Computer-Aided Design
Sentient Sketchbook is a tool which supports the design of map sketches via an intuitive interface, via real-time feedback regarding the map's playability or balance, and via the suggestion of alternative map designs.
Read MoreComputer-Aided Design
Sentient World is a tool which allows a designer to progressively add details to a rough sketch through the process of iterative refining.
Read MoreKnowledge Engineering
The Data Adventures trilogy aims to generate adventure games based on open data (for instance Wikipedia articles, Wikimedia commons and OpenStreetMap).
Read MoreProcedural Content Generation
SuGAr aims to automatically generate or adapt elements of a first-person shooter (FPS) game based on learned mappings between level structures, game parameters, and gameplay outcomes.
Read MoreUser Modeling
MiniDungeons is a simple turn-based roguelike puzzle game, implemented as a benchmark problem for modeling decision-making styles of human players.
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MiniDungeons 2 is a turn-based roguelike puzzle game, designed to provide a complex yet fully observable and deterministic environment for modeling decision-making styles of human players.
Read MoreAgent Control
This project trained 231 models imitating individual players, and uses them as artificial playtesters in order to (a) find the ideal challenge level for an AI enemy and (b) to improve the balance between character classes.
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In this line of research, the gameplay footage (screen pixels, and optionally audio) is used as the sole input to deep networks which predict the arousal of the player.
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The AffRooms dataset collects time-continuous affect annotations and matches the changes in affect between rooms with the design features of each room (e.g. lighting, curvature).
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The AGAIN dataset contains over 1000 annotated gameplay sessions, where players themselves annotate their playthrough in terms of the arousal they felt at each point of the game.
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In a collaboration with Ubisoft, gameplay data from players of Tom Clancy's The Division are used to train models that predict a player's self-reported levels of competence, autonomy, relatedness and presence.
Read MoreDivergent Search
This project tests the robustness and efficiency of divergent search algorithm such as MAP-Elites, novelty search, surprise search, and their combination in a challenging testbed.
Read MoreGame Design
Iconoscope is a multi-player digital game intended to infuse creativity to the learning process, played locally in a group or as a standalone web app.
Read MoreUser Modeling
The Spaceship Design tool is an experiment in interactive evolution where the user's visual taste is captured via adaptive computational models.
Read MoreDivergent Search
Balanced and efficient sets of weapons for the Unreal Tournament III shooter game are generated through a constrained divergent search algorithm driven by surprise.
Read MoreProcedural Content Generation
AudioInSpace is a space shooter game where the game's soundtrack affects the behavior of the player's weapons and the weapon particles and the player's firing patterns in turn affect the musical notes played.
Read MoreProcedural Content Generation
This project leverages genetic algorithms to evolve a shooter level's architecture and the placement of powerups and player spawnpoints, generating levels with one floor or two floors.
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