14 citations · 40 across the 4 of their papers we have counts for
6 papers
Exploring Level Blending across Platformers via Paths and Affordances
Anurag Sarkar, Adam Summerville, Sam Snodgrass +2
Techniques for procedural content generation via machine learning (PCGML) have been shown to be useful for generating novel game content. While used primarily for producing new con…
A Resourceful Reframing of Behavior Trees
Chris Martens, Eric Butler, Joseph C. Osborn
Designers of autonomous agents, whether in physical or virtual environments, need to express nondeterminisim, failure, and parallelism in behaviors, as well as accounting for synch…
Automatic Mapping of NES Games with Mappy
Joseph C. Osborn, Adam Summerville, Michael Mateas
Game maps are useful for human players, general-game-playing agents, and data-driven procedural content generation. These maps are generally made by hand-assembling manually-create…
Mechanics Automatically Recognized via Interactive Observation: Jumping
Adam Summerville, Joseph C. Osborn, Christoffer Holmgård +1
Jumping has been an important mechanic since its introduction in Donkey Kong. It has taken a variety of forms and shown up in numerous games, with each jump having a different feel…
CHARDA: Causal Hybrid Automata Recovery via Dynamic Analysis
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. Working from a sequence of continuous st…
Automated Game Design Learning
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…