CYC: a large-scale investment in knowledge infrastructure
Communications of the ACM
Generation of Ideologically-Biased Historical Documentaries
Proceedings of the Seventeenth National Conference on Artificial Intelligence and Twelfth Conference on Innovative Applications of Artificial Intelligence
Makebelieve: using commonsense knowledge to generate stories
Eighteenth national conference on Artificial intelligence
Interactive Improvisational Music Companionship: A User-Modeling Approach
User Modeling and User-Adapted Interaction
EGGG: automated programming for game generation
IBM Systems Journal
ConceptNet — A Practical Commonsense Reasoning Tool-Kit
BT Technology Journal
Using MIDI to modify video game content
NIME '06 Proceedings of the 2006 conference on New interfaces for musical expression
Virtual Music: Computer Synthesis of Musical Style
Virtual Music: Computer Synthesis of Musical Style
Terrain Synthesis from Digital Elevation Models
IEEE Transactions on Visualization and Computer Graphics
WordNet: similarity - measuring the relatedness of concepts
AAAI'04 Proceedings of the 19th national conference on Artifical intelligence
IJCAI'79 Proceedings of the 6th international joint conference on Artificial intelligence - Volume 2
An interactive game-design assistant
Proceedings of the 13th international conference on Intelligent user interfaces
Identifying annotations for adventure game generation from fiction text
SAICSIT '10 Proceedings of the 2010 Annual Research Conference of the South African Institute of Computer Scientists and Information Technologists
Level design as model transformation: a strategy for automated content generation
Proceedings of the 2nd International Workshop on Procedural Content Generation in Games
Proceduralist readings: how to find meaning in games with graphical logics
Proceedings of the 6th International Conference on Foundations of Digital Games
Randomness + structure = clutter: a procedural object placement generator
ICEC'11 Proceedings of the 10th international conference on Entertainment Computing
Initial results from co-operative co-evolution for automated platformer design
EvoApplications'12 Proceedings of the 2012t European conference on Applications of Evolutionary Computation
The micro-rhetorics of Game-o-Matic
Proceedings of the International Conference on the Foundations of Digital Games
Personalised gaming: a motivation and overview of literature
Proceedings of The 8th Australasian Conference on Interactive Entertainment: Playing the System
Procedural content generation for games: A survey
ACM Transactions on Multimedia Computing, Communications, and Applications (TOMCCAP)
Mechanic miner: reflection-driven game mechanic discovery and level design
EvoApplications'13 Proceedings of the 16th European conference on Applications of Evolutionary Computation
Design metaphors for procedural content generation in games
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Generating Emergent Physics for Action-Adventure Games
Proceedings of the The third workshop on Procedural Content Generation in Games
Game-O-Matic: Generating Videogames that Represent Ideas
Proceedings of the The third workshop on Procedural Content Generation in Games
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Game generation systems perform automated, intelligent design of games (i.e.videogames, boardgames), reasoning about both the abstract rule system of the game and the visual realization of these rules. Although, as an instance of the problem of creative design, game generation shares some common research themes with other creative AI systems such as story and art generators, game generation extends such work by having to reason about dynamic, playableartifacts. Like AI work on creativity in other domains, work on game generation sheds light on the human game design process, offering opportunities to make explicit the tacit knowledge involved in game design and test game design theories. Finally, game generation enables new game genres which are radically customized to specific players or situations; notable examples are cell phone games customized for particular users and newsgames providing commentary on current events. We describe an approach to formalizing game mechanics and generating games using those mechanics, using WordNet and ConceptNet to assist in performing common-sense reasoning about game verbs and nouns. Finally, we demonstrate and describe in detail a prototype that designs micro-games in the style of Nintendo's WarioWareseries.