Hi, I'm Jim Whitehead, an Associate Professor of Computer Science at the
University of California, Santa Cruz (currently on sabbatical at Univ.
Rey Juan Carlos, near Madrid, Spain). These days I have two major
research fields, software engineering and computer games, though in the
90's I also performed research on hypertext systems and application
layer protocol design. Across many of these fields, I'm interested in
how people design. So for games, I have interest in level design, and
procedural level design.
"My" work to date in procedural level generation has been done in
cooperation with my PhD student Gillian Smith, which is to say she has
done the heavy lifting. I'll let her describe our procedural platformer
generation work in more detail.
What I find interesting about procedural level design is, first of all,
how hard it is to get right. I'm also fascinated by the kinds of
insights procedural level design algorithms provide us about the human
act of level design. Finally, I'm excited about the potential for
creativity inherent in humans artists working collaboratively with
procedural generators (of all kinds).
My favorite games are Civilization (III, though I should try IV at some
point), and Radiant Silvergun.
- Jim
I'm Cameron Browne, a visiting researcher at the Computational
Creativity Group at Imperial College London. I have a strong interest
in procedural generation methods for combinatorial (board) game
design and computer artwork.
Last year I completed a PhD on automated game measurement and design.
This involved a general game player called Ludi that can estimate a
game's quality through self-play and create new games by evolving
existing rule sets. Here's a recent paper summaring this work:
http://www.cameronius.com/bio/publications/ciaig-browne-maire-13.pdf
Ludi has discovered some nice games, a couple of which have since
been published, notably Yavalath: http://www.boardgamegeek.com/boardgame/33767
I think the Procedural Content Group is a great idea, and look
forward to future discussions with you all!
Regards,
Cameron
My name is Ken Hullett and I'm a PhD student at UCSC. My current work
is on the relationship between level design and player models,
specifically in first-person shooters. This potentially ties into
level generation and adaptive games by providing a framework for how
to generate/adjust levels for challenge or to suit a player.
My master's thesis was on scenario generation for emergency rescue
training games. I presented a paper on it at FDG 2009. You can find
some info on it here:
http://users.soe.ucsc.edu/~khullett/doku.php?id=scenario_generation
Ken
I forgot to mention my favorite games. My all-time favorite is
probably the Civilization series, with Civ 3 the best of the best. I'd
love to know how the maps are generated, but I suspect I'd be
disappointed - it's probably some rather simple algorithm.
Recently I've very much enjoyed Mass Effect and Fallout 3. I doubt
there's any online PCG going on in these titles, though it would
certainly be possible with the planets in Mass Effect. Maybe PCG was
used during game development for those? It would be an awful lot of
landscapes to create otherwise.
At the moment I'm completely observed by Drop7 for the iPhone, though
that has no "content" in the traditional sense of the word so PCG
would be hard for such a game. But I suppose the game mechanics could
be generated...
Julian
2009/10/22 Tarn Adams <tarn....@gmail.com>:
--
Julian Togelius
Assistant Professor
IT University of Copenhagen
Rued Langgaards Vej 7
2300 Copenhagen S
Denmark
jul...@togelius.com
http://julian.togelius.com
+46-705-192088
The pcg wiki is run by Andrew Doull - I've invited him to the group
and hope to see him here soon. I'd recommend all of you to check his
wiki out and possibly contribute to it.
Julian
2009/10/25 Craig Reynolds <craig.w....@gmail.com>:
--
Great initiative Julian!
I am Georgios Yannakakis, Associate Professor at the Center for Computer
games Research, IT University of Copenhagen
My research interests lie in the investigation of intelligent mechanisms
and cognitive/affective models for optimizing user experience within
human-machine interactive systems. More specifically, I like
investigating the relationship between computational user models of
different levels of human response (cognitive, affective) and adaptive
learning in real-time.
During the last few years I have established generic quantitative models
of player satisfaction in specific genres and platforms of games varying
from simple screen-based Pac-Man-like game to augmented reality games.
Fortunately, there have been quite a few people that liked the idea and
we formed an IEEE task force on Player Satisfaction Modeling which
correlates very well with this SIG. (By the way, let me know if you
would like to be part of the task force!)
IEEE Task Force webpage: http://gameai.itu.dk/psm/index.php/Main_Page
I have been using predictors of player experience as objective/fitness
functions for adjusting in-game controls in real-time. The result of
this is an adaptive game tailored to player characteristics/. An example
of a simple gradient-based adaptation mechanism that optimizes fun in a
physical interactive game can been found in the following paper:
http://www.itu.dk/people/yannakakis/TCIAIG_RealTimeAdaptation.pdf
Now, obviously, I view content as a game building block which can been
used to elicit the desired player experience. The Super Mario paper we
co-authored with Julian is one example of this viewpoint:
http://www.itu.dk/people/yannakakis/CIG09_marioV3.pdf
On top of game environment features and mechanics one might wish to
control camera parameters to emerge cinematographic feelings or force
the player in particular emotional states. A case-study showcasing this
potential was presented at last AIIDE:
http://www.itu.dk/people/yannakakis/AIIDE09_camera.pdf
In general, I believe that player experience should encapsulate fun,
frustration, fairness, drama, and so on, as long as those are
parameters/states set by the game designer herself. A successful
predictor of player experience should be able to evaluate the content to
be introduced/presented prior to introduction - ideally one would like
to design a closed-loop controller which is rather a utopia in games
dealing with humans. A successful adaptive mechanism should be able to
tell how often to introduce the content and how much of it.
My homepage is here: http://www.itu.dk/~yannakakis/
Game AI wiki of our group: http://gameai.itu.dk/
Our Center's page is here: http://game.itu.dk/
Cheers
Georgios
--
Georgios N. Yannakakis
Associate Professor
IT University of Copenhagen
Tel. +45 7218 5078
Fax. +45 7218 5001
Email: yanna...@itu.dk
Web: http://www.itu.dk/~yannakakis/
Addr. Room 4B05, Rued Langgaards Vej 7, DK-2300 Copenhagen S
My name is Rafael Bidarra, and I'm an associate professor in
Computer Science at Delft University of Technology, The
Netherlands, where I'm leading the Faculty's research group on
game technology, and supervising various MSc and PhD projects in
this area.
I'm also teaching and supervising several courses and projects on
video games, including the mythical (BSc) Games Project
(http://graphics.tudelft.nl/~mkt4/) and a pioneer (MSc) project
on Serious Games (more on that coming up soon...).
My current research interests include blending procedural and
semantic modelling techniques for the specification and
generation of both virtual worlds and game play.
Wondering what this is about? You might wish to take a look here:
http://graphics.tudelft.nl/Game_Technology
Basically, we're excited to develop and give designers the tools
that let them declaratively express and realize what they've in
mind (game levels, objects, gameplay,...).
Regards,
--
Rafa
................................................................
Rafael Bidarra http://graphics.tudelft.nl/~rafa
Delft University of Technology
Fac. of Electrical Engineering, Mathematics and Computer Science
P.O.BOX 5031 NL-2600 GA Delft The Netherlands
Phone: +31 15 278 4564 Fax: +31 15 278 7141
.............................................. CARPE DIEM ......
> Hello, I'm Michael Toy. I'm co-designed and wrote Rogue in the early 1980s
Woah. Thanks!
j
So, all of us in this group work on procedural content generation in
one way or another. But who are we? I suggest we all post short
introductions of ourselves so that we get to know each other a bit. A
short paragraph about what we do in connection with PCG and links to
one or a few representative papers or theses. I'll start:
My name is Julian Togelius and I'm assistant professor at the IT
University of Copenhagen. Most of my research is about evolutionary
computation and games, and when it comes to PCG I've been using
evolutionary algorithms to design different types of content (racing
tracks, game rules, platform game levels). The tricky thing here is
the fitness function. I've used models of how players would experience
the new content, either direct models or based on a behavioural model
of how a player would play the new content. Some papers:
Towards automatic personalised content creation in racing games
Hi Charles,
I read your gamedev post: interesting.
IEEE CIG often has some PCG papers:
Also, IEEE TCIAIG recently had a special issue on PCG:
http://ieeexplore.ieee.org/xpl/tocresult.jsp?isnumber=6017217&punumber=4804728
(plus also many other interesting papers on PCG in other issues)
Best wishes,
Simon Lucas
As of now, my biggest accomplishment in pg is this (newer) city generator:
http://www.youtube.com/watch?v=Rby1_MzDbxA (demonstration of my [newest] city generator)
Of course, I could not do this without the help of this document here, authored by Yoav I H Parish and Pascal Müller: http://www.vision.ee.ethz.ch/~pmueller/documents/procedural_modeling_of_cities__siggraph2001.pdf
These two authors have done things I would never have thought possible sans their work, from them I have learned that pretty much anything is possible with pg.
I am currently working on a building generator for the aforementioned city generator.
In the future, I hope to work with pg professionally. I see many problems with game development that can be solved with varying amounts of pg. Specifically, using pg to fill in the details "between the lines." I hope to help hybridize traditional design with procedural generation, accelerating CADD for game development or possibly even civil engineering.
If anyone knows a college that specializes in pg, let me know, I'd love to learn from experts.
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Hi Everyone!
My name is Linbo Luo and I’m currently a research fellow at Nanyang Tech University in Singapore. My research background is on agent-based modeling for crowd simulation and simulation-based training. As for PCG, I am interested to apply AI/CI techniques for generating training scenarios (i.e., flow of events) in virtual training systems. When evaluating a scenario, one aspect I considered is how the timing of the events can impact the training process. I have started to work along this direction for designing a scenario generation system. A recent paper in AIIDE 13:
Mission-based Scenario Modeling and Generation for Virtual Training
https://www.aaai.org/ocs/index.php/AIIDE/AIIDE13/paper/viewFile/7390/7587
We design a mission-based scenario generation system using GA algorithm. To consider the impact of timing of events in a scenario, we model the propagated effect of an event and its influence to other events. We use a simple food distribution game to evaluate the designed system.
I am also a newcomer in this area. I am so excited to learn more about PCG from this group!
Cheers,
Linbo
My core development languages during my studies have been JAVA (using an uncounted number of known frameworks like Spring or Hibernate etc.) besides C++ and Assembler to develop low-level applications. Anyway, due to the situation at these times where web applications were the big hype, I ended in most often using JAVA which I more and more focused on. I did what most developers did, designing application layers, databases, interfaces, coding. During the following years until tosay I began to switch in my profession from working as developer and project manager into doing IT requirement and business analysis, in my case for financial companies.
Today I am in charge for the online banking platform within a very large German bank in Frankfurt am Main, providing customer access channels Internet online banking and FinTS, performing both the IT domain management and business analysis role.
Anyway I continue coding in my free time. Most often I currently use C# besides JAVA. For graphical stuff I love to use Unity3D.
My interest in developing procedural content is: You define a few rules, and then you "let it go"... I like that there is always something generated that was not intentionally created before. So there is always something to be explored.
In my case I am trying to develop a procedural universe with Unity3D and for the Oculus Rift. In my case I want to use procedural coding for
- prodecuraly made planets (with cubespheres / simplex noise / quadtrees)
- procedural distribution of planets and asteroids
- procedural nebula (using strange attractors)
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