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  Teknik och samhälle 

  Datavetenskap och medieteknik 

         Examensarbete   15 högskolepoäng, grundnivå     

Mixed-initiative quest generation  

A mixed-initiative quest tool for the evolutionary dungeon designer    

Eric Grevillius  

Elin Olsson 

   

Examen: Kandidatexamen 180 hp Handledare: Alberto Alvarez 

Huvudområde: Datavetenskap Examinator: Reza Malekian 

Program: Datavetenskap och applikationsutveckling  Slutseminarium: 28/8 - 2020 

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Abstrakt 

 

Ända sedan 1960-talet har idén om ett        symbiotiskt partnerskap mellan dator och          människa presenterats och att detta          partnerskap kan ge lösningar bättre än        människan ensam kan. Detta symbiotiska          partnerskap har spridit sig till processuell        generering (PCG) genom angripningssättet        “blandade initiativ”, där människa och          dator turas om bidra med lösningar. Inom        spelutveckling kan viss innehåll skapas          bättre av en generator och en annan del av        en människa. Denna forskning fokuserar          på att tillämpa den “blandade initiativ”        metoden för att skapa uppdrag i “dungeon”        spel, genom den utvecklade artefakten kan        användaren skapa uppdrag i “Evolutionary          dungeon designer” (EDD) för att designa        nivåer  av  spelgenren  “dungeons”.  Artefakten använder en generator för att        ge användaren automatisk genererade        förslag. Generatorn har utvärderats genom          ett “expressive range”-experiment som        utvärderade dominansen av de aktioner          som  fungerar  som  byggstenar  för  uppdragen.  Utöver  experimentet  genomfördes en användarstudie för att          utvärdera  artefaktens  användbarhet.  Mottagandet  av  artefakten  i  användarstudien var positivt. En majoritet          av deltagarna upplevde en ökad kreativitet        och  beskrev  artefakten  som  ett  resurseffektivt verktyg för spelutvecklare,        som bidrar med snabba lösningar och        hjälper  till  att  motverka  inspirationsblockeringar.             

Abstract 

Ever since the 1960s the idea of      a  symbiotic partnership between computer        and man has been laid out, suggesting a        partnership can provide solutions better          than man alone can. This symbiotic        relationship has been branched out to        procedural  content  generation  (PCG),  through it’s “mixed initiative” approach,          taking turns to provide suggestions. Within        game development, some content is better        created by a generator, and some by a        human. This research focuses on applying        the mixed initiative approach in quest        creation in dungeon games, through an        artefact that lets the user create quests in        “Evolutionary dungeon designer” (EDD) to          design dungeons in dungeon games. The        artefact developed uses a generator to        provide the user with automatic generated        suggestions. The generator has been          evaluated through an expressive range          experiment to investigate the dominance of        the actions which acts like building blocks        for  the quests. In addition to the        experiment a user study was conducted.        The result of the user study was that the        experiences relating to the artefact were        positive. A majority of the participants        experienced  increased  creativity  and  described the artefact as a resource        efficient tool for game developers, providing        fast  solutions  and  helping  reduce  inspirational blockages. 

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Abstrakt

Abstract

1. Introduction

2. Related work

2.1. RPG, adventure games & dungeons 4 

2.2 Quests 4 

2.3 PCG & Grammars in dungeon games 5  2.4 Mixed-initiative co-creation 6 

3. Methodology

3.1 Design Science 7 

Guideline 1: Design as an Artifact 7  Guideline 2: Problem Relevance 8  Guideline 3: Design Evaluation 8  Guideline 4: Research Contributions 8  Guideline 5: Research Rigor 9  Guideline 6: Design as a Search Process 9  Guideline 7: Communication of Research 9 

3.2 Evaluation 9  3.2.1 Experiment 9  3.2.2 User study 9  3.3 Methodology discussion 10  4. Artefact 10  4.1 Design 11  4.1.1 EDD 11  4.1.2 Introduction 11  4.1.3 New Tiles 11  4.1.4 Actions 11  4.1.5 Generator 12  4.2 Workflow 12  4.3 User Interface 12  4.3.1 EDD navigation 12  4.3.2 Quest-tool implementation 13  4.3.2.1 Action tiles 13  4.3.2.2 Action panel 13  4.3.2.3 World panel 14  4.3.2.4 Suggestion panel 14  4.3.2.5 Sequence panel 14  4.3.2.6 Toggle Menu 14  4.3.2.7 Erase & Back 14 

5. Results 18  5.1 User study 18  5.1.1 Design 18  5.1.2 Users 18  5.1.3 Process 18  5.1.3.1 Introduction 18  5.1.3.2 Instruction 18  5.1.3.3 Questions 18  5.1.4 Limitations & threats to validity 19  5.1.5 Result of user study 19  5.1.5.1 Pre-questionnaire 19  5.1.5.2 Manual creation of quests 19  5.1.5.3 Automatic creation 20  5.1.5.4 Mixed creation 20  5.1.5.5 Automatic suggestions 21  5.1.5.6 Quest actions 21  5.1.5.7 Usability 22  5.1.5.8 Creativity 22  5.1.5.9 Overall experience 22  5.1.6 Analysis of the user study 23 

5.2. Experiment 25 

5.2.1 Expressive range 25 

5.2.2 Method 25 

5.2.3 Result of the experiment 26  5.2.4 Analysis of the experiment 28 

6. Discussion 29 

7. Conclusion & Future work 35  8. Acknowledgements 35  9. References 37  10. Appendices 40  Appendix A: Questionnaire 40   

 

 

 

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1. Introduction 

The increasing usage of Procedural Content        Generation (PCG) in both research and        industry [1] has shown successful results        regarding the efficiency of the game        development process [2] but also to        generate endless variations of a game,        therefore  making  games  “infinitely”  replayable [3]. For example animation and        the environment is taking a large part of a        development budget [2], which PCG can        produce solutions efficiently. PCG can          generate game content quickly, however          some parts are still best made by        humans[4]. One solution is using a        mixed-initiative approach. Which focuses        on taking turns that are negotiated rather        than  determined  by  a single party      regarding the modality of interaction [5], in        the case of game development, where the        computer and human co-creates a solution        to a problem. However, the two actors'        contributions do not need to be the same        [6].  

Examples of previous game development          tools using mixed-initiative co-creation        (MI-CC) are Sentiment Sketchbook [5],          Tangara [7] and the evolutionary dungeon        designer  (EDD)  [8].  EDD  is  a  mixed-initiative  dungeon  designer  for  making dungeons for adventure games. The        tool lets the user manually design rooms        with enemies, treasures, chambers and an        overall world structure that connects the        different rooms. For the computing party of        MI-CC,  EDD  uses  evolutionary  computations to procedurally generate        content suggestions. The two parties          collaborate and the evolutionary algorithms          provide the user with alternatives, based        on  symmetry  or  similarity  criteria.  Currently, EDD does not have any        narrative or story, which limits EDD’s        potential, functionality and creative usage          for the user. Narrative and quests are        important to bring meaning into a game for        the player as presented by Howard [12].   On a bigger perspective, several research        on quest generation using PCG have been       

conducted such as Parberry & Doran [9],        Braualt et al [31], Doran [10], but none        have been through mixed-initiative, thus          making this research a starting point for a        new research area to be explored within        both PCG, mixed-initiative and narratives.          Not only adding contributions to the        research community but for the video game        industry and game designers as well. Our        research could for example, benefit smaller        game development companies, with having          a tool that uses the time and resource        advantages of PCG, but still letting the        designer make their own mark with their        preferred style with the development tool.        As one challenge of PCG in games is that it        could ultimately lead to uninspiring and        uncreative content [27], our research will        contribute to shifting from an automatic        procedurally generated content to mixed          authorship with the creative collaboration          in focus.  

This paper will focus on developing and        evaluating a quest feature implementation          to EDD using design science as a        methodology. Previous research regarding        procedural generated quests and puzzles          has been conducted [1], [9], [10], [11], and        will act as a research base for quests        structure and PCG quests. The tools quest        generation will be based on previous        research conducted by Parberry & Doran        with their classifications of RPG quests [9].        However, our tool will be done with        mixed-initiative and not only automatically          generated as many quest generations have        been, such as Parberry & Dorans[9] and       

Breault et al.     [31]. Our tool lets the user        place different quest actions, such as        “GOTO”, ”KILL”, “STEAL” [9] in a list. This        list will be generated in the same order as        the player has clicked them, thus creating a        sequence of quests. The procedurally          generated  actions will be based on          grammars and thus have pre-defined          sequence rules, inspired by both Dorman’s        [20] work on action-adventure games and        Parberry & Doran [9].        The generated    quests will display the different series of        quests available to the user in a list. The        tool scans the room, thus eliminating       

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quests that have a clear pre-condition, such        as for the “KILL” action an enemy must        have been placed. The user has the option        to either use the generated actions, to        manually place out different actions or use        a combination of both to build up a full        quest. As opposed to previous quests        generation, we will focus on the turn-taking        and creativity the mixed-initiative system          will achieve during the development          process and the outcome, rather than        generating as many quests as possible        automatically.  

Due to the previously presented research        gap, the following research questions have        been identified: 

● How can mixed-initiative be featured          in a quest tool for EDD? 

● How can a mixed-initiative quest tool        improve  the  quality  of  quest  creation? 

● How can a mixed-initiative quest tool        be used to help designers when        designing dungeon games?  

In the following sections, we will present        the previous work in the related research        fields,  research  methodology,  results,  discussion, and conclusions. 

2. Related work 

2.1.  RPG,  adventure  games  dungeons 

The genres where quests appear are mainly        adventure games, action-adventure games,        and role-playing games (RPG) [12]. Both        RPGs and adventure games have a rich        storyline, detailed characters, and involve          exploration [13]. RPGs are a genre        developed  from  the  pen and paper      role-playing games such as Dungeons and        Dragons [4], where dungeons first were        introduced as game levels within the genre.        Dungeons as game content can be defined        as a single level or set of levels that are set        in  an  underground complex and is        connected through an overworld with cities        or a wilderness [14]. The cities can act as a        replenishment zone where the player can       

do trades using found items or item        upgrades. Dungeons can contain enemies,          treasures, hidden passages, puzzles [14],          decorations, and Non-playable characters        (NPC) [4], thus creating space that allows        the player to explore the unknown        areas[14]. Dungeons consist of five different        types: connecting rooms, rooms & corridors,        labyrinths (unicursal structures), mazes        (multicursal structure), and open areas          [14]. The different types appear to a        various extent in different games.      The  dungeon’s topology could either be dense or        scarce, depending on the amount of        traversable game space in a dungeon’s        layout [14]. Dungeons are a popular level        design, especially within PCG [4], [13],[15],        where it has been present in popular games        ever since the 1970s [16].  

2.2 Quests 

The word quests come from the Latin word        “​questare​” meaning “to seek”, which          suggests  a  goal-oriented  search  for  something of value [12], Other definitions        are Aarseth’s    ​“a game that depends on          mere movement from position A to position              B” [13] ​and Howard’s ​       “​A quest is a middle          term, a conceptual bridge that can help to               

join together ​   many two-part or binary pairs          [..] these include game and narrative,            gaming and literature, technology and          mythology and meaning and action​” [12]​          .  Quests are usually a part of role-playing        games, however, in other games, the word        “mission” is sometimes used instead [16].  The history of quests in games trails from a        tradition  of  quests  narratives  in  literature-form, such as ​The Odyssey ​and            the quest for the Holy Grail. ​This link                between quest narrative, quests, and quest        games has been proposed by Howard [12],        arguing that quests unify both meaning        and action. The meaning hails from        strategic actions with thematic, narrative          and personal implications, and actions          being those that are meaningful for the        player on the level of ideas, personal        ambitions, benefits to society, and spiritual        authenticity. Howard argues that game          designers can produce meaningful actions           

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by taking inspiration from strategies          derived from quest narratives [12]. Quests        can be linked together like a chain to        advance in the game’s story further [16]        and give structure by limiting the player’s        available choice through providing access to        certain areas only in a specific order(s) [16],        thus making the game designer take        control of the players’ agenda [13]. Besides        being a fundamental element for narrative        progression[17], quest affects the amount of        space needed for a game’s landscape [10],        [13]. The landscapes in quest games can be        either linear, semi-open, or open and the        design is structured by the types of quests        featured in a game [13]. 

There are three basic quests types as        described by Aarseth [13].  

● Time   ● Place  

● Objective-oriented  

These three quest types can be combined to        create additional quests, thus making the        total 7 different types. 

Time + place (​“Get there before”​),  Time + objective (​“Get it before”​),  Place + objective ​(“Get there and”​)  Time + Place + objective (​“Get there         

before.. and…”​). 

Besides these seven types, a further        classification for RPG quests has been        made [9]. Parberry & Doran found      9  different “motivations” from NPC´s which          resulted together with a specific strategy in        a “verb-noun” pair, for example, “steal        supplies”. This derived into twenty atomic        actions [9]. A quest can be broken down        into several side-quests [9], and be optional        and unrelated to the main story-line [15],        [18].  

2.3 PCG & Grammars in dungeon            games  

PCG can be defined as ​“The algorithmical          creation of game content with limited or              indirect user input”, ​defined by Togelius et              al. [19]. Content can be for example levels,        maps, game rules, stories, items, quests,        weapons, and characters. However, NPC AI       

is not considered as content [4]. Examples        of games with procedurally generated          content and dungeons are The Elder Scrolls        V: Skyrim, Diablo, and Rogue [4]. Skyrim        uses  PCG  to  create  missions  and  adventures [27], Diablo to create maps and        the type, number, and placements of items        and monsters[15]. Rogue is a classic        example of early use of PCG with dungeons        and  even  spawning  a  genre  called  Roguelikes ​[4]. In Rogue, the dungeons,        placements of items and creatures are        procedurally generated every new game          [16]. These successful games and the        unique challenges in their design have        made dungeons an active and attractive        PCG subject [4].  

PCG has several advantages such as        games can be produced faster and cheaper,        thus making it possible for smaller teams        without resources of large companies to        create content rich games [27]. It can also        increase replayability and become a design        tool  to  assist  designers,  such  as  mixed-initiative systems [4]. The usage of        PCG has been investigated by Aruajo &        Souto through a case study of ​No Man’s Sky            and state of the art study [27]. Aruajo &        Souto  have  proposed  three  recommendations for PCG in games with        the desired effect.  

● Basic - When PCG        is used to      generate  content,  thus  making  developers  able  to  work  on  predetermined templates instead of        creating from scratch. Aruajo &          Souto argue smaller studios with no        or little PCG usage should focus on        shorter games with interesting core          design. 

● Intense - When PCG is used to        increase game time and enjoyment          but  does  not  detract  from  possibilities provided by the game.   ● Core - When PCG is used as a core       

element of the game. This requires a        larger fine turning to make sure the        players interest in the game is kept        over the curse of the gameplay. 

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However, there are challenges of PCG, as        Aruajo  &  Souto  presents,  flawed  implementations and lack of quality in the        core mechanics. While PCG can offer a        great quantity content wise, it could        ultimately  turn  into  uncreative  and  uninteresting content. The challenge when          creating an interesting world is to balance        between the need for a long game and to fill        it with interesting stories and elements,        thus arguing for a content quality over a        content quantity approach [27]. 

Games where the world is procedurally        generated, encourage exploration, while        games, where levels are procedurally          generated, encourages replayability [15].        There is different type of replayability as        Smith  presents  [28],  reacting  in  a  surprising environment (the game plays          different content at each attempt), building        generator strategies (experiencing different        content and having the opportunity to build        strategies around the content generator)          and practicing in different environment          (the game lets the player experience new        challenges but of the same kind) [28]. 

There are a variety of methods for        procedurally  creating  dungeons.  One  category  being  constructive  methods,  producing only one output per run, which        differs from the search-based methods          which use evolutionary algorithms to          search for good content according to        Darwinian  evolution  principles.  One  constructive approach is using grammars          [4], for example, Dorman’s [20] conducted        research on using two-layered grammars to        generate both gameplay and game space        [4]. Dividing missions and spaces as        separate structures and generating the          content in two individual steps [20].        Missions  are  generated  using  graph  grammars, creating a non-linear structure          suited for exploration while extended shape        grammar generates the corresponding        space required [20]. Van der Linden et at.        have  proposed  using  gameplay  grammar-based levels to generate dungeon          levels, being able to significantly improve       

the design of procedurally generated levels        [21]. 

The relation between plot and space have        been further presented by Kybartas &        Bidarra, with focus on the degree of        automation  for  story  elements.  This  resulted in five categories: automated          space, constrained space, space simulation,          space modification,    manual space that      builds a gradient between automatic and        manual generation [31]. Kybartas &          Bidarra argue that even with breaking        down narrative in sub-components, the goal        of an automatic narrative creation tool        there would still be a large presence of a        human author, as so, benefitting mixed        initiative methods but opening up new        research questions for fully automatic          methods [29]. 

For quest generation Parberry & Doran has        categorized  quests  based  on  NPC’s  motivations with the goal of autonomous        generation [9]. Other research        within  autonomous generation is Ashmore &          Nitsche [30], investigating a player centric        quest generation, where the progression          through level generation is achieved with        “key and lock” structure. The player        engages in the quests to find the “key” to        overcome the obstacle, thus blocking the        players progress in a flexible way. Ashmore        & Nitsche argues this results in a bridge        between the generated space and the        quests [30]. 

More quest generation research has been        conducted by Breault et al. following        Parberry & Dorans action classification.          The findings were that their developed        engine was capable of creating quests        similar to human written ones, and because        the engine generates quests based on the        world state at the time of generation, the        creation of possible quests increases as the        game progresses [31].  

2.4 Mixed-initiative co-creation 

In 1960, J.C.R Licklider expressed a        suggestion that a symbiotic partnership          between men and electronic computers can         

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provide intellectual operations much more          efficiently than man alone can [22]. The        term mixed-initiative was first used by        Jaime Carbonell [4] in 1970, describing a        new type of computer-assisted instruction          (CAI) system [23]. Carbonell presented two        important aspects, context and relevance.          The computer-generated answers in his          quiz styled system were to be contextually        relevant and with the relevant information        only [4].  

Although no consensus has been reached        about the term “mixed-initiative”, Novick &        Sutton presented the idea of three aspects        regarding the term. Choice of task, Choice        of speaker and choice of outcome [5]. Choice        of task being determining        what the    conversation is about, choice of speaker, the        turn-taking dialogue and choice of outcome,        the allocating of decisions to achieve the        task [5]. The majority of mixed-initiative        PCG systems focuses on choice of speaker,        with the computer providing support          during the design process [4]. 

Yannakakis et at. defines mixed-initiative          co-creation (MI-CC) as “​both the human            and the computer proactively making          contributions to the problem solution,          although the two initiatives do not need to                contribute  to  the  same  degree​” [6].    Yannakakis et at. have presented links        between MI-CC and the theories of        computational  and  human  creativity  through evaluating the game development          tool Sentient Sketchbook [24]. The results        suggested that tools such as Sentient        Sketchbook  not  only  enable  human  creativity but foster it. Therefore making        the approach useful for strategy game level        design  and  making  autonomous  computational  systems  explore  the  possibilities guided by human decisions          during  the  process  [6].  Other  mixed-initiative game developing tools are          Tangara [7], Ropossum [25] and EDD. This        research will extend upon the current state        of EDD, adding a narrative and storyline        aspect,  thus  increasing  the  tools  functionality.   

3. Methodology 

In a similar way to how previous authors of        EDD have followed the principles of design        science, this paper will perform the process        of constructing and evaluating a feature for        co-creating quests to the already existing        system EDD. To answer our research        questions we have used design science as a        research methodology.  

3.1 Design Science 

Design Science is a research methodology        that acts with respect to technology.        Focusing on creating and evaluating          IT-artefacts  that  solves  identified  organizational problems, thus making the          methodology an inherently problem-solving        process.  These artefacts may vary from          software,  formal  logic  to  rigorous  mathematics,  but  often  results  in  innovations that define ideas and practices        where analysis, design, implementation,        and use of information systems can be        efficiently and effectively accomplished.        The four types of IT- artefacts are        constructs,  model,  methods  and  instantiation.  Our research will be an          instatisation, which represents a working          system that can demonstrate how the        previously mentioned artefacts or ideas can        be implemented in a computer based        system [33], which in this research will be        the mixed-initiative system.  

Therefore, we will be following the 7        guidelines of Design Science as described        by Hevner et al. and describing how it is        applied. [26]. 

Guideline 1: Design as an Artifact 

“Design-science research must produce a          viable artefact in the form of a construct, a                  model, a method, or an instantiation” . ​The                result of a design and science research        must address an important organizational          problem and be described efficiently with        its implementation and application. 

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Our artefact will be a mixed-initiative        system to create quests within EDD. The        artefact  displays  the  user’s  created  dungeon in a world view with the available        quest options and generated quests. The        artefact will be used for evaluation of the        overall experience with EDD and thus        evaluating mixed-initiative systems for        game development. The artefact will be        further explained in section 4, with an in        depth description of the tool and the        process behind its creation, describing its        implementation and application within the          mixed-initiative, quest generation and PCG          research fields.  

Guideline 2: Problem Relevance 

“The objective of design-science research is            to develop technology-based solutions to          important and relevant business problems”.          With  acquiring  knowledge  and  understanding of unsolved and important          business problems, the research plays a        major role in enabling effective business        processes to achieve goals of business        organisations, such as increasing revenue          and decreasing cost [26]. 

PCG has shown to be an efficient solution        to game development with the opportunity        to develop games faster and cheaper and        possibility to increase replayability [4],          thus opening up solutions for smaller        companies with limited resources [27]. Not        only producing content, PCG can be used        together with humans as a turn taking        initiative,  and  not  only  assist,  but  collaborate and foster human creativity [6],        through providing solutions that may be        unexpected but valid [4].  

Our artefact will address the opportunities        the mixed-initiative offers game developers,          using the resource efficiency of PCG        together  with  quest  generation  and  fostering human creativity to increase          revenue and decrease costs while still        keeping the games interesting and creative,        moving  away  from  automatic  quest  generation  research to one with co          creativity in focus. 

Guideline 3: Design Evaluation 

“The utility, quality, and efficacy of a design                artefact must be rigorously demonstrated          via well-executed evaluation methods”.  The utility, quality and efficacy of the        artefact  will  be  evaluated  though  mix-method evaluation. The evaluation will          follow the design evaluation methods          proposed by Hevner [26]. The experiment        will evaluate the artefact through a        dynamic  analysis, thus studying the        artefact in use for its dynamic qualities[26],        which will be the quality of the quest        generator. The user study will be evaluated        through experimental evaluation, [26]. The          motivation behind using two evaluations          are the possibility to use the data as        compliments to each other, evaluation of        both the artefact’s technical functionality          and its efficacy and utility as a tool for        game designers. The user study will be        further explained in section 5. 

Guideline 4: Research Contributions  “Effective design-science research must        provide clear and verifiable contributions in            the areas of the design artefact, design              foundations, and/or design methodologies”.  The artefact will enable game designers to        use the resource efficiency of PCG while        generating quests, but with the option on        how much of the generated solutions they        would want to use, thus having the        opportunity to create only manual quests,        fully generated or a mixed of both. The        mixed-initiative tool will allow game          designers to create their own dungeons and        add  quests,  progressively  creating  a  sequence of quest actions and thus adding a        narrative to the dungeon. The users would        thus have control of the gameplay, having        the possibility to decide on factors such as        the progressions linearity or focus on        exploration by the order and placement of        the quests in the dungeon.  

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Guideline 5: Research Rigor 

“Design-science research relies upon the          application of rigorous methods in both the              construction and evaluation of the design            artefact”. 

The research will address how the need of        the artefact is experienced by game        developers, and focusing on how well the        artefact works. The artefact will have a        theoretical base through being based on        previous quest generation research and          through following research methodologies        and user study methods. The artefact will        be iteratively tested and emphasis will be        made on that system will follow logical        quest structures found within RPG and        action adventure games. 

Guideline 6: Design as a Search            Process 

“The search for an effective artefact requires              utilizing available means to reach desired            ends while satisfying laws in the problem              environment”. 

The development of the artefact will be        through an iterative process. Once the        main functions are implemented, which is        the possibility to make a sequence of        quests, both manually and using some or        all of the generated options, the process        will continue iteratively to tweak and test        the artefact, making sure the generated        quests works as planned and delivers a        satisfying result. The iterative workflow          will allow a progressing process throughout        the development with problem solving and        exploring alternatives solutions. 

Guideline  7:  Communication  of  Research 

“Design-science research must be presented          effectively both to technology-oriented as          well as management-oriented audiences”.  This paper will describe the artefact        regarding how it was developed, its        functionality, structure and how it should        be implemented, thus creating a knowledge       

base  for  further  improvement  and  development regarding the research, but          also opening up for repeatability regarding        this particular research project.  

3.2 Evaluation 

The evaluation of the artefact will be        conducted through an experiment and a        user study as described in section 3.1. This        decision is based on Shaker et al. argues        that a hybrid approach with both a bottom        up (evaluations through players) and a top        down  (expressively  measures) method    together will provide a more holistic        approach to game content evaluators[32],          thus resulting in a understanding of both        what the generator do through decided        metrics and if the system is suitable for the        designers .  

3.2.1 Experiment 

To evaluate content generators Yannakakis          & Togelius argues that a content generator        can be evaluated in three ways, directly by        the designer or indirectly by either human        players or AI agents [15]. In addition to be        evaluated by human players through the        user study, it will be evaluated through        the experiment directly by us. While the        method of evaluation generally is ad hoc in        PCG research [16], Shaker et. al argues        that “​regardless of the method followed,            generators are evaluated on their ability to              achieve the desired goals of the designer​”              [4], thus the evaluation method will be        conducted and designed to achieve the        goals we have on the generator. The        experiment  process  will  be  further  described in section 5.2.2.  

3.2.2 User study 

The evaluation of the artefacts usability        and functionality will be evaluated through        a user study, which will be further        described in section 5. When evaluating        PCG systems, Shaker et. al argues that        when making a PCG system, “we are also        creating a large amount of content for        players to experience, thus it is important        to be able to evaluate how successful the       

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generator is according to players who        interact with the content”[30]. In our case,        EDD is a development tool for designers        and not for actual players, but we argue        that the actor interacting with the system,        in our case, the designer, still is the        interactive actor and thus we have decided        to do an evaluation with actual potential        users of the artefact. An additional        advantage of conducting a user study is        that it evaluates the aspects that cannot be        objectively measured, such as aesthetics          and playing experience [15]. In addition,        previous  studies  on  mixed-initiative  systems have been conducted through a        user study, such as the first version of        EDD[35], its second follow-up study [36]        and Sentient Sketchbook [24].  

3.3 Methodology discussion  

Due to the nature of the research subject        being an IT artefact that could be used to        provide a solution to a business problem,        we felt design science was the optimal        research  methodology.  Our  quest  implementation will thus become an          invention that defines ideas and practices,        as described in section 3.1. In our case the        ideas and practices are a quest tool and a        mixed-initiative  approach.  The  main  advantages we discussed when deciding on        design science was its dominant usage in        previous research, where this research both        is based upon and inspired by. Additional        advantages is the “learning by making”        approach through its problem solving          nature [33], resulting in an iterative        process. We argue that this iterative        process would be beneficial for providing        and generating potential solutions and          important insights regarding the research          during the development process. However          one of the main disadvantages of following        design  science  are  the  lack  of  generalization [33] regarding the research,          in which alternative methodologies have          advantages.  For our research suited        alternative research methodologies would        be surveys or a case study. 

The advantages of survey would be the        possibility to gain much generated data       

from designers, and through having a        systematic and standardized method would          result in the possibility to generalise from        the sample size to larger population [33].        However we believe in order to answer our        research question, a depth rather than a        breadth is preferred because we want to get        to know what the designers think of the        tool and its actual potential usability.        Another advantage of survey would be the        possibility to investigate the actual needs        and requirements of a mixed-initiative          quest system for game developers. This        survey would then be possible to function        as a base for a design science research        regarding the system, in contrast to our        study’s current foundation on literature          studies. This would additionally develop          an artefact that is based on actual needs        and  requirements  rather  than  our  interpretation of previous research.  

Another alternative methodology would be          case study. In case of a case study, a study        could  be  conducted  and  testing  mixed-initiative as a theory, introducing          the system for a group of developers and        investigating over time how the tool affects        their way of developing, following them        during a period of time. The drawbacks        would be that this approach would be very        time consuming [33], and would not be        possible to conduct during our available        time frame. However, a case study could be        possible to conduct as a follow up to this        research, testing it’s intentional use in        practice as a real life evaluation [33].  

The validity of the user study and        experiments will be further discussed in        section 5.1.4 and 5.2.2, describing the        limitations and threats to validity.   

4. Artefact 

This chapter will present the quest tool as        an artefact by explaining the different        components implemented, such as the          design  choices,  the  user  interface,  functional structure and explaining the          workflow in EDD with the quest tool. 

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4.1 Design  4.1.1 EDD  

EDD is a mixed-initiative development tool        that lets the user design 2D grid sized        rooms by placing objects as enemies,        treasures, walls and connecting the rooms        to make an overall dungeon structure. EDD        presents the user with automatically          generated suggestions for the rooms based        on game design patterns (GDP). GDP is        structured through a hierarchy including          meso, micro and macro patterns [36]. Meso        patterns  related to a larger design          structure, micro consists of thin level        “slices” and macro is the occurrence and        sequence of micro patterns[36]. EDD uses        micro- and meso patterns to generate the        room suggestions. EDD’s micro patterns          are enemy, treasure, chamber, corridor,          connector, entrance and door, and meso        patterns are ambush, guard chamber,          treasure  chamber  and  guarded  treasure[35]. The PCG suggestions are          using  an  Interactive  Constrained  MAP-Elites generic algorithm [8]. The          algorithm maintains a map of good        suggestions, rather than one single best        solution.  The  algorithm  continuously  reflects the manual changes in the edited        rooms, thus constantly displaying new          suggestions[8]. The user can create rooms        with size 3x3 up to 20x20 and connect them        in a graph like an appearance. The smallest        allowed dungeon is a dungeon consisting of        two connected rooms[8]​.   

4.1.2 Introduction  

The quest implementation is based on EDD        and thus extends to the current state of        EDD. The quest implementation lets the        user create one sequence of actions to        create a quest. These actions are based on        research conducted by Parberry & Doran        [9] as described in upcoming sections.  

4.1.3 New Tiles 

EDD has been extended with more tiles,        these tiles are: 

● NPC: Our quest actions are based on        research regarding NPCs motivation        [9], and thus they are added in the        tool. 

● Item: Items are the subject of many        quests,  and  thus  an  graphic  representation was needed.  

These tiles together with the pre-existed        enemy and boss tiles have been intertwined        with  the  actions,  resulting  in  the  “unlocking” mechanism of different quests.          (see table 1).  

While  enemies  are  part  of  EDDs  evolutionary algorithm, NPC & Item tiles        are not part of the algorithm and thus will        need to be manually placed out and nor will        they be affected by the algorithm.  

4.1.4 Actions 

19 different actions have been added to the        quest implementation. These are based on        Parberry and Dorans research [8]. However        in some cases, we have made the decision        regarding if the actor represented in the        action is friendly (NPC) or hostile (enemy),        this will be evaluated in the user feedback.        The actions have different prerequisites          (table 2). With the actions “unlocking”        through the user placing the necessary        tiles. The user has the option to select what        type of action and then what position on        the map the action will take place. This is        done by selecting a specific floor tile,        marking  that position on the map.          However,  Exchange, Give, and Take        requires two positions due to its two subject        nature (an actor + an item).  

Besides manual placement, the user has        the option to instead pick a suggested        action from the generated actions from the        right panel. After deciding these options,        the user will need to press the “+” button on       

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the bottom panel, this will add the action to        the quest sequence.  

4.1.5 Generator 

The generator generates actions that make        up the generated quests based on grammar.        The  generator's  grammar-structure  is  displayed in table 2 and based on Doran        and Parberry´s research [8]. The generator        is based on categories discovered in        previously  mentioned  research.  The  grammatical rules can be found in table 2.  The grammatical rules include terminal          symbols, which means the rules at some        point will terminate, thus making the quest        generation suggestions to end. If the        generator no longer can generate quests        based on the active quest sequence, the        user receives feedback that the quest is not        compatible to further generate quests, and        gives the user suggestions on how to        continue and to overcome this limitation.  4.2 Workflow 

The quest implementation is accessible          from the world view (fig. 1). In the world        view the user can decide on whether to        either start by using the room view or        directly to the quest implementation (fig.        1). The quest implementation and room        view is structured to work iterative. This        allows the user to firstly create a room,        view the available quests actions for that        room, and iterate back and “unlock” more        quests or change the layout structure of        that room. In addition, an overall iteration        between world view, room design and the        quest implementation is possible (fig. 1).        Any changes made on the dungeon or in a        room will be reflected in the three        “designers” (world view, room design and        quest implementation) through their utility          of the same world map. 

 

  Figure 1 displaying the workflow between            EDD and the quest tool. 

4.3 User Interface  4.3.1 EDD navigation 

The flow between the collaboration between        EDD and the quest tool is demonstrated in        fig. 1. EDD's starting view starts with an        option to pick a category and then “create        your world” The quest implementation is        reachable from EDDs world-view        as a    button, called “add quest”. While in the        world view the user can select how many        rooms they want their dungeons to consist        of, the size of the rooms, the position of the        doors and the overall structure of the        dungeon. When clicking on a room the user        comes to the room editor where they can        place tiles and create their rooms (fig. 1).        The available tile options are visible in the        left corner, and showing the new additions,        NPC and Item (fig. 1). These tiles are        stylistically based on EDD already existing        tiles  and  pixel  art  in  RPG  and  action-adventure  games.  The  manual  placement of the tiles are done by clicking        the tile’s image and then the position in the        room. The tool will display red if the        placement is not allowed. The room the        user creates is saved and visible in the        quest tool through using the map the        world-view shows (fig. 1). The user does not        have to place any tiles or design a room        before using the quest implementation,          however placing both enemies, items, NPCs        affects what actions that are available as        described in section 4.1.3.  

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4.3.2 Quest-tool implementation 

The  user  interface  for  quest-tool  implementation follows the room-view’s        design, and consists of four panels; the        left-hand toolbar, the right-hand generated          suggestions, the central map-view, and the        bottom quest-panel (fig. 7). 

4.3.2.1 Action tiles 

Since EDDs world map is reused in the        quest tools, all of EDDs pre-existing visual        elements remain the same in the quest        view. An action takes up 1x1 square which        is the general size of tile elements in EDD,        however a boss requires 4x4 tiles, though        this is still treated as 1x1 entity, and thus        an 1x1 tile of the 4x4 is required to be        selected. Once an action is placed on the        room manually, the available tiles where        the action can be placed will be displayed in        green (fig. 2). When the user selects a        suggestion  from  the  generator,  the  available tiles will instead be displayed in        purple (fig. 3).  

   Figure 2 displaying an user manually            selecting the “listen” action, therefore the            NPC will be highlighted in green to display                its availability. 

 

  Figure 3 displaying a user selecting a              generated suggestion, “give”, the generator          automatically selects the required tiles and            highlights them in purple.  

4.3.2.2 Action panel 

The action panel is displayed in fig. 7.1.        The panel consists of buttons for each        respective action (19 actions). The tile        placed in the room reflects the available        actions, which is previously discussed in        section 4.1.2. This panel represents the        manual placements and manual aspect of        the mixed initiative approach of the tool. If        an action is not “unlocked” based on the        prerequisites, it is disabled and the button        is colored a dark gray. If an action fulfills        its prerequisites it is enabled and turns        light gray and white borders and text (fig.        4). 

 

  Figure 4 displaying two rooms with no              added tiles. Since ”goto” and “explore” only              requires a floor tile, it is “unlocked” and                therefore enabled. The rest of the buttons              are “locked” and therefore displayed as the              same color as the background. 

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4.3.2.3 World panel 

The world panel is displayed in fig. 7.2.   The panel displays the reused EDD world        view. The world view displays the user’s        dungeon and the tiles placed. The selected        actions will be visible on the map (fig. 2).   4.3.2.4 Suggestion panel 

The suggestion panel is displayed in fig.        7.3. The panel displays the generated        actions from the generator. Once the        generator generates a suggestion, it will be        displayed in a list. The list is clickable, and        once an action is selected it is highlighted        in a lighter gray (fig. 5). To add the        generated suggestion to the quest sequence,        the user needs to click on the “+” symbol,        therefore adding it on either last place or        the desired place in the sequence. While        the generator is “working”, a loading        symbol is displayed, indicating to the user        to wait.  

4.3.2.5 Sequence panel 

The sequence panel is displayed in fig. 7.4.        The panel displays the actions the user has        selected. In order to add a sequence to the        list, the user either must manually select        an action and its desired position, or select        a suggested action, however both these        options require the user to manually press        the “+” button.  

Each button in the sequence is clickable        and interchangeable. If an action in the        sequence is selected, the user can select the        action desired from the action panel to be        exchanged. When an action button is        selected, removal is done by pressing delete        on the user’s keyboard. 

4.3.2.6 Toggle Menu 

The toggle menu is displayed in fig. 7.5.        The menu consists of two buttons, toggle        help and toggle path.  

Enabling toggle help results in several help        dialogs being displayed for the user. The        dialog informs the user that a placement        must be picked in a room, but in addition       

informs the user that a certain action was        added to the sequence. The alerts fade and        disappear after 4.5 seconds.  

Toggle path displays the shortest path from        the user’s characters through all placed        positions to the recent placed. This is done        through a modified Dijkstra's algorithm.          The path is displayed in light blue (fig. 6).   

  Figure 5 displaying a dialog message            informing the user to pick a position in the                  room. 

  Figure 6 displaying the shortest path from              the character (left corner) to a “goto” action                (recent action) placed in the next room.  4.3.2.7 Erase & Back  

The button “erase” and “back” is displayed        in fig. 7.6 and 7.7. “Erase” erases the quest        sequence while “back” directs the user to        the world view (fig 1).    

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  Figure 7 displaying the UI of the quest artefact with the panels, 7.1 Actions, 7.2 World View,                                 

7.3 Suggestions, 7.6 Erase Button and 7.7 Back Button. 

 

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Table 1 

Action  Prerequisites  (from Doran & Parberry’s        research) [8] 

The prerequisites implementation in EDD (the “unlocking”)  Capture  “Somebody is there”  A NPC or boss/enemy must be placed. 

Damage  “Somebody or something is there”  An item or NPC must be placed.  Defend  “Somebody or something is there”  An item or NPC must be placed.  Escort  “Somebody is there”  A NPC must be placed. 

Exchange  “Somebody is there, they and you have something”  A NPC and an item must be placed (requires two positions).  Experiment  “Something is there”  An item must be placed. 

Explore  “none”  An available floor tile.  

Gather  “Something is there.”  An item must be placed. 

Give  “Somebody is there, you have something.“  A NPC and an item must be placed (requires two positions).  Goto  “You know where to go and how to get there.“  An available floor tile.  

Kill  “Somebody is there.“  A boss/enemy must be placed.  Listen  “Somebody is there.“  A NPC must be placed.  Read  “Somebody is there.“  A NPC must be placed.  Repair  “Somebody is there.“  A NPC must be placed.  Report  “Somebody is there.“  A NPC must be placed. 

Spy  “Somebody or something is there.“  A NPC or boss/enemy must be placed.  Stealth  “Somebody is there.“  A NPC or boss/enemy must be placed. 

Take  “Somebody is there, they have something.“  A NPC and an item must be placed (requires two positions).  Use  “There is something there.“  An item must be placed. 

Table 1 displaying the actions together with Dorans & Parberry´s[8] prerequisites and how                          the actions and the previously mentioned prerequisites have been implemented in EDD. This                          indirectly explains the “unlocking” - describing what tiles that must be placed for an action                              to be available. Note that “Goto” & “Explore” do not have any special tile prerequisites                              besides available floor.    

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Table 2 

Production rules   Actions  knowledge*    ["<get>","<go_to>","give"] ["<spy>"],  ["<go_to>","listen","<go_to>","report"]  ["<get>","<go_to>","use","<go_to>","give"]  comfort*    ["<get>","<go_to>","give"], ["<go_to>","damage","<go_to>","report"]  reputation*  ["<get>","<go_to>","give"],  ["<go_to>","<kill>","<go_to>","report"],  ["<go_to>","<go_to>","report"]  serenity*    ["<go_to>","damage"], ["<get>","<go_to>","use","<go_to>","give"],  ["<get>","<go_to>","use","capture","<go_to>","give"],  ["<go_to>","listen","<go_to>","report"],  ["<go_to>","take","<go_to>","give"],  ["<get>","<go_to>","give"],  ["<go_to>","damage","escort","<go_to>","report"]  protection*    ["<go_to>","damage","<go_to>","report"], ["<get>","<go_to>","use"],  ["<go_to>","repair"],  ["<get>","<go_to>","use"],  ["<go_to>","damage"],  ["<go_to>","repair"],  ["<go_to>","defend"]  conquest*    ["<go_to>","damage"], ["<go_to>","<steal>","<go_to>","give"]  wealth*    ["<go_to>","<get>"], ["<go_to>","<steal>"],  ["repair"]  ability*    ["repair","use"], ["<get>","use"],  ["use"],  ["damage"],  ["<get>","experiment"]  equipment*    ["repair"], ["<get>","<go_to>","give"],  ["<steal>"],  ["<go_to>","exchange"]  subquest*    ["<go_to>"], ["<go_to>","<QUEST>","go_to"]  go_to   ["explore"],  ["<learn>","go_to"]  learn    ["<go_to>","<subquest>","listen"], ["<go_to>","<get>","read"],  ["<get>","<subquest>","give","listen"]  get  ["<steal>"],  ["<go_to>","gather"],  ["<go_to>","<get>","<go_to>","<subquest>","exchange"]  steal  ["<go_to>","stealth","take"],  ["<go_to>","<kill>","take"]  spy  ["<go_to>","spy","<go_to>","report"]  capture  ["<get>","<go_to>","capture"]  kill  ["<go_to>","kill"] 

Table 2 displaying the grammatical rules. The columns marked with asterisks are identified                          as “motivations” by Doran & Parberry [8], but are used as a starting point for the quests.                                  The “< >” indicates the next production rule to be taken, and actions without “< >” is the                                    terminating action. 

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5. Results 

5.1 User study 

In order to assess the relevance of the quest        implementation and the overall heuristic          experience of EDD, an user study has been        conducted. The goal of the user study is        related  to  design  science  guidelines  regarding  design  evaluation.  The  implementation’s utility, efficiency and        quality will be covered in a set of questions        and tasks, thus investigating whether the        tool will be a useful addition for game        designers when developing dungeon games.          The study’s validity and reliability will be        further discussed in section 5.3.5.  

5.1.1 Design 

The user study consisted of 7 user tests        where the user followed a set of tasks and        answered questions regarding the tools          functionality, experience with the tool and        overall  experience  with  the  tool  implementation  to  EDD.  The  test  structures are available as appendix A. The        themes of the user study was to investigate        the tool’s functionality and the possibility        to co-create together with the generated        material, thus relating to if the system        would be a potential efficient and beneficial        solution for game developers. The test        consisted of a pre interview questionnaire        and an interview. Both the questionnaire        and interview followed guidelines described          by Oates [33]. 

5.1.2 Users 

We invited 6 persons that either work in        the game development industry or are        currently studying or finished studying          game development. We have not limited the        users to only game developers, but invited        people that work within the industry such        as level designers and game designers,        which  is  roles  included  in  game  development teams. The users were mainly        recruited through convenience sampling        and through snowballing and thus a        nonprobability sampling. No testers had         

any previous knowledge or experience with        EDD. 

5.1.3 Process 

The interviews were conducted through a        structured interview in written form, where        the users were sent a document with        information on EDD and the interview        questions in a web form to answer.      3  questions directly reflected on the 3 tasks        the testers were instructed to follow. 

5.1.3.1 Introduction 

The users were given a document which        describes the purpose of the user study, the        aim of this thesis, how to download the        program, a brief introduction on EDD and a        short overview of the interview’s structure        and task.  

5.1.3.2 Instruction 

The users were asked to complete 3 tasks        that covered the tool’s functionality. These        were:  

 

Manually creating a quest  sequence 

In order to evaluate how the manual        creation of quests are perceived and        for the possibility to compare to        automatic and mixed initiative.    

Automatically generating a quest  sequence  

In order to evaluate how the user        experiences  the  automatic  generation related to its usability          and functionality. This will be          compared to manually and mixed.   

Creating a mixed sequence 

The core research subject of this        paper relates to how the user        experiences the mixed-initiative tool,        thus this will test our research        questions.  

5.1.3.3 Questions 

The questions consisted of 17 questions of        which two were closed ended questions and         

References

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