  We propose the use of quality-diversity algorithms for mixed-initiative game
content generation. This idea is implemented as a new feature of the
Evolutionary Dungeon Designer, a system for mixed-initiative design of the type
of levels you typically find in computer role playing games. The feature uses
the MAP-Elites algorithm, an illumination algorithm which divides the
population into a number of cells depending on their values along several
behavioral dimensions. Users can flexibly and dynamically choose relevant
dimensions of variation, and incorporate suggestions produced by the algorithm
in their map designs. At the same time, any modifications performed by the
human feed back into MAP-Elites, and are used to generate further suggestions.
