Search Results for author: Michael Cook

Found 13 papers, 0 papers with code

AI-Generated Imagery: A New Era for the `Readymade'

no code implementations12 Jul 2023 Amy Smith, Michael Cook

While the term `art' defies any concrete definition, this paper aims to examine how digital images produced by generative AI systems, such as Midjourney, have come to be so regularly referred to as such.

Why Oatmeal is Cheap: Kolmogorov Complexity and Procedural Generation

no code implementations3 May 2023 Younès Rabii, Michael Cook

In doing so, we identify the limiting relationship between the knowledge encoded in a generator, the density of its output space, and the intricacy of the artifacts it produces.

'That Darned Sandstorm': A Study of Procedural Generation through Archaeological Storytelling

no code implementations17 Apr 2023 Florence Smith Nicholls, Michael Cook

We provide some preliminary analysis of our intentional attempt to prompt player interpretation, and the unintentional effects of a glitch on the player experience of the game.

Optimists at Heart: Why Do We Research Game AI? (Extended Version)

no code implementations17 May 2022 Michael Cook

In this paper we survey the motivations behind contemporary game AI research by analysing individual publications, the researchers themselves, and the institutions that influence them.

The Road Less Travelled: Trying And Failing To Generate Walking Simulators

no code implementations21 Apr 2021 Michael Cook

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.

Tabletop Roleplaying Games as Procedural Content Generators

no code implementations12 Jul 2020 Matthew Guzdial, Devi Acharya, Max Kreminski, Michael Cook, Mirjam Eladhari, Antonios Liapis, Anne Sullivan

Tabletop roleplaying games (TTRPGs) and procedural content generators can both be understood as systems of rules for producing content.

Generative Forensics: Procedural Generation and Information Games

no code implementations3 Apr 2020 Michael Cook

Procedural generation is used across game design to achieve a wide variety of ends, and has led to the creation of several game subgenres by injecting variance, surprise or unpredictability into otherwise static designs.

Software Engineering For Automated Game Design

no code implementations3 Apr 2020 Michael Cook

As we develop more assistive and automated game design systems, the question of how these systems should be integrated into game development workflows, and how much adaptation may be required, becomes increasingly important.

Exploring Novel Game Spaces with Fluidic Games

no code implementations4 Mar 2018 Swen E. Gaudl, Mark J. Nelson, Simon Colton, Rob Saunders, Edward J. Powley, Peter Ivey, Blanca Perez Ferrer, Michael Cook

We present here a new type of mobile app -- fluidic games -- and illustrate our iterative approach to their design.

A Vision For Continuous Automated Game Design

no code implementations30 Jul 2017 Michael Cook

ANGELINA is an automated game design system which has previously been built as a single software block which designs games from start to finish.

Off The Beaten Lane: AI Challenges In MOBAs Beyond Player Control

no code implementations9 Jun 2017 Michael Cook, Adam Summerville, Simon Colton

MOBAs represent a huge segment of online gaming and are growing as both an eSport and a casual genre.

Cultural Vocal Bursts Intensity Prediction

PCG-Based Game Design Patterns

no code implementations11 Oct 2016 Michael Cook, Mirjam Eladhari, Andy Nealen, Mike Treanor, Eddy Boxerman, Alex Jaffe, Paul Sottosanti, Steve Swink

People enjoy encounters with generative software, but rarely are they encouraged to interact with, understand or engage with it.

Cannot find the paper you are looking for? You can Submit a new open access paper.