Constraint-based tools for building user interfaces
ACM Transactions on Graphics (TOG) - Special issue on user interface software
Design problem solving: a task analysis
AI Magazine
CYC: a large-scale investment in knowledge infrastructure
Communications of the ACM
Graceful Interaction with Graphical Constraints
IEEE Computer Graphics and Applications
EGGG: automated programming for game generation
IBM Systems Journal
ConceptNet — A Practical Commonsense Reasoning Tool-Kit
BT Technology Journal
ComicKit: acquiring story scripts using common sense feedback
Proceedings of the 10th international conference on Intelligent user interfaces
Persuasive Games: The Expressive Power of Videogames
Persuasive Games: The Expressive Power of Videogames
AI*IA '07 Proceedings of the 10th Congress of the Italian Association for Artificial Intelligence on AI*IA 2007: Artificial Intelligence and Human-Oriented Computing
On the difficulty of modular reinforcement learning for real-world partial programming
AAAI'06 Proceedings of the 21st national conference on Artificial intelligence - Volume 1
A requirements analysis for videogame design support tools
Proceedings of the 4th International Conference on Foundations of Digital Games
Design metaphors for procedural content generation in games
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
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Game-design novices increasingly hope to use game-like expression as a way to express content such as opinions and educational material. Existing game-design toolkits such as Game Maker ease the programming burden, bringing the design of small games within the technical reach of low-budget, non-expert groups. The design process itself remains a roadblock, however: It is not at all obvious how to present topics such as political viewpoints or bike safety in a way that makes use of the unique qualities of the interactive game medium. There are no tools to assist in that aspect of the game design process, and as a result virtually all expressive games come from a small number of game studios founded by experts in designing such games. We propose a game-design assistant that acts in a mixed-initiative fashion, helping the author understand the content of her design-in-progress, providing suggestions or automating the process where possible, and even offering the possibility for parts of the game to be dynamically generated at runtime in response to player interaction. We describe a prototype system that interactively helps authors define spaces of games in terms of common-sense constraints on their real-world references, provides support for them to understand and iteratively refine such spaces, and realizes specific games from the spaces as playable mobile-phone games in response to user input.