This system generates spaceship hulls in order to match a user’s visual taste as well as conform to a number of constraints aimed for playability and game balance. The system generates a set of hulls, which the user rates. The user’s preferences affect the generation of the next set of hulls.
‘These fitness dimensions are aggregated into a weighted sum which is used as the feasible population’s fitness function— the weights in this quality approximation are adjusted according to a user’s selection among a set of presented spaceships. This adaptive aesthetic model aims to enhance the visual patterns behind the user’s selection and minimize visual patterns of unselected content, thus generating a completely new set of spaceships which more accurately match the user’s tastes.’
CC, HG, CF, CC, HGF
Liapis, A., Yannakakis, G. N., & Togelius, J. (2012, May). Co-creating Game Content using an Adaptive Model of User Taste. In Proceedings of the Third International Conference on Computational Creativity.
FLOW OF THE CREATIVE PROCESS:
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