Matthew Guzdial and the Entertainment Intelligence Lab has developed an intelligent system that watches people play Super Mario Bros. and learns how to generate novel game levels from scratch. Read the press release.
The Game AI Game Engine was developed to help teach Game AI. It provides an extensible, Python game engine and a series of programming assignments that explores many of the ways AI is used in games. The series of programming assignments builds toward a complete, playable MOBA game, giving students a sense of progression and accomplishment.
We have four papers at the 2015 International Conference on Foundations of Digital Games.
Main conference papers:
Procedural Content Generation workshop papers:
Interactive narrative is a form of digital interactive experience in which users create or influence a dramatic storyline through actions, either by assuming the role of a character in a fictional virtual world, issuing commands to computer-controlled characters, or directly manipulating the fictional world state. Hong Yu's thesis describes how to use data about players' preferences to control the flow of players' individual experiences.
Boyang "Albert" Li's thesis is now available here. Albert describes the technique behind the Scheherazade system, which learns narrative intelligence from an online crowd, and uses it to generate and understand stories.
Observing that the creation of certain types of artistic artifacts necessitate intelligence, we have designed the Lovelace 2.0 Test of creativity as an alternative to the Turing Test. The Lovelace 2.0 Test builds off prior tests of creativity and additionally provides a means of directly comparing the relative intelligence of different agents. 2 page PDF at arXiv
Mark Riedl has been promoted to Associate Professor with Tenure.