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Main Authors: Hervé, Victoire, Warpefelt, Henrik, Salge, Christoph
Format: Preprint
Published: 2025
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Online Access:https://arxiv.org/abs/2509.19030
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author Hervé, Victoire
Warpefelt, Henrik
Salge, Christoph
author_facet Hervé, Victoire
Warpefelt, Henrik
Salge, Christoph
contents Algorithmic evaluation of procedurally generated content struggles to find metrics that align with human experience, particularly for composite artefacts. Automatic decomposition as a possible solution requires concepts that meet a range of properties. To this end, drawing on Games Studies and Game AI research, we introduce the nested concepts of \textit{Landmarks}, \textit{Monuments}, and \textit{Beacons}. These concepts are based on the artefact's perceivability, evocativeness, and Call to Action, all from a player-centric perspective. These terms are generic to games and usable across genres. We argue that these entities can be found and evaluated with techniques currently used in both research and industry, opening a path towards a fully automated decomposition of PCG, and evaluation of the salient sub-components. Although the work presented here emphasises mixed-initiative PCG and compositional PCG, we believe it applies beyond those domains. With this approach, we intend to create a connection between humanities and technical game research and allow for better computational PCG evaluation
format Preprint
id arxiv_https___arxiv_org_abs_2509_19030
institution arXiv
publishDate 2025
record_format arxiv
spellingShingle Landmarks, Monuments, and Beacons: Understanding Generative Calls to Action
Hervé, Victoire
Warpefelt, Henrik
Salge, Christoph
Artificial Intelligence
Algorithmic evaluation of procedurally generated content struggles to find metrics that align with human experience, particularly for composite artefacts. Automatic decomposition as a possible solution requires concepts that meet a range of properties. To this end, drawing on Games Studies and Game AI research, we introduce the nested concepts of \textit{Landmarks}, \textit{Monuments}, and \textit{Beacons}. These concepts are based on the artefact's perceivability, evocativeness, and Call to Action, all from a player-centric perspective. These terms are generic to games and usable across genres. We argue that these entities can be found and evaluated with techniques currently used in both research and industry, opening a path towards a fully automated decomposition of PCG, and evaluation of the salient sub-components. Although the work presented here emphasises mixed-initiative PCG and compositional PCG, we believe it applies beyond those domains. With this approach, we intend to create a connection between humanities and technical game research and allow for better computational PCG evaluation
title Landmarks, Monuments, and Beacons: Understanding Generative Calls to Action
topic Artificial Intelligence
url https://arxiv.org/abs/2509.19030