Artwork

תוכן מסופק על ידי Kai Kunze. כל תוכן הפודקאסטים כולל פרקים, גרפיקה ותיאורי פודקאסטים מועלים ומסופקים ישירות על ידי Kai Kunze או שותף פלטפורמת הפודקאסט שלהם. אם אתה מאמין שמישהו משתמש ביצירה שלך המוגנת בזכויות יוצרים ללא רשותך, אתה יכול לעקוב אחר התהליך המתואר כאן https://he.player.fm/legal.
Player FM - אפליקציית פודקאסט
התחל במצב לא מקוון עם האפליקציה Player FM !

UIST 2024 Best Paper: What's the Game, then? Opportunities and Challenges for Runtime Behavior Generation

14:53
 
שתפו
 

Manage episode 447094222 series 3605621
תוכן מסופק על ידי Kai Kunze. כל תוכן הפודקאסטים כולל פרקים, גרפיקה ותיאורי פודקאסטים מועלים ומסופקים ישירות על ידי Kai Kunze או שותף פלטפורמת הפודקאסט שלהם. אם אתה מאמין שמישהו משתמש ביצירה שלך המוגנת בזכויות יוצרים ללא רשותך, אתה יכול לעקוב אחר התהליך המתואר כאן https://he.player.fm/legal.

Nicholas Jennings, Han Wang, Isabel Li, James Smith, and Bjoern Hartmann. 2024. What's the Game, then? Opportunities and Challenges for Runtime Behavior Generation. In Proceedings of the 37th Annual ACM Symposium on User Interface Software and Technology (UIST '24). Association for Computing Machinery, New York, NY, USA, Article 106, 1–13. https://doi.org/10.1145/3654777.3676358

Procedural content generation (PCG), the process of algorithmically creating game components instead of manually, has been a common tool of game development for decades. Recent advances in large language models (LLMs) enable the generation of game behaviors based on player input at runtime. Such code generation brings with it the possibility of entirely new gameplay interactions that may be difficult to integrate with typical game development workflows. We explore these implications through GROMIT, a novel LLM-based runtime behavior generation system for Unity. When triggered by a player action, GROMIT generates a relevant behavior which is compiled without developer intervention and incorporated into the game. We create three demonstration scenarios with GROMIT to investigate how such a technology might be used in game development. In a system evaluation we find that our implementation is able to produce behaviors that result in significant downstream impacts to gameplay. We then conduct an interview study with n=13 game developers using GROMIT as a probe to elicit their current opinion on runtime behavior generation tools, and enumerate the specific themes curtailing the wider use of such tools. We find that the main themes of concern are quality considerations, community expectations, and fit with developer workflows, and that several of the subthemes are unique to runtime behavior generation specifically. We outline a future work agenda to address these concerns, including the need for additional guardrail systems for behavior generation.

https://dl.acm.org/doi/10.1145/3654777.3676358

  continue reading

35 פרקים

Artwork
iconשתפו
 
Manage episode 447094222 series 3605621
תוכן מסופק על ידי Kai Kunze. כל תוכן הפודקאסטים כולל פרקים, גרפיקה ותיאורי פודקאסטים מועלים ומסופקים ישירות על ידי Kai Kunze או שותף פלטפורמת הפודקאסט שלהם. אם אתה מאמין שמישהו משתמש ביצירה שלך המוגנת בזכויות יוצרים ללא רשותך, אתה יכול לעקוב אחר התהליך המתואר כאן https://he.player.fm/legal.

Nicholas Jennings, Han Wang, Isabel Li, James Smith, and Bjoern Hartmann. 2024. What's the Game, then? Opportunities and Challenges for Runtime Behavior Generation. In Proceedings of the 37th Annual ACM Symposium on User Interface Software and Technology (UIST '24). Association for Computing Machinery, New York, NY, USA, Article 106, 1–13. https://doi.org/10.1145/3654777.3676358

Procedural content generation (PCG), the process of algorithmically creating game components instead of manually, has been a common tool of game development for decades. Recent advances in large language models (LLMs) enable the generation of game behaviors based on player input at runtime. Such code generation brings with it the possibility of entirely new gameplay interactions that may be difficult to integrate with typical game development workflows. We explore these implications through GROMIT, a novel LLM-based runtime behavior generation system for Unity. When triggered by a player action, GROMIT generates a relevant behavior which is compiled without developer intervention and incorporated into the game. We create three demonstration scenarios with GROMIT to investigate how such a technology might be used in game development. In a system evaluation we find that our implementation is able to produce behaviors that result in significant downstream impacts to gameplay. We then conduct an interview study with n=13 game developers using GROMIT as a probe to elicit their current opinion on runtime behavior generation tools, and enumerate the specific themes curtailing the wider use of such tools. We find that the main themes of concern are quality considerations, community expectations, and fit with developer workflows, and that several of the subthemes are unique to runtime behavior generation specifically. We outline a future work agenda to address these concerns, including the need for additional guardrail systems for behavior generation.

https://dl.acm.org/doi/10.1145/3654777.3676358

  continue reading

35 פרקים

כל הפרקים

×
 
Loading …

ברוכים הבאים אל Player FM!

Player FM סורק את האינטרנט עבור פודקאסטים באיכות גבוהה בשבילכם כדי שתהנו מהם כרגע. זה יישום הפודקאסט הטוב ביותר והוא עובד על אנדרואיד, iPhone ואינטרנט. הירשמו לסנכרון מנויים במכשירים שונים.

 

מדריך עזר מהיר