Search Results for author: Michael Mateas

Found 6 papers, 4 papers with code

Automatic Mapping of NES Games with Mappy

1 code implementation12 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.

Automated Game Design Learning

1 code implementation11 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.

CHARDA: Causal Hybrid Automata Recovery via Dynamic Analysis

1 code implementation11 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.

Model Selection

CFGs-2-NLU: Sequence-to-Sequence Learning for Mapping Utterances to Semantics and Pragmatics

no code implementations22 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.

Natural Language Understanding

The VGLC: The Video Game Level Corpus

1 code implementation23 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.

BIG-bench Machine Learning

Super Mario as a String: Platformer Level Generation Via LSTMs

no code implementations2 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.

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