Computational Caricatures: Probing the Game Design Process with AI

Authors

  • Adam Smith University of California, Santa Cruz
  • Michael Mateas University of California, Santa Cruz

DOI:

https://doi.org/10.1609/aiide.v7i3.12478

Keywords:

computational caricature, procedural portraits, procedural content generation, design automation, declarative modeling

Abstract

We propose the creation of computational caricatures as a design research practice that aims to advance understanding of the game design process and to develop the reusable technology for design automation. Computational caricatures capture and exaggerate statements about the game design process in the form of computational systems (i.e. software and hardware). In comparison with empirical interviews of game designers, arguments from established design theory, and the creation of neutral simulations of the design process, computational caricatures provide more direct access to inquiry and insight about design. Further, they tangibly demonstrate architectures and subsystems for a new generation of human-assisting design support systems and adaptive games that embed aspects of automated design in their runtime processes. In this paper, we frame the idea of computational caricature, review several existing design automation prototypes through the lens of caricature, and call for more design research to be done following this practice.

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Published

2011-10-09

How to Cite

Smith, A., & Mateas, M. (2011). Computational Caricatures: Probing the Game Design Process with AI. Proceedings of the AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment, 7(3), 14-18. https://doi.org/10.1609/aiide.v7i3.12478