papers

Publications (22)

cs.SE2020

Software Engineering For Automated Game Design

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…

astro-ph.SR2016

Return of the King: Time-Series Photometry of FO Aquarii's Initial Recovery from its Unprecedented 2016 Low State

Colin Littlefield, Peter Garnavich, Mark R. Kennedy +28

In 2016 May, the intermediate polar FO~Aqr was detected in a low state for the first time in its observational history. We report time-resolved photometry of the system during its…

cs.AI2018

Exploring Novel Game Spaces with Fluidic Games

Swen E. Gaudl, Mark J. Nelson, Simon Colton +5

With the growing integration of smartphones into our daily lives, and their increased ease of use, mobile games have become highly popular across all demographics. People listen to…

cs.HC2024

How To Save A World: The Go-Along Interview as Game Preservation Methodology in Wurm Online

Florence Smith Nicholls, Michael Cook

Massively multiplayer online (MMO) games boomed in the late 1990s to 2000s. In parallel, ethnographic studies of these communities emerged, generally involving participant observat…

cs.AI2023

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

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 regular…

cs.AI2023

Why Oatmeal is Cheap: Kolmogorov Complexity and Procedural Generation

Younès Rabii, Michael Cook

Although procedural generation is popular among game developers, academic research on the topic has primarily focused on new applications, with some research into empirical analysi…

cs.CY2022

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

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 t…

cs.HC2024

On the Evaluation of Procedural Level Generation Systems

Oliver Withington, Michael Cook, Laurissa Tokarchuk

The evaluation of procedural content generation (PCG) systems for generating video game levels is a complex and contested topic. Ideally, the field would have access to robust, gen…

cs.AI2023

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

Florence Smith Nicholls, Michael Cook

Procedural content generation has been applied to many domains, especially level design, but the narrative affordances of generated game environments are comparatively understudied…

cs.AI2021

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

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…

cs.AI2023

Trash to Treasure: Using text-to-image models to inform the design of physical artefacts

Amy Smith, Hope Schroeder, Ziv Epstein +3

Text-to-image generative models have recently exploded in popularity and accessibility. Yet so far, use of these models in creative tasks that bridge the 2D digital world and the c…

astro-ph.SR2014

The asynchronous polar V1432 Aquilae and its path back to synchronism

David Boyd, Joseph Patterson, William Allen +23

V1432 Aquilae is the only known eclipsing asynchronous polar. In this respect it is unique and therefore merits our attention. We report the results of a 15-year campaign by the gl…

cs.HC2022

The Dark Souls of Archaeology: Recording Elden Ring

Florence Smith Nicholls, Michael Cook

Archaeology can be broadly defined as the study and interpretation of the past through material remains. Videogame worlds, though immaterial in nature, can also afford opportunitie…

cs.AI2017

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

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. The natural starting point for AI researchers interested in MOBAs is to develo…

astro-ph.SR2015

Periodic Variations in the Residual Eclipse Flux and Eclipse Timings of Asynchronous Polar V1432 Aql: Evidence of a Shifting Threading Region

Colin Littlefield, Koji Mukai, Ryan Cain +8

We report the results of a twenty-eight-month photometric campaign studying V1432 Aql, the only known eclipsing, asynchronous polar. Our data show that both the residual eclipse fl…

cs.AI2016

PCG-Based Game Design Patterns

Michael Cook, Mirjam Eladhari, Andy Nealen +5

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',…

cs.AI2017

A Vision For Continuous Automated Game Design

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. In this paper we outline a roadmap…

cs.AI2020

Generative Forensics: Procedural Generation and Information Games

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 unpredi…

astro-ph.EP2015

Planetary Collisions outside the Solar System: Time Domain Characterization of Extreme Debris Disks

Huan Y. A. Meng, Kate Y. L. Su, George H. Rieke +9

Luminous debris disks of warm dust in the terrestrial planet zones around solar-like stars are recently found to vary, indicative of ongoing large-scale collisions of rocky objects…

cs.OH2021

Impressions of the GDMC AI Settlement Generation Challenge in Minecraft

Christoph Salge, Claus Aranha, Adrian Brightmoore +15

The GDMC AI settlement generation challenge is a PCG competition about producing an algorithm that can create an "interesting" Minecraft settlement for a given map. This paper cont…

cs.CY2021

The Social Responsibility of Game AI

Michael Cook

Over the last decade we have watched as artificial intelligence has been transformed into one of the most important issues of our time, and games have grown into the biggest entert…

cs.AI2020

Tabletop Roleplaying Games as Procedural Content Generators

Matthew Guzdial, Devi Acharya, Max Kreminski +4

Tabletop roleplaying games (TTRPGs) and procedural content generators can both be understood as systems of rules for producing content. In this paper, we argue that TTRPG design ca…