Few of the presenters seemed to have used human players (more sophisticated and accessible AIs which you don't have to implement) to evaluate their systems. The workshop obviously had a technical focus, so when it came to talk about evaluating the systems, the discussion focused on how AI solvers / computer players were used to see if the game generated is consistent. What I found considerably absent was a discussion of human factors: are these games playable? How does PCG transform how we make games? How does it change how we play them? In general, the presentations focused on generating the game (including mine). Feeling a bit of the outsider in terms of background and methods, I also sensed the cultural differences between their approach and my own. Thus I had a kind audience for this humanist to present the paper I wrote with Alec Thomson ( now available online). Most of the other presenters were computer scientists, as well as my friends. Continued abuse of our services will cause your IP address to be blocked indefinitely.This post originally appeared on Clara Fernández-Vara's blog Vagrant Cursor.Īt the end of May, I gave a presentation on the underlying systems and tools that we used to develop the games Symon and Stranded in Singapore at the Procedural Content Generation workshop during the Foundations of Digital Games Conference. Please fill out the CAPTCHA below and then click the button to indicate that you agree to these terms. If you wish to be unblocked, you must agree that you will take immediate steps to rectify this issue. If you do not understand what is causing this behavior, please contact us here. If you promise to stop (by clicking the Agree button below), we'll unblock your connection for now, but we will immediately re-block it if we detect additional bad behavior.
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