Related papers: Data-driven Design: A Case for Maximalist Game Des…
Data is becoming an important central point for making design decisions for most software. Game development is not an exception. As data-driven methods and systems start to populate these environments, a good question is: can we make models…
Game designs often center on the game mechanics---rules governing the logical evolution of the game. We seek to develop an intelligent system that generates computer games. As first steps towards this goal we present a composable and…
Attribute-driven software architecture design aims to provide decision support by taking into account the quality attributes of softwares. A central question in this process is: What architecture design best fulfills the desirable software…
In recent years, the games industry has made a major move towards data-driven development, using data analytics and player modeling to inform design decisions. Data-driven techniques are beneficial as they allow for the study of player…
Many advancements have been made in procedural content generation for games, and with mixed-initiative co-creativity, have the potential for great benefits to human designers. However, co-creative systems for game generation are typically…
In recent years, machine learning (ML) systems have been increasingly applied for performing creative tasks. Such creative ML approaches have seen wide use in the domains of visual art and music for applications such as image and music…
As a novel and fast-changing field, the video game industry does not have a fixed and well-defined vocabulary. In particular, game genres are of interest: No two experts seem to agree on what they are and how they relate to each other. We…
Metamaterials are artificial materials designed to exhibit effective material parameters that go beyond those found in nature. Composed of unit cells with rich designability that are assembled into multiscale systems, they hold great…
We consider the problem of designing a linear program that has diverse solutions as the right-hand side varies. This problem arises in video game settings where designers aim to have players use different "weapons" or "tactics" as they…
We attempt to automate various artistic processes by inventing a set of drawing games, analogous to the approach taken by emergent language research in inventing communication games. A critical difference is that drawing games demand much…
The notion of optimality naturally arises in many areas of applied mathematics and computer science concerned with decision making. Here we consider this notion in the context of two formalisms used for different purposes and in different…
While general game playing is an active field of research, the learning of game design has tended to be either a secondary goal of such research or it has been solely the domain of humans. We propose a field of research, Automated Game…
This work lies in the fusion of experimental economics and data mining. It continues author's previous work on mining behaviour rules of human subjects from experimental data, where game-theoretic predictions partially fail to work.…
This paper introduces DATA Agent, a system which creates murder mystery adventures from open data. In the game, the player takes on the role of a detective tasked with finding the culprit of a murder. All characters, places, and items in…
Mechanism design is essentially reverse engineering of games and involves inducing a game among strategic agents in a way that the induced game satisfies a set of desired properties in an equilibrium of the game. Desirable properties for a…
Automated game design is the problem of automatically producing games through computational processes. Traditionally, these methods have relied on the authoring of search spaces by a designer, defining the space of all possible games for…
People enjoy encounters with generative software, but rarely are they encouraged to interact with, understand or engage with it. In this paper we define the term 'PCG-based game', and explain how this concept follows on from the idea of an…
Automated game design is a rapidly growing area of research, yet many aspects of game design lie largely unexamined still, as most systems focus on two-dimensional games with clear objectives and goal-oriented gameplay. This paper describes…
We use ideas from distributed computing and game theory to study dynamic and decentralized environments in which computational nodes, or decision makers, interact strategically and with limited information. In such environments, which arise…
Game AI designers must manage complex interactions between the AI character, the game world, and the player, while achieving their design visions. Computational co-creativity tools can aid them, but first, AI and HCI researchers must gather…