1 code implementation • 12 Jul 2017 • Joseph C. Osborn, Adam Summerville, Michael Mateas
Game maps are useful for human players, general-game-playing agents, and data-driven procedural content generation.
1 code implementation • 11 Jul 2017 • Joseph C. Osborn, Adam Summerville, Michael Mateas
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.
1 code implementation • 11 Jul 2017 • Adam Summerville, Joseph Osborn, Michael Mateas
We propose and evaluate a new technique for learning hybrid automata automatically by observing the runtime behavior of a dynamical system.
no code implementations • 22 Jul 2016 • Adam James Summerville, James Ryan, Michael Mateas, Noah Wardrip-Fruin
Because we already annotated the symbols in this grammar for the semantic and pragmatic considerations that our game's dialogue manager operates over, we can use the grammatical trace associated with any surface utterance to infer such information.
1 code implementation • 23 Jun 2016 • Adam James Summerville, Sam Snodgrass, Michael Mateas, Santiago Ontañón
Levels are a key component of many different video games, and a large body of work has been produced on how to procedurally generate game levels.
no code implementations • 2 Mar 2016 • Adam Summerville, Michael Mateas
The procedural generation of video game levels has existed for at least 30 years, but only recently have machine learning approaches been used to generate levels without specifying the rules for generation.