Do you think your project will replace multiple game designers/programmers in recent future?
Um, it's hard to say, but my gut feeling is it won't. ANGELINA as a system is really like a tiny development studio, so she herself won't be replacing anyone. That said, research in this area will lead to new technology being developed, but I like to think of this as simply furthering what can be done with conventional development - the CryEngine does lots of lovely AI pathing, lighting tricks and so on for the developer, but it doesn't make them obsolete. The same could be true of design assistants - it doesn't remove the need for a human designer if a tool is released that can balance a game. It just makes the designer able to focus on doing more interesting, more crazy things that push the edges of gaming a little more than we're used to.
Goodbye quality, hello quantity.
That's not a hugely helpful attitude, if you don't mind my saying. Right now, we're producing very low-quality games. ANGELINA was the product of one PhD student (me) over what is currently 13 months. The platformer stuff you're seeing went from concept to published paper in two months, so these are very small projects. We're taking steps forward to make the systems better, but initially things will be simple.
Eventually, sure, it might be possible to use tech like this to flood the market with cheap games. But that might be a good thing. We already do this by hand, and produce thousands of copycat games that don't really do anything new. Why not have a generator for these, in the same style as the infinite Sudoku apps, so that game developers can move on to building more interesting, useful, engaging, moving games? It could be a great thing.
Thanks for getting involved, everyone!