This page presents a video game based on procedural content generation
via evolutionary computation. The game was developed by
undergraduate student Bryan Hollingsworth as
part of Southwestern University's Summer research program
SCOPE. The idea for the game was inspired
by previous work in interactively evolved art.
All art is generated by Compositional Pattern Producing Networks (CPPNs), which are evolved by
the NeuroEvolution of Augmenting Topologies (NEAT) algorithm.
The game makes use of the Unity game engine, and is written in C#. The source code is available
here. To evaluate user perception of the game, a
human subject study was conducted.
Executable builds of the Infinite Art Gallery
Videos of sessions from all 30 participants in the human subject study are included in the playlist below.
These videos demonstrate the rich variety of art encountered by players as they explored their own custom galleries.
Jacob Schrum,
Pier Luca Lanzi,
Alexander Nareyek,
and Pieter Spronck
(2018).
Human-assisted Creation of Content Within Games,
Dagstuhl Reports: Artificial and Computational Intelligence in Games: AI-Driven Game Design (Dagstuhl Seminar 17471), Volume 7, No. 11, page 111. Editors: Pieter Spronck and Elisabeth André and Michael Cook and Mike Preuß. Schloss Dagstuhl--Leibniz-Zentrum fuer Informatik
Fall
2018:
The cover of SIGEVOlution Volume 11, Issue 4 features art generated by AnimationBreeder, the interactive evolution system described in a GECCO 2018 paper co-authored with SU students. SIGEVO is the ACM Special Interest Group on Genetic and Evolutionary Computation.
Summer
2018:
Neuroevolution in Video Games: "Mad Science Monday" presentation
made by my SCOPE Summer research students to present to other SCOPE students