25 citations · 87 across the 7 of their papers we have counts for
10 papers
Human-like Bots for Tactical Shooters Using Compute-Efficient Sensors
Niels Justesen, Maria Kaselimi, Sam Snodgrass +12
Artificial intelligence (AI) has enabled agents to master complex video games, from first-person shooters like Counter-Strike to real-time strategy games such as StarCraft II and r…
Automatic Critical Mechanic Discovery Using Playtraces in Video Games
Michael Cerny Green, Ahmed Khalifa, Gabriella A. B. Barros +2
We present a new method of automatic critical mechanic discovery for video games using a combination of game description parsing and playtrace information. This method is applied t…
Intentional Computational Level Design
Ahmed Khalifa, Michael Cerny Green, Gabriella Barros +1
The procedural generation of levels and content in video games is a challenging AI problem. Often such generation relies on an intelligent way of evaluating the content being gener…
DATA Agent
Michael Cerny Green, Gabriella A. B. Barros, Antonios Liapis +1
This paper introduces DATA Agent, a system which creates murder mystery adventures from open data. In the game, the player takes on the role of a detective tasked with finding the…
Generating Levels That Teach Mechanics
Michael Cerny Green, Ahmed Khalifa, Gabriella A. B. Barros +2
The automatic generation of game tutorials is a challenging AI problem. While it is possible to generate annotations and instructions that explain to the player how the game is pla…
AtDelfi: Automatically Designing Legible, Full Instructions For Games
Michael Cerny Green, Ahmed Khalifa, Gabriella A. B. Barros +3
This paper introduces a fully automatic method for generating video game tutorials. The AtDELFI system (AuTomatically DEsigning Legible, Full Instructions for games) was created to…
Data-driven Design: A Case for Maximalist Game Design
Gabriella A. B. Barros, Michael Cerny Green, Antonios Liapis +1
Maximalism in art refers to drawing on and combining multiple different sources for art creation, embracing the resulting collisions and heterogeneity. This paper discusses the use…
"Press Space to Fire": Automatic Video Game Tutorial Generation
Michael Cerny Green, Ahmed Khalifa, Gabriella A. B. Barros +1
We propose the problem of tutorial generation for games, i.e. to generate tutorials which can teach players to play games, as an AI problem. This problem can be approached in sever…
Who Killed Albert Einstein? From Open Data to Murder Mystery Games
Gabriella A. B. Barros, Michael Cerny Green, Antonios Liapis +1
This paper presents a framework for generating adventure games from open data. Focusing on the murder mystery type of adventure games, the generator is able to transform open data…
DeepTingle
Ahmed Khalifa, Gabriella A. B. Barros, Julian Togelius
DeepTingle is a text prediction and classification system trained on the collected works of the renowned fantastic gay erotica author Chuck Tingle. Whereas the writing assistance t…