dc.contributor.author | Hervé, Jean-Baptiste | |
dc.contributor.author | Withington, Oliver | |
dc.contributor.author | Hervé, Marion | |
dc.contributor.author | Tokarchuk, Laurissa | |
dc.contributor.author | Salge, Christoph | |
dc.date.accessioned | 2024-03-25T13:07:18Z | |
dc.date.available | 2024-03-25T13:07:18Z | |
dc.date.issued | 2023-08-28 | |
dc.identifier.citation | Hervé , J-B , Withington , O , Hervé , M , Tokarchuk , L & Salge , C 2023 , Exploring Minecraft Settlement Generators with Generative Shift Analysis . in CEUR Workshop Proceedings . vol. 3626 , AIIDEWorkshoponExperimentalArtificial Intelligence inGames, vol. 3626 , Salt Lake City , 10th Experimental Artificial Intelligence in Games Workshop at the Nineteenth AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment (AIIDE-23) , Salt Lake City , United States , 8/10/23 . < https://ceur-ws.org/Vol-3626/ > | |
dc.identifier.citation | conference | |
dc.identifier.issn | 1613-0073 | |
dc.identifier.other | ArXiv: http://arxiv.org/abs/2309.05371v1 | |
dc.identifier.uri | http://hdl.handle.net/2299/27501 | |
dc.description | © 2023 The Author(s). This is an open access conference paper distributed under the terms of the Creative Commons Attribution License (CC BY), https://creativecommons.org/licenses/by/4.0/ | |
dc.description.abstract | With growing interest in Procedural Content Generation (PCG) it becomes increasingly important to develop methods and tools for evaluating and comparing alternative systems. There is a particular lack regarding the evaluation of generative pipelines, where a set of generative systems work in series to make iterative changes to an artifact. We introduce a novel method called Generative Shift for evaluating the impact of individual stages in a PCG pipeline by quantifying the impact that a generative process has when it is applied to a pre-existing artifact. We explore this technique by applying it to a very rich dataset of Minecraft game maps produced by a set of alternative settlement generators developed as part of the Generative Design in Minecraft Competition (GDMC), all of which are designed to produce appropriate settlements for a pre-existing map. While this is an early exploration of this technique we find it to be a promising lens to apply to PCG evaluation, and we are optimistic about the potential of Generative Shift to be a domain-agnostic method for evaluating generative pipelines. | en |
dc.format.extent | 11 | |
dc.format.extent | 22672200 | |
dc.language.iso | eng | |
dc.relation.ispartof | CEUR Workshop Proceedings | |
dc.relation.ispartofseries | AIIDEWorkshoponExperimentalArtificial Intelligence inGames, | |
dc.subject | cs.AI | |
dc.title | Exploring Minecraft Settlement Generators with Generative Shift Analysis | en |
dc.contributor.institution | School of Physics, Engineering & Computer Science | |
dc.contributor.institution | Department of Computer Science | |
dc.contributor.institution | Centre for Computer Science and Informatics Research | |
dc.contributor.institution | Centre for Future Societies Research | |
dc.contributor.institution | Adaptive Systems | |
dc.identifier.url | https://ceur-ws.org/Vol-3626/ | |
rioxxterms.type | Other | |
herts.preservation.rarelyaccessed | true | |