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  <front>
    <journal-meta>
      <journal-title-group>
        <journal-title>NA</journal-title>
      </journal-title-group>
      <issn pub-type="ppub">1613-0073</issn>
    </journal-meta>
    <article-meta>
      <title-group>
        <article-title>Melete: Exploring the Components of Mixed-Initiative Artificial Intelligence Pipelines for Level Design</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Sokol Murturi</string-name>
          <email>sokol.murturi@falmouth.ac.uk</email>
          <xref ref-type="aff" rid="aff0">0</xref>
          <xref ref-type="aff" rid="aff1">1</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Tony Pellicone</string-name>
          <email>Tony.Pellicone@falmouth.ac.uk</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Matthew Yee-King</string-name>
          <email>m.yee-king@gold.ac.uk</email>
          <xref ref-type="aff" rid="aff1">1</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Marco Gillies</string-name>
          <email>M.Gillies@gold.ac.uk</email>
          <xref ref-type="aff" rid="aff1">1</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Mixed Initiative Artificial Intelligence</string-name>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>Falmouth University, Faculty of Screen, Technology and Performance</institution>
          ,
          <addr-line>Cornwall</addr-line>
          ,
          <country country="UK">United Kingdom</country>
        </aff>
        <aff id="aff1">
          <label>1</label>
          <institution>Goldsmiths University of London, Department of Computing</institution>
          ,
          <addr-line>London</addr-line>
          ,
          <country country="UK">United Kingdom</country>
        </aff>
      </contrib-group>
      <pub-date>
        <year>2025</year>
      </pub-date>
      <volume>2</volume>
      <issue>2</issue>
      <fpage>9</fpage>
      <lpage>13</lpage>
      <abstract>
        <p>Recent advancements in artificial intelligence(AI) and human-computer interaction (HCI) have led to the creation of innovative artifacts that bridge these fields, fostering creative collaboration between human authors and artificial intelligence. These advancements have found applications across a wide range of academic disciplines. Among these developments, many tools and frameworks have emerged to support the design and development of creative endeavors. However, there remains no clear consensus on how to structure these pipelines or what components should be included. To address this gap, we conducted a qualitative user study with twelve participants, examining how users engage with key elements of a mixed-initiative artificial intelligence (MIAI) pipeline for game development, including the procedural content generation (PCG) algorithm, its output, the user interface, playtesting, and the overall pipeline. Through an inductive thematic analysis, we developed a mixed-initiative interaction model, ofering valuable insights into MIAI pipeline classification and guiding developers in designing more efective and user-centred pipelines. Creativity Support; Games/Play; HCI for Development; Qualitative study that explores concepts surrounding Workshop Proceedings Synergy 2025 HHAI-WS 2025: Workshops at the Fourth International Conference on Hybrid Human-Artificial Intelligence (HHAI), https://www.falmouth.ac.uk/staff/sokol-murturi (S. Murturi); https://www.falmouth.ac.uk/staff/dr-tony-pellicone (T. Pellicone); https://www.gold.ac.uk/computing/people/m-yee-king/ (M. Yee-King); https://www.gold.ac.uk/computing/people/m-gillies/ (M. Gillies) 0000-0001-9466-8981 (S. Murturi); 0000-0002-9774-2953 (T. Pellicone); 0000-0001-6606-2448 (M. Yee-King); 0000-0002-3100-9230 (M. Gillies)</p>
      </abstract>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>-</title>
      <p>CEUR
ceur-ws.org</p>
    </sec>
    <sec id="sec-2">
      <title>1. Introduction</title>
      <p>
        The integration of AI into nearly every aspect of our daily lives has been driven by sophisticated
algorithms and advanced statistical models. AI continues to play a pivotal role in shaping societal
progress, particularly within the creative sector [
        <xref ref-type="bibr" rid="ref1">1</xref>
        ]. In academia, the growing interest in AI’s role
within creative industries has fuelled significant advancements—especially in the realm of video game
research. Academic interests in video- games expands beyond computational research with other fields
such as psychology [
        <xref ref-type="bibr" rid="ref2">2</xref>
        ], economics [3], and historiography [4], each exploring the impact of video games
on our lives. Beyond their cultural significance, video games also serve as a testbed for innovations in
machine learning[5], texture synthesis[6], PCG[7], image[8], narrative design[9], 3D asset creation[10],
procedural animation[11], and audio production[12]. A growing area of academic research in games
is the applications of PCG[13, 14].PCG enables on-the-fly creation of levels, characters, and textures.
Games like Dwarf Fortress and Rogue leveraged these techniques to become landmark titles. Barton
et al. note, “It was the first game to ofer a character creation system based on a series of questions
about moral dilemmas” [15]. Today, PCG has evolved significantly, employing neural networks and
specialized algorithms to address the challenges of dynamic content generation. Recent research has
focused on developing PCG systems aimed at delivering novel gameplay experiences. However, several
persistent issues hinder the broader adoption of PCG. These include the technical expertise required
to implement neural networks and PCG algorithms, and limiting accessibility for non-specialists.
      </p>
      <p>Other challenges include non-transferable, project-specific algorithms [ 16], and the data-intensive
nature of many AI-driven systems [17]. Accessibility remains a key barrier, for non-programmers, the
construction of a constraint satisfaction PCG system—or any PCG framework—presents a formidable
technical challenge [18]. Additionally, many PCG systems are dificult to repurpose. The content
generation code written for one game is often not generalizable. Moreover, PCG systems based on
neural networks require vast amounts of training data. Although techniques like adversarial neural
networks show potential, they still rely heavily on substantial initial datasets [19]. Despite their promise,
the barrier to entry for utilizing AI in creative processes remains high. Researchers have developed
more user-friendly interfaces for PCG systems [20, 21], known as MIAI pipelines.</p>
      <p>In this paper, we explore MIAI as a method for content generation that bridges the gap between
programmers and non-programmers in the context of game design. MIAI pipelines combine graphical
user interfaces with AI, allowing for complex, collaborative interactions between humans and machines.
These systems can rapidly generate novel content while remaining accessible to users without technical
backgrounds. However, more research is needed to understand how users engage with MIAI systems
and how these interactions influence MIAI system design. This paper investigates the components that
contribute to the efectiveness of a MIAI pipeline and the ways in which such systems can support
creative workflows. Specifically, we examine how MIAI can assist designers in analyzing and iterating
on video game content. To explore this, we use Melete[22]—a MIAI pipeline that helps designers to
seed ideas, explore concepts, and refine implementations quickly with creative agency that merges the
speed and novelty of PCG with the feedback and flexibility of a rapid prototyping environment. Melete
enables the creation and testing of video game levels for asymmetrical 3D multiplayer environments,
supporting both creativity and accessibility.</p>
    </sec>
    <sec id="sec-3">
      <title>2. Previous Work</title>
      <p>This background section explores two key areas of research: level design as a creative process, and the
structure and components of existing MIAI pipelines. However, other key factors such as HCI and the
types of PCG systems used in MIAI are explored in greater detail in our paper ”Melete: Playtesting
and 3D Environments for Mixed-Initiative Artificial Intelligence as a Method for Prototyping Video
Game Levels.”[22]. The foundation of any MIAI system relies on PCG to generate content so that
a user may interact with it. There are many successful methods for implementing PCG [23, 24, 25].
These methods provide a cost and time-efective solution for generating content for games client side.
Togelius et al. [13] presents an in-depth analysis of 14 separate academic studies. These studies used
diferent forms of client-side PCG techniques to generate content for a multitude of video-game genres.
Other examples of work like Evolutionary Dungeon Designer [26, 27, 28] are examples of ”online”
generative AI. MIAI falls into the category of ”ofline” content generation, where PCG is used during
the development process.</p>
      <sec id="sec-3-1">
        <title>2.0.1. Level Design</title>
        <p>The work of a level designer is fundamental to the development process of most games because a level is
the player’s most direct experience with the mechanics of the game [29, 30, 31, 32, 33]. Levels in games
are also where the aesthetic themes of a game and the narrative are best conveyed[32], which means
that a skilled level designer is efectively tapping into all of the primary ways that games structure the
player experience [34, 31]. However, level design is costly and complex [30, 33], which means that tools
which aid the designer are always seen as appealing for game development teams of all types [35, 36].
Apart from improving production pipelines, PCG levels are also a mechanical feature of many games
[36], with the creation of elegant modular level elements representing its own unique set of design
considerations. This section will discuss level design as a discipline, review work related to PCG in
level design, and then describe considerations for mixed initiative AI as a tool to aid with level design.</p>
      </sec>
      <sec id="sec-3-2">
        <title>2.0.2. Level Design as a Practice</title>
        <p>Level design comes from a tradition of valuing and elevating space in gameplay. Level design is often a
means of both teaching and enhancing a player’s understanding of the mechanical layer of the game,
since it’s a literalization of these mechanics in the form of a physical and intractable space. This sits
alongside the purpose of a level in transmitting thematic information through the aesthetics of the
space, and narrative information in terms of various forms of environmental storytelling [32]. This is to
say that level design sits comfortably at an intersection between the elements of a game that comprise
player experience [31].</p>
        <p>The focus of a level designer in a game development pipeline tends to be on player behavior. A
typical workflow for level design in a commercial project will generally follow several steps: planning
in pre-production, design of related systems that will play into the functional requirements of the
level, higher abstractions of layout, blockouts that give a playable rough draft, scripting where core
functionality is added (e.g. buttons, triggers, doors), lighting, environmental art, and finally release
[33]. The level designer serves as the front line in terms of communicating and mediating the essential
gameplay to the player, and thus must create spaces that exemplify the player experience [30].</p>
        <p>Level designers must also work both quickly and iteratively, as playtesting is a core aspect of efective
level design [30, 32, 33]. Totten (2016) phrases this as such, “The goal of a level designer should be to
get his or her design in interactive form as soon as possible. This way, he and others can playtest the
level design, meaning that he plays the game to evaluate whether it fulfills its original design goals,” (pp.
65 - 66). As the member of a team who is most directly responsible for trying the mechanics, aesthetics,
and narratives of the games together in order to give the player meaningful gameplay actions [29], this
also means the tools available to them must be both powerful and easy to use [33]. PCG, and recently
MIAI have presented a compelling use case for augmenting the tools available to level designers to help
assist both the technical and creative aspects of this practice [36, 37, 38].</p>
      </sec>
      <sec id="sec-3-3">
        <title>2.0.3. Applications and Design Considerations of Mixed Initiative Procedural Generation to</title>
      </sec>
      <sec id="sec-3-4">
        <title>Level Design</title>
        <p>PCG has a long history in game design as a set of tools that are used to give depth and flexibility to
design. For example, the SpeedTree[39]software has been in use since 2003 to create realistic tree
assets for games through procedural rules [40] L-systems. This has continued and been expanded over
the past several years with a growing body of MIAI work related to game design, and level design in
particular. Examples of this include Sentient sketchbook[41], Ropossum[20], and Tanagra[42]. which
we shall explore later in this section. The previous work cited above presents several suggestions for
the creation of mixed initiative software for level design. Designers will be coming into interactions
with mixed initiative systems with prior expectations about what the AI side of the tool will be doing,
ranging from a friend who is there to provide a fun and engaging brainstorming space, to a manager
who is giving specific tasks and directives. Other scholars suggest that there are a number of roles that
people tend to use to frame AI, and clear explications of what the AI is contributing to the work at
hand are necessary to help designers in mixed initiative systems to guide their use of the tool [43, 44].
Defining user expectations for the AI side of a mixed initiative system is important because the user’s
requirements of a level editor will also change depending on their role in the development process
(e.g. a designer on a development team versus a hobbyist/modder working independently) and the
technical requirements of the level editor laid out by the mechanics of the game [30, 45, 33]. Aliaga
et al.’s (2024)[46] work on mixed initiative modules for level editing in Unity suggest that designers
are often open to these types of workflows, provided they are easy to use and fit in neatly with the
mechanical requirements of the game content that they are developing. Previous work on the creation
of cities in a sim game (which is distinct from level editing, but shares key characteristics in terms of
creating a gameplay space based on mechanical constraints) indicates that there is not a clear impact
on creativity either way, but that the technical afordances of speeding up work are seen as a clear
benefit to this type of system [ 38, 22]. A key consideration in terms of balancing and easing creation
versus creative control is the ability of the designer to both understand and edit the algorithm, tuning it
towards what makes the most sense for the mechanics that they are trying to convey [46, 47, 48, 22].
While editability and explainability are both key components of a mixed initiative system, the need
of a user to constantly mind the AI partner can lead to fatigue. This comes from the cognitive load of
making a series of taxing choices, and can be designed around by pruning selections based on previous
choices the user has made, crowdsourcing of choices, and by speeding up the process (reducing human
wait times) through limiting potential choices [47]. Altogether this indicates that mixed initiative tools
for level design have a great deal of promise, but that expectations need to be clearly set, there needs to
be opportunities for the designer to tune the output of the systems to respond to mechanical constraints
of the desired player experience, and there needs to be various ways to mediate the options available to
the designer to prevent cognitive fatigue over multiple iterations. Melete enables designers to perform
these tasks, but the exact mechanisms remain somewhat unclear. This uncertainty highlights the need
to examine the various components of MIAI systems to determine which elements are efective and
which are not.</p>
      </sec>
      <sec id="sec-3-5">
        <title>2.0.4. Mixed-Initiative Artificial Intelligence Pipelines and their challenges</title>
        <p>As an emerging research area, MIAI focuses on improving HCI with AI[49, 50, 51]. The concept was
ifrst introduced by Carbonell in the 1970s[ 52], with early implementations like Dawkins’ Biomorphs[53]
and Todd &amp; Latham’s Mutator[54], which incorporated UI elements for evolutionary exploration of
genotypes. Recent eforts have worked to formalize and define the concept of MIAI [ 55]. However, it is
generally accepted in games research that MIAI pipelines bridge the gap between designers and
programmers by ofering intuitive interfaces for applying gameplay semantics and constraints to small datasets,
enabling iterative content generation and refinement. While some usability studies exist, they remain
limited due to small sample sizes and the time-intensive nature of experimentation. Liapis et al.[56]
provide a detailed overview of MIAI in game design, while Amershi et al.[57] discuss its broader
application. Lai et al. [58] examine its industrial relevance. MIAI emphasizes AI as a collaborative tool rather
than a sole creator, aiming to blend human creativity with AI’s computational capabilities to balance
innovation with production eficiency. The multifaceted nature of MIAI pipelines—encompassing PCG,
HCI[49, 50, 51], and game design—poses significant challenges for their evaluation and advancement.
Each of these components demands distinct analytical approaches. For instance, PCG research often
emphasizes output evaluation, as outlined by Togelius et al. [13], while HCI prioritizes user interaction
and usability. Meanwhile, level design is typically examined through game user research [59](GUR)
methodologies. As a result, disentangling the contribution of each component within a unified MIAI
system proves dificult in a single study. In this paper, we address this complexity by examining the
individual roles of PCG, HCI, and level design within MIAI pipelines. We propose methods for isolating
and evaluating these components using established techniques from their respective domains, thereby
providing practical guidance for MIAI developers seeking to test and improve specific elements of their
systems.</p>
      </sec>
      <sec id="sec-3-6">
        <title>2.0.5. Mixed-Initiative Artificial Intelligence Pipelines and their structures</title>
        <p>In this section we will present some notable MIAI works and place their components. The Sentient
Sketchbook [60, 61] is an MIAI tool that assists designers in creating low-resolution maps for real-time
strategy (RTS) games. It leverages AI to analyze map topology and uses A* pathfinding to visually and
statistically inform users about resource distribution and gameplay balance. The components of Sentient
sketchbook are an interaction loop for editing and selecting PCG output. Another notable MIAI tool
is Ropossum [62], developed for designing physics-based puzzle games like Cut the Rope. Ropossum
stands out for tackling the complexities of physics-based gameplay. It combines an evolutionary content
generation framework with a playability constraint solver to ensure all generated levels are solvable
while continuously refining the algorithm. The third example, Tanagra [ 42], supports platformer level
design through a mix of reactive planning and numerical constraint solving. It autonomously generates
levels but also adapts in real-time to designer input, maintaining both creativity and playability. Tanagra
uses the Choco constraint solver to control geometric layout, demonstrating how MIAI can streamline
design while ensuring high-quality content.</p>
        <p>Lode Enhancer[63] is an AI-assisted level design tool for creating Lode Runner levels through
intelligent upscaling. Designers draw on one of three canvases (4x4, 8x8, or 16x16), and changes are
synced across all scales via a scaler module. A tile toolbar aids design, while a persistence slider controls
which tiles remain fixed during upscaling.</p>
        <p>In Procedural Level Generation in Educational Games From Natural Language Instruction[64], the
authors present an end-to-end framework that transforms natural language directives into playable
game levels through four key components. The NL Instruction Parser extracts essential details like
theme, metrics, and complexity. The Game Level Generator uses this input to create level candidates
aligned with educational goals. The DRL Level Evaluator assesses dificulty using deep reinforcement
learning. Finally, the Playable Level Generator converts the selected level into a 3D environment within
the FUTURE WORLDS Unity platform.</p>
        <p>Germinate[65] is a mixed-initiative game design tool for creating rhetorical games, built on the
Gemini generator. It features a browser-based interface where users specify desired game properties,
which are translated into structured constraints (Gemini intents). The system then generates a batch
of playable games based on these inputs. Users can explore, play, and refine the games through an
iterative loop of adjusting constraints and regenerating content. Germinate simplifies the process by
ofering structured intent editing and live feedback, reducing common errors and improving usability.</p>
        <p>Morai Maker[66] is a Unity3D-based level design tool inspired by Mario Maker, designed to explore
AI-assisted creation in the Super Mario Bros. domain due to its PCGML relevance and broad familiarity.
The interface features a central level view, minimap, sprite palette, and an ”End Turn” button that
lets users alternate turns with an AI partner. The AI suggests additions, shown step-by-step, with the
camera following changes. Users can playtest the level at any time, and all actions are logged to track
human-AI contributions.</p>
        <p>While all these systems are classified as MIAI pipelines for game development, they difer significantly
in structure and functionality. For instance, Sentient Sketchbook uniquely provides balance feedback,
while Tanagra can fully override designer input. These diferences make direct comparisons challenging
and highlight that further study into MIAI pipelines is important. Particularly understanding the role
of each component of an MIAI pipeline and its possible testing methods.</p>
        <sec id="sec-3-6-1">
          <title>2.1. Melete</title>
        </sec>
      </sec>
      <sec id="sec-3-7">
        <title>2.1.1. The structure of Melete</title>
        <p>In the paper: “Melete: Playtesting and 3D Environments for Mixed-Initiative Artificial Intelligence
as a Method for Prototyping Video Game Levels”[22] we expand further on the implementation of
Melete. An overview of the system is presented below. In figure 1, we can see the two distinct phases of
Melete: the Kernel creation phase and the interaction loop. During the Kernel creation phase illustrated
in figure 2, designers work with the WFC algorithm to create a Kernel. This Kernel allows the WFC
algorithm to generate artefacts in a style similar to the designer’s. The WFC algorithm implementation
is inspired by the computer graphics technique known as texture synthesis, which traditionally repairs
and corrects digital images. However, what diferentiates WFC from other texture synthesis techniques
is that it does not merge or average adjacent pixels. This feature enables the use of a palette to preserve
gameplay semantics.</p>
        <p>To interact with the wavefunction collapse (WFC) algorithm, designers are provided with a palette of
game objects. Using this palette, they can create a small-scale 3D environment within a 10×10 Kernel
input grid. This input grid helps the WFC algorithm develop a table of possible tile
combinations—specifically, 2×2 sets of game objects that appear within the Kernel input. Additionally, the algorithm generates
a likelihood score for the placement of certain tiles and builds a dictionary of possible overlapping
tiles. While Melete is primarily tailored for generating 3D environments, abstracting game objects
from the PCG algorithm means the palette can represent various gameplay elements or environmental
components. This abstraction allows designers to focus on crafting the environmental topology, while
the PCG algorithm manages the broader structure of the 3D environment. Once designers finalize
the training input for the WFC algorithm, they enter the interaction loop illustrated in figure 3. Upon
entering the interaction loop, users begin by selecting an output generated by the WFC algorithm. They
can cycle through multiple outputs until they find one that appears interesting. Since PCG outputs
do not always generate immediately usable content, users can move into the next stage: modifying
the WFC output. As they make changes, users can explore a 3D representation of their environment,
which uses the palette’s game objects to place environmental semantics. An avatar is also provided,
enabling users to explore the generated environment firsthand. Throughout the interaction loop, users
can freely interact with any of these three components as they see fit. Once satisfied, the completed
environment can be stored in XML or JPEG format for export.</p>
      </sec>
      <sec id="sec-3-8">
        <title>2.1.2. Melete: Playtesting and 3D Environments for Mixed-Initiative Artificial Intelligence as a Method for Prototyping Video Game Levels</title>
        <p>While exploring the existing literature on MIAI, we noticed that many systems developed to date did
not allow or emphasize exploration of the generated content. One of the key components of developing
virtual environments is iterative design. To support this, Melete introduces a novel MIAI pipeline that
gives users the opportunity to explore the content they generate through an avatar. Along with validating
Melete as a useful MIAI tool, we sought to highlight the importance of playtesting in MIAI systems.
Across several papers cited in the above MIAI component section, a key validation method across
these studies was conducting expert analysis. In our study, ”Melete: Playtesting and 3D Environments
for Mixed-Initiative Artificial Intelligence as a Method for Prototyping Video Game Levels,”[ 22] we
conducted an expert analysis involving five experts from industry and academia specializing in artificial
intelligence and game design. The analysis underscored the critical role of playtesting in the design
process, emphasizing the need for genre-specific playtesting components within MIAI pipelines. It
also afirmed that Melete is a useful tool for prototyping video game environments. However, it was
noted that the role of MIAI pipelines should remain focused on prototyping creative outputs rather
than extending into full production.</p>
        <p>Method To evaluate the components of the MIAI interfaces and the overall system, we designed five
testing conditions. The first three focused on individual elements of the MIAI system: the interface,
the procedural content generation (PCG), and data entry. The fourth and fith conditions assessed
the implementation of the full MIAI interface, specifically examining the interaction loop and the
complete Melete system, including the data visualization input system. A base dataset, featuring
common elements from the Battle Royale genre such as multi-level buildings, ruins, and forests, was
created for these tests. This dataset was used consistently across conditions involving interaction with
the wave function collapse algorithm, with users free to modify it as needed. These conditions are
illustrated in table1.</p>
        <p>In the first condition, the focus was on evaluating the Melete interface independently of its generation
capabilities. Participants were tasked with designing a map from scratch using only the interface,
without any input from the procedural generation component. This setup allowed for a clear assessment
of the user interface within the MIAI pipeline and was particularly suited for UI/UX investigations,
Kernal
Condition 1
Condition 2
Condition 3
Condition 4
Condition 5</p>
        <p>X
X</p>
        <p>X
X
X</p>
        <p>Edit</p>
        <p>X
X
X</p>
        <p>Play</p>
        <p>X
X
X
X
X
helping MIAI pipeline developers better understand user interaction and usability. In the second
condition, participants were asked to choose a map generated by the wave function collapse algorithm
that best aligned with a given design brief. This condition involved minimal user input, emphasizing the
generative capabilities of the system from a human-centered perspective. It ofered valuable insights into
how users perceive and evaluate algorithmically generated content, and could inform the development
of generation methods that require low cognitive efort from users. In the third condition, participants
engaged directly with the wave function collapse algorithm’s kernel, as presented in our Melete outline,
this is used to influence the generation process and produce an output they believed would meet
the design brief. This condition emphasized user-driven refinement of generative content and was
particularly useful for identifying missing design elements within a game. It would be well-suited for
GUR studies focused on designers expectations and creative control. In the fourth condition, participants
engaged with the interaction loop outlined in the Melete system, allowing them to generate, edit, and
test maps. However, they were not permitted to modify the wave function collapse algorithm’s dataset.
In contrast, the fith condition granted participants full access to all aspects of Melete, including dataset
adjustments. These conditions highlighted the dynamics of human-computer interaction within
AIsupported design and are particularly useful for comparing diferent MIAI pipeline models to explore
how various system configurations influence user experience and design outcomes. Although we wanted
participants to compare their experiences across diferent conditions, we chose to limit the number of
conditions each participant engaged with, while extending the duration of each session. Unlike other
MIAI studies in the literature, which often impose strict time limits for interaction with the pipeline, our
focus was on the participants’ experience and how they evaluated individual components in relation to
the full system. This approach aimed to gather richer qualitative feedback. Each participant completed
two conditions: one randomly assigned from conditions one to four, and condition five as their second.
For each condition, participants had 15 minutes to complete their task, with an optional 5-minute
extension for final adjustments. After each session, they completed a short survey and participated in a
speak aloud interview to reflect on their experience.</p>
      </sec>
      <sec id="sec-3-9">
        <title>2.1.3. Participants</title>
        <p>To recruit participants with relevant experience in computing and game design, a two-pronged approach
was used. First, students were invited to participate during computing courses, with a short demo
of Melete provided to spark interest. Second, the principal researcher approached students during
computing and game development classes. This method ensured a diverse and capable participant pool
without bias. Twelve participants took part in the study—six male and six female—providing a balanced
and diverse sample. Eleven were aged 18–25, and one was between 25–35. Nine were undergraduate
students, while three were postgraduates, all studying in computing-related fields, such as business
computing and virtual/augmented reality. All participants had gaming experience, with most regularly
playing and being familiar with the Battle Royale genre. This group enabled the collection of rich
qualitative data.</p>
      </sec>
      <sec id="sec-3-10">
        <title>2.1.4. Materials</title>
      </sec>
      <sec id="sec-3-11">
        <title>2.1.5. Procedure</title>
        <p>During the experiment, the principal researcher supplied all necessary materials. This included a
copy of Melete running on the latest version of Unity, as well as input devices—a mouse and an Xbox
joystick—to facilitate user interaction with the system.</p>
        <p>Each participant was brought to the principal researcher’s ofice and provided with a research handout.
After reading the handout, participants were given the option to withdraw or continue, with the
principal researcher available to answer any questions before the study began. Participants were then
randomly assigned an initial condition and given 15 minutes to complete the task, with the option
to extend their time—a choice many took advantage of. Following the first condition, participants
completed a short survey and took part in a semi-structured interview. They then moved on to the
second condition, which was either Melete (if not used in the first round) or another randomly assigned
condition from the remaining options. The same task was attempted under similar time conditions, with
extensions allowed if needed. Afterward, participants again completed a survey and interview focused
on their experience. Throughout the experiment, the principal researcher was present to troubleshoot
any technical issues and provided non-technical support during the debrief. In the debrief session, the
researcher explained the purpose of the study and answered any remaining questions.</p>
      </sec>
      <sec id="sec-3-12">
        <title>2.1.6. Qualitative data gathering</title>
        <p>To collect qualitative data, a semi-structured, think-aloud interview was conducted by the principal
researcher with each participant after they had completed both the task and the questionnaire for a
given condition. During the interview, participants reviewed a recording of their interaction with
Melete and explained their actions, while also responding to a set of open-ended questions designed to
guide discussion:
• How could information about the level design process be presented better by this system?
• What would make you want to use this system in an actual design process?
• What made you not want to use this system in the design process?
• What improvements could be made to the system so you could better understand how to use it?
• If you felt uncomfortable during the task, please indicate the reasons.</p>
        <p>Additionally, if the participant had completed condition 5, they were also asked:</p>
        <p>• How do you feel your experience in the two conditions difered?
These questions, inspired by the Microsoft Single Ease of Use Questionnaire (SEQ), were not intended
to elicit specific answers, but rather to facilitate open-ended discussion and deeper insight into the
participant’s experience with the system.</p>
      </sec>
    </sec>
    <sec id="sec-4">
      <title>3. Results</title>
      <p>Given the richness of the qualitative data collected, we chose to analyze our findings using thematic
analysis as outlined by Clarke et al.[67]. Following the interviews, we began by familiarizing ourselves
with the data—re-watching participant interviews, transcribing the discussions, and taking notes to
highlight key feedback. During this initial phase, the focus was not on identifying themes, but on
pinpointing significant quotes for deeper analysis. In the second phase, we revisited the transcripts to
generate codes and began grouping these codes to identify overarching themes. This process led to the
definition of three key themes that influence users’ ability to interact with the MIAI system: Control,
Design and play, as shown in figure 4. Each theme was shaped by several underlying factors, captured
through the codes, which helped determine how each theme impacted user interaction. The codes
themselves were presented in a neutral manner. Although we also conducted a quantitative analysis,
this paper focuses on the presentation of the qualitative findings.</p>
      <p>The Quantitative data has been added to the appendix, the questions that where used to conduct
this quantitative analysis where based of of the Microsoft Single Ease of Use Questionnaire. This is
a brief summary of the quantitative data which can also be found in the appendix. As participants
only took part in the Melete condition and another randomly assigned condition, the data is labeled as
Melete responses and Other condition responses. When comparing the Melete responses and the other
condition responses, several trends emerge. Overall, both datasets reflect a positive experience with
any version of the system, but the Other Condition responses dataset reveals slightly more variability
and lower average scores in several areas. In terms of enjoyment, the mean dropped slightly from 4.42
to 4.25, and the standard deviation increased from 0.67 to 0.97, indicating more varied responses in the
other conditions group. The success rate also declined, with the mean falling from 4.09 to 3.82 and a
modest increase in variability. Similarly, participants in the other conditions dataset reported slightly
less ease in using the system and found it marginally less helpful in the design process, as shown by
decreases in average scores for both “usage extent(Q10)” (from 4.08 to 3.92) and “helpfulness(Q8)” (from
4.25 to 3.92). The increase in standard deviations across all categories in the other conditions dataset
suggests a broader range of user experiences, when using diferent combinations of the Melete tool
potentially pointing to inconsistencies in how the other system performed across diferent participants.</p>
    </sec>
    <sec id="sec-5">
      <title>4. Thematic analysis</title>
      <p>One of the key challenges in presenting this thematic analysis is the complexity and richness of the
qualitative data, which makes it dificult to fully disentangle and concisely present all themes. As a
result, some themes may appear interwoven in this summary. However, a full transcript of the thematic
analysis is available for a more detailed exploration of each theme and its corresponding codes. Here
we will highlight some of the more interesting themes and their codes.</p>
      <sec id="sec-5-1">
        <title>4.1. Control</title>
        <p>The theme Control explores the user’s ability to efectively work with the system to complete the design
task. It incorporates the codes: Personalization/Relating to past experience, understanding, adaptation,
and tools, examining how participants engaged with and manipulated various components of the MIAI
system across both the initial conditions and when using Melete.</p>
        <sec id="sec-5-1-1">
          <title>4.1.1. Understanding</title>
          <p>This code identifies factors afecting users’ comprehension of information presented by the system. For
example, Participant 3 (Condition 1) demonstrated partial understanding but noted UI clarity issues: “...I
looked at my thing and said, okay, I just want a wall here. Then I realized later on I had to paint everything
black...” In addition, Participant 11 (Condition 3) expressed confusion: “It was not clear enough... it’s
more like technical information and don’t think it’s like very user-centered.” Both responses highlight the
importance of clear data representation in MIAI systems.</p>
        </sec>
        <sec id="sec-5-1-2">
          <title>4.1.2. Personalization</title>
          <p>The code Personalization/Relating to past experience refers to the user’s ability to draw from personal or
gameplay experience when designing with MIAI systems. Many participants leveraged their
understanding of game design and mechanics to inform their decisions. Participant 1, Condition 1: “I was
just thinking back to when I played Fortnite... I know how people tend to flock towards the biggest
buildings... So I thought about how people played and I made that (the map)...” In Condition 5, the
same participant reflected further: Participant 1: “...But maybe for a game like Halo or Doom this is
kind of okay but for a battle royale with open space... from my experiences, like a really big part of
it...” Participant 1: “Yeah. I feel like if my brother, he doesn’t camp, if he had been using this he would
have seen that building and thought we’d start again... I saw a big building. That’s perfect... lots of
cover.” These responses illustrate how the participant applied personal gaming experience to their
design choices. They also demonstrate crossover with other codes, including aesthetics, adaptation, and
exploration, showing a nuanced understanding of how the tool could support personalized and strategic
map creation.</p>
        </sec>
        <sec id="sec-5-1-3">
          <title>4.1.3. Adaptation</title>
          <p>The code adaptation refers to how participants adjusted their design approach in response to new
information discovered through system exploration or play-testing within the interaction loop. As
previously noted, users often evolved their strategies between conditions. A strong example comes
from Participant 8 in Condition 5. Initially struggling with the output, they realized that the generated
building lacked entrances. After identifying this issue during play-testing, they returned to design
mode to fix it: Participant 8: “...with the ones we put blocks and space that I put together, it made a
massive, um, building. But then I couldn’t get out of the building because there was no door... Then I
placed in the doors... I was able to free flow like in and out with that...” This adaptability illustrates
how users refined their designs in response to system feedback. It’s also important to note that missing
functionality—such as essential tools—can limit the user’s ability to adapt efectively and impacts overall
control within Melete.</p>
        </sec>
        <sec id="sec-5-1-4">
          <title>4.1.4. Tools/Functionality</title>
          <p>Originally categorized under Design, the tools/functionality code was reassigned to the Control theme,
as it more directly impacts users’ ability to efectively interact with and manage the design process.
This factor also emerged during play-testing, where users encountered limitations due to missing or
unclear features. An illustrative example comes from Participant 3 in Condition 1:
”Um, yes, for the most part. I mean I did lose myself when I was going in and out and not
realizing where I spawn and what’s the consent... when I added the stairs and went back in
and not realizing from this camera perspective not knowing exactly where I was... ...Yeah, I
mean a mini map might be helpful and relatively straightforward to put in?... the other
thing would be when you’re going to test-environment, if I could choose where I spawned...
that would be a big deal cause it’s, I need to transition.”
This feedback highlights the importance of seemingly small tools—such as a mini-map or spawn point
selection—that can significantly improve user orientation and control within the system. The absence
of these features impacted the participant’s ability to navigate and refine their design eficiently.</p>
        </sec>
      </sec>
      <sec id="sec-5-2">
        <title>4.2. Design</title>
        <p>The theme Design focuses on the overall aesthetic, gameplay, and usability aspects of Melete. A key
code within this theme is gameplay, which addresses both implemented and missing mechanics, and
how these afect the user’s ability to complete the task. While it would have been possible to separate
these into distinct codes, we chose to explore them together, as users often evaluated design limitations
holistically—adapting their design approach in response to the system’s constraints or afordances.
Participant 8 (Condition 4) highlighted how existing elements inspired their design:Participant 8: “I
think it’s necessary... if it was just a blank page, I wouldn’t have the same inspiration... it gives me an
idea of, okay, so this is roughly how I was using the tools.” Gameplay mechanics were also noted by
Participant 9, who focused on avatar movement within the testing environment: Participant 9:“...Oh
by the way, it’s really cool how the thing moves... it goes like that.” Participant 9: “So you know how the
person moves... I got so fascinated with it I kept doing it... how it moves... your camera takes the turn in a
curve.” These reflections show how visual feedback, mechanics, and movement design all contribute to
the usability and creative inspiration within Melete.
4.3. Play</p>
        <sec id="sec-5-2-1">
          <title>4.3.1. Exploration</title>
          <p>The final theme, Play, explores whether users enjoyed using the system and how actively they engaged
with its tools during the design process.</p>
          <p>Exploration refers to a participant’s willingness to experiment with diferent features and interactions.
Participant 2, in Condition 5, demonstrated this through their creative use of system tools: Participant 2:
“Yeah, I think it was the, um, the interactivity... So after you get from here where there were rocks and stuf,
you just have to run directly at the building... with a second I could interact and make this little corridor
after the cover so you could find your way...”</p>
        </sec>
        <sec id="sec-5-2-2">
          <title>4.3.2. Enjoyment</title>
          <p>Enjoyment considers whether users found the experience positive or negative. Participant 2, also in the
Melete condition, expressed enthusiasm about the system’s generative potential: Participant 2:“I feel
like the generation would help... because it could be to a point where you went to generate diferent types of
terrain... once you’ve found like, Oh, I want it to be a castle, you’d find a castle and then you could add onto
it and make it how you wanted it to be.” The participant’s tone, as heard in the audio, conveyed clear
excitement and engagement, reinforcing the positive emotional impact of using Melete for creative
design.</p>
        </sec>
      </sec>
    </sec>
    <sec id="sec-6">
      <title>5. Discussion and Mixed Initiative Interaction Model</title>
      <p>Following our thematic analysis, we developed a model to describe participant interactions with MIAI
pipelines, shown in Figure 5.</p>
      <p>In the previous section, we presented all of the themes identified in this study and provided examples
of qualitative responses that helped reveal those themes. These themes have been grouped into the
following categories:
• Objective Design – Themes relating to what the AI/system/pipeline is intended to afect.
• Design Process – Themes over which the user has control.</p>
      <p>• Designer Experience – Themes concerning how the agent and human interact.</p>
      <p>These categories are linked to specific methodological approaches for improving AI implementation,
the system’s underlying rationale, and HCI interaction.</p>
      <p>The purpose of this model is to help researchers identify key areas of interest in MIAI pipelines
by breaking down qualitative data into identifiable themes. It is important to note that participants
in qualitative studies may produce both positive and negative comments about a given theme. As
such, the model not only identifies areas for improvement but also highlights where MIAI pipelines are
performing well.</p>
      <p>To apply this model, researchers may conduct small-scale qualitative studies with MIAI pipelines.
We recommend following the methodological procedure outlined in Sub-section 2.1.6. After conducting
a study and coding the thematic analysis, researchers can use the model to highlight areas of
consideration: Design Process (Objective-specific tasks), Objective Design (System-specific tasks), and Designer
Experience (User experience).</p>
      <p>• Objective-specific tasks – These refer to what the individual designing the system is trying to
automate. In our case, Melete aims to automate the process of populating a small 3D environment.
• System-specific tasks – These refer to the goal of the person using the system. In our case,
users were trying to develop a level for a Battle Royale-style game.</p>
      <p>• User experience – This refers to how easily the user can interact with the system.
Before developing any MIAI pipeline, researchers should consider the following questions:
• In relation to objective-specific tasks: What specific functions or processes is the AI responsible
for within the system?
• In relation to system-specific tasks: What is the end user intended to produce or accomplish
using the system?
• In relation to user experience: How does the user engage with both the system and the AI, and
what is the nature of that interaction?</p>
      <p>With regard to how the Mixed Initiative Interaction Model can support system improvement, the
following list outlines methodological approaches based on receiving negative feedback within specific
categories:
• Issues in Objective Design suggest using AI testing methods to verify that outputs meet their
intended purpose.
• Challenges in the Design Process point to the use of GUR methods for system refinement.
• Problems with Designer Experience call for HCI methods to assess usability and user satisfaction.</p>
      <p>While our focus is on the application of this model to MIAI pipelines in game design, the same
framework can be extended to other research domains.</p>
      <p>In the following sub sections we will use the Mixed Initiative Interaction Model to help highlight
areas of improvement for conditions one through four.</p>
      <sec id="sec-6-1">
        <title>5.1. Condition 1 - Level Editor</title>
        <p>In Condition 1, participants were asked to design a map entirely from scratch—functioning much like a
traditional level editor. This approach proved time-consuming and pushed users out of the iterative
Design Process theme of the MIAI model, encouraging a more linear, intuition-driven method. As a
result, participants often hesitated to fully engage with the available tools, leading to dificulties in
approaching the task efectively.</p>
        <p>For example: Participant 6: “...I always like to finish [the level]... I would prefer to test it when it’s
complete, rather than at smaller stages...” Participant 3: “...This is more of a case of ’I’ve built levels in
various level editors as well.’ So creating something from nothing is the status quo...”</p>
        <p>Both participants initially made avoidable, time-consuming mistakes by relying on linear design
logic. However, as they began interacting with the interface—particularly through play-testing—their
understanding of the system improved. This highlights the importance of tactile feedback and iterative
loops in supporting efective design.</p>
        <p>While Condition 1 functions as a standard level editor, its true value in an MIAI context lies in ofering
real-time feedback, which can guide and refine user decisions within the broader interaction loop. This
observation is also supported by our expert analysis [22].</p>
        <p>In our interaction model, both of these comments fall under the Design Process category—specifically,
problems related to understanding and adaptation. Although neither comment is negative it suggests
that for the level editor condition, we could apply GUR methods to improve the how Meletes level
editor worked.</p>
      </sec>
      <sec id="sec-6-2">
        <title>5.2. Condition 2 - PCG Output</title>
        <p>Condition 2 focused on using a PCG system to generate content, but its lack of adaptability and control
pushed participants out of the Design Process theme and into a more linear workflow. Participant
10:“Yer, I think especially as an AI tool I could see myself using this system to help me in the design
process...” “...But I would want the ability to draw in my maze[level] every time... it would be a good
way to move this sort of tool forward.” Although participants recognized the usefulness of generation,
the inability to modify outputs limited engagement. They relied on experience to choose suitable
levels but lacked the tools to iterate.Interviewer:“Do you think that you were able to complete the
challenge?” Participant 10:“I guess I did.” This uncertainty highlights the limitations of PCG systems as
stand-alone tools—undermining user confidence and reducing the efectiveness of the design process.
With respect to the interaction model, these comments fall under the Design Process category. However,
they are largely positive reflections, accompanied by constructive suggestions—many of which were
later implemented in the Melete condition. As the feedback is both afirmative and already addressed in
a subsequent condition, no further intervention is necessary.</p>
      </sec>
      <sec id="sec-6-3">
        <title>5.3. Condition 3 - Kernel interaction Only</title>
        <p>In Condition 3, participants generated a map using a dataset of their own creation, ofering partial
control over the output. However, like Condition 2, it limited adaptability and pushed users into a linear
design process, moving them away from the Design Process theme. Two main challenges emerged: the
lack of editing tools hindered Objective Design, and the complexity of dataset creation made the system
dificult to understand. Participant 4: “...I actually, I think I read all of them. I thought these were more
advanced, so I avoided them for now...” This condition highlighted that, without clear explanations or
accessible tools, users felt overwhelmed and were discouraged from engaging with the system. In terms
of the interaction model, this feedback was coded as an issue with enjoyment. As it reflects a negative
interaction with the system, it falls under the User Experience category. To address this, HCI evaluation
methods should be applied. In future experiments, we plan to incorporate an onboarding tutorial to
help participants better understand how the WFC algorithm works and how to manipulate its output.
This is an example of a “Design Interaction Method” aimed at helping users build a mental model of
how a system operates, as discussed in [68, 69].</p>
      </sec>
      <sec id="sec-6-4">
        <title>5.4. Condition 4 - MIAI without Kernel</title>
        <p>In Condition 4, participants engaged with Melete’s interaction loop, encouraging an iterative design
approach. This setup not only demonstrated how mixed-initiative systems support design but also
made the process more enjoyable and exploratory. Participant 8:“HAHA! That was the box like that...
And then I realized I don’t want walls... So I went back, check paint and then came back again.” The
participant’s laughter reflects a playful and engaging experience. Real-time feedback and the ability
to iterate between design and playtesting reduced stress and encouraged experimentation, helping
users visualize the end-user experience more efectively.When asked about procedural generation, the
participant added:“...if it was just a blank page, I wouldn’t have the same inspiration... So that helped my
understanding.” This highlights both the value and a limitation of the system: while generation inspired
creativity, the lack of transparency in how content was produced made it dificult for users to focus on
Objective Design, particularly in relation to mechanics, assets, and player experience. In terms of the
interaction model, there are two areas that were commented on. The initial comments relate to the
Designer Experience and are generally positive; as such, the interaction loop may be suficient as an
initial implementation, and no further HCI evaluation might be needed. In contrast, other feedback
suggests that the WFC algorithm may not be well-suited to scenarios where there is no need to interact
with the initial seed/kernel generation. It may be more appropriate to explore alternative PCG methods
for this type of system.</p>
      </sec>
      <sec id="sec-6-5">
        <title>5.5. Condition 5 compared to other conditions</title>
        <p>In Condition 5, participants worked with the full Melete system, which showcased how a
mixedinitiative interaction loop supports iterative design and provides greater insight into the generation
process. This section compares participants’ experiences with Melete against their previously tested
conditions.Participant 1 (previously Condition 1):“If you’re making like multiplayer maps... this is
definitely very helpful rather than have to start from scratch every single time.” They emphasized Melete’s
eficiency over manual design. Participant 2 (previously Condition 2):“I’d use it for... an online D&amp;D
experience... The dungeon master would create the world and players could play through it.” They saw
Melete’s potential in creative, collaborative settings. Participant 7 (previously Condition 3):“It’s never
going to give me exactly what I want... Whereas with solution two, you can actually just clean up the
rough edges yourself... it’s very useful.” This participant appreciated how Melete balanced procedural
generation with manual refinement, making it more production-ready. Participant 8 (previously
Condition 4): “...I felt like I had more control... It just kind of allowed more freedom for my creativity with...
all the other tools.” They highlighted the creative freedom enabled by combining data input control with
design tools.Overall, Condition 5 ofered participants more flexibility, eficiency, and creative control
compared to earlier conditions, reinforcing the value of an integrated, iterative MIAI workflow.</p>
      </sec>
    </sec>
    <sec id="sec-7">
      <title>6. Conclusion and future work</title>
      <p>This study supports previous findings from [ 22] that Melete is a promising tool for prototyping levels
in Battle Royale-style games. Future research could explore quantitative methods for evaluating MIAI
pipelines and examine how kernel interaction impacts the design process—particularly the designer’s
sense of control. In addition to this, in the MIAI Pipelines section, we highlighted notable examples of
MIAI systems in games. From this, we developed Table 2, which outlines common components found
in these pipelines. These include methods for interacting with the kernel/source data used to train
PCG algorithms, selecting and editing PCG output, testing interactions between the designer and AI,
presenting feedback (e.g., balance data), and mechanisms for the AI to correct or override the designer.
The table breaks down each system’s components based on descriptions from their respective articles.
When viewed alongside the MIAI interaction model, it reveals potential areas for future research.
One such direction is comparing diferent MIAI systems. For instance, Melete and Germinate share
many components but difer in implementation. Notably, Germinate uses natural language to generate
kernels. Future work could explore comparing Melete with Germinate or with a version of Melete
that incorporates LLMs for kernel interaction in the WFC algorithm. While participants were able to
playtest their designs in all conditions, an interesting distinction emerges: Conditions 1–3 followed a
linear design process, guiding participants step-by-step. In contrast, Conditions 4 and 5 introduced an
interactive loop, allowing participants to design, test, and iterate. Understanding how this interactive
structure influences user experience is key to improving MIAI system development.</p>
      <p>The aim of this exploratory study was not to define a fixed method for implementing MIAI interfaces,
but to explore and contextualize the key factors and features important in their design.</p>
      <p>Across all comparisons, participants clearly recognized the value of MIAI systems. When reflecting
on their experiences—particularly when comparing the initial condition to the full Melete system—they
identified specific advantages that MIAI tools bring to the design process.</p>
    </sec>
    <sec id="sec-8">
      <title>7. Declaration on Generative AI</title>
      <p>During the preparation of this work, authors used ChatGPT and Grammarly for the following: grammar
and spellcheck. After using this tool/service, the authors, reviewed and edited the content as needed
and take full responsibility for the publication’s content.
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    </sec>
    <sec id="sec-9">
      <title>A. Appendix</title>
      <sec id="sec-9-1">
        <title>A.1. Quantitative Data gathered</title>
        <p>How much did you enjoy your experience with the system?
How successful were you with the system?
To what extent were you able to use the system?
How helpful was the system in the design process?
Is the information provided by the system clear?
Was the system unclear at any point during your experience?
Did you feel disorientated or confusion during your participation with the system?
Do you think that this system will be helpful for you in a development environment?
Did you find the task dificult?</p>
        <p>Did you find the devices of the system dificult to use?</p>
      </sec>
    </sec>
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