TY - GEN
T1 - Impressions of the GDMC AI Settlement Generation Challenge in Minecraft
AU - Salge, Christoph
AU - Aranha, Claus
AU - Brightmoore, Adrian
AU - Butler, Sean
AU - De Moura Canaan, Rodrigo
AU - Cook, Michael
AU - Green, Michael
AU - Fischer, Hagen
AU - Guckelsberger, Christian
AU - Hadley, Jupiter
AU - Herve, Jean Baptiste
AU - Johnson, Mark
AU - Kybartas, Quinn
AU - Mason, David
AU - Preuss, Mike
AU - Smith, Tristan
AU - Thawonmas, Ruck
AU - Togelius, Julian
PY - 2022/11/4
Y1 - 2022/11/4
N2 - The GDMC AI settlement generation challenge is a procedural content generation (PCG) competition about producing an algorithm that can create a settlement in the game Minecraft. In contrast to the majority of AI competitions, the GDMC entries are evaluated by human experts on several criteria such as adaptability, functionality, evocative narrative, and visual aesthetics - all of which represent challenges to state-of-the-art PCG systems. This paper contains a collection of written experiences with this competition, by participants, judges, organizers and advisors. We asked people to reflect both on the artifacts themselves, and on the competition in general. The aim of this paper is to offer a shareable and edited collection of experiences and qualitative feedback which have the potential to push forward PCG and computational creativity, but would be lost once the individual assessments are compressed to scalar ratings. We reflect upon organizational issues for AI competitions, and discuss the future of the GDMC competition.
AB - The GDMC AI settlement generation challenge is a procedural content generation (PCG) competition about producing an algorithm that can create a settlement in the game Minecraft. In contrast to the majority of AI competitions, the GDMC entries are evaluated by human experts on several criteria such as adaptability, functionality, evocative narrative, and visual aesthetics - all of which represent challenges to state-of-the-art PCG systems. This paper contains a collection of written experiences with this competition, by participants, judges, organizers and advisors. We asked people to reflect both on the artifacts themselves, and on the competition in general. The aim of this paper is to offer a shareable and edited collection of experiences and qualitative feedback which have the potential to push forward PCG and computational creativity, but would be lost once the individual assessments are compressed to scalar ratings. We reflect upon organizational issues for AI competitions, and discuss the future of the GDMC competition.
KW - Artificial Intelligence
KW - Competition
KW - Computational Creativity
KW - Experience Survey
KW - Minecraft
KW - Procedural Content Generation
UR - http://www.scopus.com/inward/record.url?scp=85142386197&partnerID=8YFLogxK
U2 - 10.1145/3555858.3555940
DO - 10.1145/3555858.3555940
M3 - Chapter in a published conference proceeding
AN - SCOPUS:85142386197
T3 - ACM International Conference Proceeding Series
SP - 1
EP - 16
BT - Proceedings of the 17th International Conference on the Foundations of Digital Games, FDG 2022
A2 - Karpouzis, Kostas
A2 - Gualeni, Stefano
A2 - Fowler, Allan
PB - Association for Computing Machinery
T2 - 17th International Conference on the Foundations of Digital Games, FDG 2022
Y2 - 5 September 2022 through 8 September 2022
ER -