activity
20162020
most citedThe VGLC: The Video Game Level Corpus

86 citations · 118 across the 5 of their papers we have counts for

collaborators

8 papers

cs.LG20206 cited

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…

cs.AI201711 cited

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…

cs.AI201714 cited

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…

cs.AI2017

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…

cs.AI2017

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…

cs.AI20171 cited

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…