no code implementations • 12 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.
no code implementations • 3 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.
no code implementations • 17 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.
no code implementations • 1 Feb 2023 • Amy Smith, Hope Schroeder, Ziv Epstein, Michael Cook, Simon Colton, Andrew Lippman
Text-to-image generative models have recently exploded in popularity and accessibility.
no code implementations • 17 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.
no code implementations • 21 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.
no code implementations • 12 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.
no code implementations • 3 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.
no code implementations • 3 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.
no code implementations • 4 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.
no code implementations • 30 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.
no code implementations • 9 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.
no code implementations • 11 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.