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Tanagra: a mixed-initiative level design tool

Published: 19 June 2010 Publication History

Abstract

Tanagra is a prototype mixed-initiative design tool for 2D platformer level design, in which a human and computer can work together to produce a level. The human designer can place constraints on a continuously running level generator, in the form of exact geometry placement and manipulation of the level's pacing. The computer then fills in the rest of the level with geometry that guarantees playability, or informs the designer that there is no level that meets their requirements. This paper presents the design of Tanagra, a discussion of the editing operations it provides to the designer, and an evaluation of the expressivity of its generator.

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Published In

cover image ACM Other conferences
FDG '10: Proceedings of the Fifth International Conference on the Foundations of Digital Games
June 2010
306 pages
ISBN:9781605589374
DOI:10.1145/1822348
Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than ACM must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected]

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  • Microsoft: Microsoft
  • SASDG: Society for the Advancement of the Study of Digital Games

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Association for Computing Machinery

New York, NY, United States

Publication History

Published: 19 June 2010

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Author Tags

  1. AI-assisted design
  2. games
  3. level design
  4. procedural content generation

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FDG '10
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  • Microsoft
  • SASDG

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Overall Acceptance Rate 152 of 415 submissions, 37%

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Cited By

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  • (2025)World and Human Action Models towards gameplay ideationNature10.1038/s41586-025-08600-3638:8051(656-663)Online publication date: 19-Feb-2025
  • (2024)A User-centered Framework for Human-AI Co-creativityExtended Abstracts of the CHI Conference on Human Factors in Computing Systems10.1145/3613905.3650929(1-9)Online publication date: 11-May-2024
  • (2024)Baba is Y'all 2.0: Design and Investigation of a Collaborative Mixed-Initiative SystemIEEE Transactions on Games10.1109/TG.2022.322352716:1(75-89)Online publication date: Mar-2024
  • (2024)Procedural Content Generation for Racing Games2024 International Conference on Signal Processing, Computation, Electronics, Power and Telecommunication (IConSCEPT)10.1109/IConSCEPT61884.2024.10627796(1-4)Online publication date: 4-Jul-2024
  • (2024)PlotMap: Automated Layout Design for Building Game Worlds2024 IEEE Conference on Games (CoG)10.1109/CoG60054.2024.10645627(1-8)Online publication date: 5-Aug-2024
  • (2023)Integrating Players’ Perspectives in AI-Based Games: Case Studies of Player-AI Interaction DesignProceedings of the 18th International Conference on the Foundations of Digital Games10.1145/3582437.3582451(1-9)Online publication date: 12-Apr-2023
  • (2023)Designing Creative AI Partners with COFI: A Framework for Modeling Interaction in Human-AI Co-Creative SystemsACM Transactions on Computer-Human Interaction10.1145/351902630:5(1-28)Online publication date: 23-Sep-2023
  • (2023)path2level: Constraint-Based Level Generation from Paths2023 IEEE Conference on Games (CoG)10.1109/CoG57401.2023.10333205(1-4)Online publication date: 21-Aug-2023
  • (2022)miWFC - Designer Empowerment through mixed-initiative Wave Function CollapseProceedings of the 17th International Conference on the Foundations of Digital Games10.1145/3555858.3563266(1-8)Online publication date: 5-Sep-2022
  • (2022)Effects of PCG on Creativity in Playful City-Building Environments in VRProceedings of the ACM on Human-Computer Interaction10.1145/35494936:CHI PLAY(1-20)Online publication date: 31-Oct-2022
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