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can call f and g . Agreement measures the proportion of the object set O that f and
g agree on. This can be strict , in which case f and g must return exactly the same
value for two objects to be said to agree. Alternatively, agreement can be non-strict ,
in which case f and g can either return the same value, or one of the functions can
return zero (no preference) to be said to agree. Informally, agreement lets us assess
how closely two aesthetic functions are aligned with each other. Of course, they
may be in close agreement for very different reasons—this metric simply establishes
similarity in the result of the subjective judgements.
Hypothesis 7 The perception of creativity in software which produces artefacts
within a creative community will be increased if the software can exhibit subjective
judgements about its own work and that of others, and defend those judgements in an
accountable way. This can be seen as part of a bigger picture of software exhibiting
a personality, in order to be accepted into a creative community.
1.6.2 A Case Study in Automatically Designed Videogames
A game jam is a contest where entrants attempt to make a videogame from scratch
in a short period of time, normally with the added restriction of a theme which
developers must incorporate into their game somehow. Ludum Dare is one of the
largest regularly occurring game jams in the game development community, taking
place three times a year and garnering over 2,000 entries in December 2013, where
developers were given the theme 'You Only Get One'. The ANGELINA system
is an automated videogame designer developed to investigate issues surrounding
Computational Creativity in a ludic and interactive context [ 56 ]. Many different
versions of ANGELINA have been developed, working with various different kinds
of game, technologies and user guidance. The most recent iteration, ANGELINA-5,
was designed to enter game jams, by allowing it to be given just a theme in plain
text as a starting point. This theme is then interpreted by ANGELINA-5 and used to
influence the design of the game.
ANGELINA-5 entered Ludum Dare for the first time in December 2013, the 28th
edition of the event. One of the objectives was to investigate the reactions of various
groups of people to a piece of creative software entering such a contest. To gain
more insight into these groups, we entered two games designed by ANGELINA-5 to
Ludum Dare 28. In the first submission, To That Sect , 3 we included a commentary
generated by ANGELINA-5 to illustrate the actions of the system, as well as multiple
paragraphs describing the research behind ANGELINA-5 and identifying the game
as the creation of a piece of software. In the second submission, 4 we anonymised
ANGELINA-5's commentary to remove references to it being software-based, edited
it for grammar, and added no supplementary explanation about the software, the
3 To That Sect game: www.tinyurl.com/tothatsect .
4 Stretch Bouquet Point game: www.tinyurl.com/stretchpoint .
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