=Paper= {{Paper |id=Vol-1907/13_mici_nelson |storemode=property |title=Mixed-Initiative Approaches to On-Device Mobile Game Design |pdfUrl=https://ceur-ws.org/Vol-1907/13_mici_nelson.pdf |volume=Vol-1907 |authors=Mark J. Nelson,Simon Colton,Edward J. Powley,Swen Gaudl,Peter Ivey,Rob Saunders,Blanca Pérez Ferrer,Michael Cook |dblpUrl=https://dblp.org/rec/conf/chi/NelsonCPGISFC17 }} ==Mixed-Initiative Approaches to On-Device Mobile Game Design== https://ceur-ws.org/Vol-1907/13_mici_nelson.pdf
                             Mixed-Initiative Approaches to
                             On-Device Mobile Game Design

Mark J. Nelson                                                        Abstract
Simon Colton                                                          Playing casual games is a wildly popular activity on
Edward J. Powley                                                      smartphones. However, designing casual games is done
Swen E. Gaudl                                                         by a smaller group of people, usually on desktop com-
Peter Ivey                                                            puters, using professional development tools. Our goal
Rob Saunders                                                          is to bring these activities closer together, in terms of
Blanca Pérez Ferrer                                                   who does them and how they do them. Our Gamika
Michael Cook                                                          Technology platform is a 2D physics-based mobile
                                                                      game design environment. It comprises a 284-
The MetaMakers Institute                                              dimensional parametric design space, and poses mobile
Falmouth University                                                   game design as the problem of navigating this space.
Penryn, Cornwall, UK                                                  We have built three mobile apps thus far to experiment
metamakersinstitute.com                                               with on-device, mixed-initiative navigation of the
                                                                      Gamika design space and some of its subspaces. We
                                                                      describe these apps here in terms of the initiatives that
                                                                      go into making a game with them, and how these are
                                                                      split between people and underlying AI software. Our
                                                                      overall goal is to democratise game design, so that an-
                                                                      yone and everyone can make casual games directly on
                                                                      their mobile phones or tablets.

                                                                      Author Keywords
                                                                      Mobile games; mixed-initiative interfaces; automated
                                                                      game design; automated playtesting; design spaces.

                                                                      ACM Classification Keywords
Copyright © 2017 for this paper is held by the author(s).             H.5.m. Information interfaces and presentation: Miscel-
Proceedings of MICI 2017: CHI Workshop on Mixed-Initiative Creative
Interfaces
                                                                      laneous
                                Introduction                                                ling the physics engine, player interactions and scor-
                                At The MetaMakers Institute and its associated spinoff      ing/win-conditions. Physics parameters expose common
                                company MetaMakers Ltd. (metamakersinstitute.com),          features of a 2D physics engine: object spawn
                                we are building apps for on-device, mixed-initiative        rates/locations, collision responses, attractive/repulsive
                                design of games for mobile devices (smartphones and         forces, etc. Interaction parameters specify how players
                                tablets). We explain here our overall approach in build-    interact with the physics world, such as when and how
                                ing the Gamika Technology platform that provides the        objects respond to the player tapping or dragging on
                                basis for our work, and three apps built on that plat-      the screen. Scoring and win-condition parameters spec-
                                form: Cillr, Wevva and No Second Chance.                    ify how events impact the game outcome (the more
                                                                                            narrowly conceived “rules” of the game). A more de-
                                Our goal is to allow users to create mobile games di-       tailed parameter overview is given in [4, Section III].
                                rectly on the devices that they play these games on.
                                Today, many people play casual games, but a much            Games for the Gamika platform are encoded in 284-
                                smaller number of people design such apps, and they         parameter chromosomes (the term is borrowed from
                                tend to do so on traditional computers, using environ-      evolutionary algorithms, as automated game genera-
                                ments such as Unity, XCode or Android Studio that are       tion is a goal), augmented with data such as graphical
Figure 1: Four Gamika games     entirely dissimilar to the context in which games are       and sound assets. Given a chromosome, the Gamika
                                played (and much less accessible).                          platform can run the game via an interpreter that al-
                                                                                            lows run-time changes to the game specifications (see
                                This goal of on-device creation is why we are building      Fig. 1 for a few examples).
                                mixed-initiative, co-creative design tools [5]. On-device
                                design of mobile games must balance two issues: giv-        Cillr: Navigating the full design space
                                ing users enough control to feel ownership of their out-    Given the Gamika Technology platform, the problem of
                                put, but automating enough aspects of the design exer-      on-device navigation of a high-dimensional game-
                                cise so that making games on a smartphone feels like        design space is still far from trivial. But compared to
                                an enjoyable, empowering exploration of design possi-       the open-ended problem of full game design, we be-
                                bilities, not cumbersome small-screen programming.          lieve it serves as a more suitable starting point for the
                                Hence our goals are more aligned with the genre of          affordances of mobile devices.
                                creative apps dubbed “casual creators” [2] than with
                                visual-programming tools.                                   Equally importantly, design spaces can be both manual-
                                                                                            ly and automatically navigated, allowing for mixed-
                                Our approach begins by parameterising 2D physics-           initiative design. We are working on both interface- and
                                based games. The basis of the Gamika Technology plat-       automation-oriented solutions to on-device design-
                                form is a 2D game engine parameterised by 284 fea-          space navigation, and experimenting with using the two
Figure 2: Cillr design panels
                                tures that we have identified as core to a diverse range    together. Cillr, our in-house app for building Gamika
                                of casual games. This set includes parameters control-      games (Fig. 2), implements baseline versions of both.
The simplest way of manually navigating a 284-               time hunting for which slider to change to make some-
dimensional design space to give the user 284 sliders,       thing specific happen. Furthermore, even after having
with which they can set each parameter. While simplis-       found the desired parameter, it can be difficult to un-
tic approach, this does work fairly effectively in Cillr.    derstand why the game didn’t change as expected.
The 284 sliders are grouped into categories with related
functionalities to make them more discoverable               In a preliminary user test with game-design under-
(spawning-related sliders, collision-related, etc.).         graduate students, we found them somewhat frustrated
                                                             by the experience of using Cillr to make games. Inter-
The simplest way of automatically navigating a large         face complexity was one issue, but more importantly,
parameter space is to randomise the parameters. How-         the difficulty of understanding the high-dimensional
ever, we have found that this produces too low a yield       design space made it hard for these initial testers to
of playable games, and hence Cillr mutates subsets of        grasp what they wanted to do in the app, and how they
parameters from existing games instead. Randomly             would begin to do it. Therefore, rather than focus ini-
mutating multiple sets to produce a new random game,         tially on improving Cillr’s interface, we have instead
and then trying to figure out what it is, can be a fun       focused on producing design tools for more cohesive,
interaction loop. If you aren't a researcher interested in   lower-dimensional design subspaces, still on top of the
design spaces, however, the proportion of playable           overall Gamika Technology platform, but not exposing
games remains too low for the mutation approach in           the entire design space at once.
Cillr to be ready for end-user consumption.
                                                             Carving out cohesive subspaces
Besides producing Gamika chromosomes (both manual-           The next phase of our research has looked at restricting
ly and with randomisation), Cillr includes editing tools     the larger Gamika design space to more cohesive sub-
for graphical elements such as sprites, level layout, and    spaces, which exposes more comprehensible on-device
lighting, so complete games can be produced, including       design spaces by specialising interfaces and automating
games with level progressions and multiple levels of         generative aspects to navigate the subspace.
difficulty. We have used the interface to produce clones
of classic games like frogger, asteroids and space in-       Despite all games being 2D and physics-based, the
vaders, as well as a variety of novel casual games (a        Gamika space is heterogeneous, with very different
narrated set of design sessions is reported in [1]).         kinds of games available within its parameters; some
                                                             puzzle-like, others meditative, others arcade-style ac-
We do not, of course, claim that an on-device mobile         tion, etc. Cohesive subspaces share enough features
game design tool with 284 sliders and parameter ran-         such that navigating the design space feels more akin
domisation is the solution to the problem of democra-        to designing game levels, or game variants, with more
tising game design. But as an initial baseline, Cillr is     understandable relationships between parameter
perfectly usable, at least by experts. Its main drawback     changes and changes in gameplay behaviour (though
is that it is complicated to navigate, and requires some     often still with complex and emergent aspects).
                                  Once we've identified a design subspace, the research        We used Cillr to produce three variations of Let it Snow
                                  question then becomes: given this design subspace,           called Rain Rain, Jack Frost and Slush Slosh, each re-
                                  can we understand its space of variation well enough to      quiring different tactics and skills. These winter games
                                  build user-interface and generative components that          will be paired with games representing additional sea-
                                  match with its salient features, and employ those to         sons, for released as an iOS game, Wevva (Fig. 3). This
                                  build an enjoyable, mixed-initiative app for designing       app further includes two aspects that are not common
                                  (and playing) games or levels in that subspace?              in casual games: (a) an AI player for each game that
                                                                                               can assist novice players, and (b) a design screen ena-
                                  Below, we describe the first two subspaces we’ve inves-      bling players to generate levels in a semi-random way,
                                  tigated, and the corresponding mobile game-design            and tweak them to get balanced variations. The AI
                                  apps, namely Wevva and No Second Chance.                     player appears on-screen as a gloved hand that taps
                                                                                               the blue balls to keep clusters of four from forming
                                  Wevva                                                        (Fig. 3, bottom right), implementing one part of a win-
                                  Using Cillr, we made a relatively addictive four-in-a-row    ning strategy. A slider lets the player change the level
                                  game called Let It Snow, where snow and rain pour            of AI assistance. At 50%, it feels like having an in-
                                  down from the top of the screen (as white and blue           game partner helping out. At 100%, the game is quite
Figure 3: Wevva rules (top) and   balls respectively). When four or more white balls clus-     different, as the AI player takes care of one aspect of
gameplay (bottom)                 ter together, they explode and the player gains a point      the game (avoiding losing points), freeing the player to
                                  for each in the cluster. Each white ball that explodes is    concentrate purely on gaining points.
                                  replaced by a new one spawned at the top, with a max-
                                  imum of 20 on screen at any one time. Likewise with          The design screen (Fig. 4) exposes the following ele-
                                  blue balls, except the player loses points for them.         ments of the game design to the player: (a) the sizes
                                  Players can interact with the game by tapping blue balls     at which clusters of balls explode (b) the scores at-
                                  to explode them, losing one point in doing so.               tached to clusters exploding and the player tapping (c)
                                                                                               the size of the balls (d) the maximum number of balls
                                  While the game rules are straightforward, we have            of each type allowed (e) the design of the grid, (f)
                                  found it to be difficult and require puzzle-solving strat-   physical properties of the environment, namely bounci-
                                  egies as well as quick reactions. There is a grid struc-     ness and noise, (g) spawning regions for both types of
                                  ture which collates the balls into bins, and the best way    balls, and (h) what happens when the player taps the
                                  to play the game involves trapping the blue balls in         balls – both actions and scoring consequences.
                                  groups of twos and threes at the bottom, while the
                                  whites are exposed and are continually refreshed             There is a random generation button which will set the-
                                  through cluster explosions. Occasionally, when all blues     se parameters in a varied way, but designed so that the
                                  are trapped in small clusters, only whites will spawn,       clustering explodes are balanced in terms of expected
                                  which is akin to snowing (hence the game’s name) and         score. We achieved this by running online simulations
Figure 4: Wevva design panels
                                  is a particularly pleasing moment to aim for.                of novice players and recording the number of times
                                   that clusters of each size and type occurred. Initial ex-   style and a variety of physics parameters to be
                                   periments with the design screen have indicated that        changed. Since what is fixed about No Second Chance
                                   the space exposed by the above parameters, while            games is the control and scoring mechanism, new
                                   vast, does not contain hugely varied game types. How-       games are made by varying physics, spawning and
                                   ever, we have used it to make games which differ sub-       scoring options, which can produce very different game
                                   stantially from the four preset games, e.g., involving      dynamics and mechanics.
                                   juggling balls, or trapping and tapping them, etc.
                                                                                               To demonstrate the types of games that can be pro-
                                   No Second Chance                                            duced (and to provide an initial challenge), the app
                                   Again using Cillr, we designed a game of patience and       comes with 100 games we designed using this inter-
                                   concentration, Pendulands. Here, balls move in a pen-       face, which we’ve categorised into three primary types
                                   dulum-type motion and annihilate each other if they         of challenges: skill games, where the primary challenge
                                   collide; the player must catch five of them by hovering     is dexterity, ingenuity games, where the primary chal-
                                   under them with a large round target until they stick.      lenge is figuring out a specific trick or strategy, and
                                                                                               patience games, which involve waiting for the right sit-
                                   By varying parameters within this theme, we discov-         uation to arise and capitalising on it accordingly.
Figure 5: No Second Chance         ered that a whole set of Pendulands variants (or levels)
                                   can be created. The fixed elements defining this sub-       The generation button creates a new game via an evo-
                                   space of Gamika games are: the player always controls       lutionary process. In particular, pairs of existing games’
                                   the target by dragging, and must catch five balls on the    chromosomes are randomly crossed over, then filtered
                                   target. Within these parameters, very different types of    using static heuristics to reject clearly bad candidates.
                                   challenges can be created (see Fig. 5 for examples).        The first four candidates that pass the filter are auto-
                                                                                               playtested on the device in a split-screen view (Fig. 6,
                                   No Second Chance is our third app, built around this        bottom) that plays them at 8x speed for 5 seconds, the
                                   space of games. The name comes from a meta-game             equivalent of 40 seconds of game time. We want
                                   mechanic: players can send games to each other in           games to be playable but not too easy, so the app
                                   such a way that they are deleted if the receiver doesn’t    chooses the game that the playtester was able to catch
                                   beat the game on first playing (in five minutes). This      the most balls on, without being able to catch all five.
                                   emphasises the “disposable” nature of games in a gen-       (This split-screen visualisation of playtesting isn’t strict-
                                   erative space, where part of the challenge is exploring     ly necessary, but we are exploring the entertainment
                                   the space of games and figuring out how each one            value of “Hollywood AI” that visually externalizes to
                                   works when first encountering it.                           users what the apps’ AI components are doing.)

                                   As with Wevva, a design screen (Fig. 6, top) lets play-     We have been conducting playtests with the beta app
Figure 6: Design interface (top)
                                   ers make new No Second Chance games. It is laid out         to improve both the design interface and generator. A
and auto-playtester (bottom)
                                   as a hierarchical menu, with submenus allowing visual       series of playtests in a local school (Camborne Science
and International Academy) have been particularly            Second Chance), as AI assistant players (in Wevva), as
helpful, as the students have proven adept at master-        fixers for broken player-designed games [4], and even
ing the app and providing useful suggestions. Taking a       as performers in standalone art installations in which
more explicitly learning-technology turn, since game         the autoplayer both designs and plays new games (as
design in No Second Chance is essentially modification       per the installation called I Create, You Destroy shown
of physics parameters to produce new types of game-          at the first Arts as Games/Games As Arts festival).
play dynamics, we have also written a series of com-         Since the auto-playtesters serve multiple roles, and
panion lessons that introduce game design and basic          often need to play in a way that is readable by users,
physics through No Second Chance design exercises.           we currently handcraft them out of modular heuristics
                                                             in each domain, rather than using off-the-shelf but
Conclusions and future work                                  black-box general game playing algorithms such as
Our goal is to democratise mobile game design by             MCTS or deep learning. We are interested, however, in
building on-device design tools, so players can design       automatically inferring these kinds of modular, readable
new games in the same setting in which they play             heuristics, along the lines of [3].
them. Our view is that doing so requires building tools
for mixed-initiative navigation of design spaces, where      Acknowledgements
player/designers have control over their designs but         This work is funded by EC FP7 grant 621403 (ERA
also enjoy the benefits of automated and semi-               Chair: Games Research Opportunities). We are grateful
automated exploration of these design spaces.                for the feedback provided by our alpha/beta testers.

To summarise our design strategy: (a) The Gamika             References
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