial hand-designed map and uses that information to drive an interactive optimization algorithm. A rigorous user study was designed which compared the experiences of designers using the mixed-initiative tool to designers who were given a tool which provided completely random level suggestions. The designers using the mixed-initiative tool showed an increased engagement in the level design task, reporting that it was effective in inspiring new ideas and design directions. This provides significant evidence that procedural content generation can be used as a powerful tool to support the human design process. support for the research of this article.

U2 - 10.1109/tg.2021.3086215

DO - 10.1109/tg.2021.3086215

M3 - Journal article

VL - 14

SP - 413

EP - 422

JO - IEEE Transactions on Games

JF - IEEE Transactions on Games

SN - 2475-1502

IS - 3

M1 - 3

ER -