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【NICOGRAPH International2026】Lottery and Sprint...

【NICOGRAPH International2026】Lottery and Sprint Arcade

Slide used at NICOGRAPH International2026 oral presentation.
Title, "Lottery and Sprint Arcade: Enabling Player-Driven Game Editing with Generative AI"

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paruparu

June 22, 2026

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  1. Lottery and Sprint Arcade Torii et al. NICOGRAPH International 2026,

    Nagoya. University of Tsukuba, Digital Nature Group University of Tsukuba, Digital Nature Group Maya Grace Torii 1), Takahito Murakami 1), Yoichi Ochiai 2) Lottery and Sprint Arcade: Enabling Player-Driven Game Editing with Generative AI 1 1) Graduate School of Comprehensive Human Sciences, University of Tsukuba 2) R & D Centre for Digital Nature, University of Tsukuba
  2. Lottery and Sprint Arcade Torii et al. NICOGRAPH International 2026,

    Nagoya. University of Tsukuba, Digital Nature Group University of Tsukuba, Digital Nature Group Take away 2 🎙 Voice-Driven 🗣 Natural-language commands 🎮 In-Play Editing 🛠 Modify while playing 🆙 Instant Updates 🤖 Immediate AI response 🤾 Player Experience 🫀 Behavior & UX insights 📚 Over 100 configuration 🎖 Lottery and Sprint 🕹 Old Arcade 👾 Invader like
  3. Lottery and Sprint Arcade Torii et al. NICOGRAPH International 2026,

    Nagoya. University of Tsukuba, Digital Nature Group University of Tsukuba, Digital Nature Group Background: From Offline Automation to Play-Driven Modification 3 Gallotta et al. [9] Miralvand et al. [4] Smith et al. [11] Offline Automation —-> Interactive Co-creation Jennings et al. [12] Charity et al. [6]
  4. Lottery and Sprint Arcade Torii et al. NICOGRAPH International 2026,

    Nagoya. University of Tsukuba, Digital Nature Group University of Tsukuba, Digital Nature Group Background: Our Previous Work 4 Torii and Murakami et al. [11] Lottery and Sprint
  5. Lottery and Sprint Arcade Torii et al. NICOGRAPH International 2026,

    Nagoya. University of Tsukuba, Digital Nature Group University of Tsukuba, Digital Nature Group Background: Extending Lottery and Sprint to Video Games 5 Too long —->
  6. Lottery and Sprint Arcade Torii et al. NICOGRAPH International 2026,

    Nagoya. University of Tsukuba, Digital Nature Group University of Tsukuba, Digital Nature Group RQ1 How do users interact with and experience play-driven AI-mediated game editing? In other words, can users effectively modify a game through voice interaction, and how do they perceive the experience? Research Questions 6 RQ2 How do different editing patterns relate to player experience?
  7. Lottery and Sprint Arcade Torii et al. NICOGRAPH International 2026,

    Nagoya. University of Tsukuba, Digital Nature Group University of Tsukuba, Digital Nature Group System Implementation: Hardware & Interface 7 GPT-4o Whisper Arcade1Up cabinet Microphone Raspberry Pi 5 Added Action Buttons
  8. Lottery and Sprint Arcade Torii et al. NICOGRAPH International 2026,

    Nagoya. University of Tsukuba, Digital Nature Group University of Tsukuba, Digital Nature Group System Implementation: Parameters & The Play Loop 8 100+ Json Config Example In-play editing —-> w/ Natural Language, Voice and Cheatsheets
  9. Lottery and Sprint Arcade Torii et al. NICOGRAPH International 2026,

    Nagoya. University of Tsukuba, Digital Nature Group University of Tsukuba, Digital Nature Group LLM Configuration Pipeline: Plan & Action 9 Use Voice Instruction w/ Cheatsheet
  10. Lottery and Sprint Arcade Torii et al. NICOGRAPH International 2026,

    Nagoya. University of Tsukuba, Digital Nature Group University of Tsukuba, Digital Nature Group User Study 10 RQ1 How do users interact with and experience play-driven AI-mediated game editing? In other words, can users effectively modify a game through voice interaction, and how do they perceive the experience? RQ2 How do different editing patterns relate to player experience?
  11. Lottery and Sprint Arcade Torii et al. NICOGRAPH International 2026,

    Nagoya. University of Tsukuba, Digital Nature Group University of Tsukuba, Digital Nature Group User Study Design 11 —-> NASA-TLX / UEQ / Post Survey(Original) —-> Editing Logs Analysis / PCA / Qualitative Analysis N = 21 5 gameplay-editing trials requiring at least 2 successful edits per trial Experimental Strategy RQ1 How do users interact with and experience play-driven AI-mediated game editing? In other words, can users effectively modify a game through voice interaction, and how do they perceive the experience? RQ2 How do different editing patterns relate to player experience?
  12. Lottery and Sprint Arcade Torii et al. NICOGRAPH International 2026,

    Nagoya. University of Tsukuba, Digital Nature Group University of Tsukuba, Digital Nature Group Results RQ1: How did users experience play-driven game editing? 12 Reliable Pipeline: 97.1% success rate. Positive Experience (Easy and natural interaction) Accessible to Non-Experts (No significant differences) Key Findings
  13. Lottery and Sprint Arcade Torii et al. NICOGRAPH International 2026,

    Nagoya. University of Tsukuba, Digital Nature Group University of Tsukuba, Digital Nature Group Results RQ2: What editing patterns emerged? 13 Log Analysis: Extracted via PCA. PC1 (Focus): Presentation vs. Interaction. PC2 (Depth): Immediate vs. Deeper changes. Key Findings
  14. Lottery and Sprint Arcade Torii et al. NICOGRAPH International 2026,

    Nagoya. University of Tsukuba, Digital Nature Group University of Tsukuba, Digital Nature Group Results RQ2: Editing Patterns and Experience 14 Perceptible Edits ➔ Higher Usability Structural Edits ➔ Higher Enjoyment Key Insight: Styles shape the UX Key Findings
  15. Lottery and Sprint Arcade Torii et al. NICOGRAPH International 2026,

    Nagoya. University of Tsukuba, Digital Nature Group University of Tsukuba, Digital Nature Group Results RQ2: Qualitative Findings 15 • “I was able to find fun in the unexpectedness.” (P16, None-EX) • “Seeing the unpredictable changes.” (P5, Amateur) • “[It felt like] creating my own new game.” (P16, None-EX) • Constraint awareness: Noted difficulty in adding entirely new mechanics beyond existing parameters (P20, P21, Pro). • Boundary testing: Used extreme values to understand system robustness and limits (P6, Pro). • Practical utility: Framed as a tool for fine-tuning development variables (P20, Pro). 2. Structural Editing 1. Exploratory Editing 3. Iterative Tuning Testing system affordances without fixed expectations. Transforming gameplay toward specific goals (e.g., bullet-hell, psychedelic). Systematically adjusting parameters to refine mechanics.
  16. Lottery and Sprint Arcade Torii et al. NICOGRAPH International 2026,

    Nagoya. University of Tsukuba, Digital Nature Group University of Tsukuba, Digital Nature Group Discussion: Human-AI Co-Creation Dynamics 16 Accessible to All (RQ1) • Positive experiences and moderate workload across all skill levels. • Voice-based editing effectively may lowers the barrier to entry. Goal-Driven Collaboration (RQ2) • Diverse editing strategies emerge (Exploratory, Structural, Iterative) depending on user intent. Core Implication • Play-driven editing is a highly effective framework for real-time Human-AI Co-Creation.
  17. Lottery and Sprint Arcade Torii et al. NICOGRAPH International 2026,

    Nagoya. University of Tsukuba, Digital Nature Group University of Tsukuba, Digital Nature Group Conclusion and Future Work 17 Conclusion • System: Developed Lottery & Sprint Arcade for real-time, voice-driven game editing. • Accessibility: Participants successfully edited games with positive experiences across experience levels. • Co-Creation: Multiple editing strategies emerged, highlighting the potential of play-driven editing. Future Work • Explore more complex game genres and richer rule systems. • Investigate how users perceive the role of AI during the creative process. • Study human-AI collaboration in longer-term creative activities.
  18. Lottery and Sprint Arcade Torii et al. NICOGRAPH International 2026,

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