September 16, 2011

Emergent properties: game testers are “stuffed”

Illustration: Alexis Demetriades

Chris Lewis, a member of the Software Introspection Lab at UC Santa Cruz has his game testing work profiled in Science Notes 2011, in the article “Fixing Glitchy Games” by Donna Hesterman.

Games increasingly have emergent properties brought about by the complex interactions between the player, AI-driven non-player characters, level geometry and items in the game world. Except for the player, all of these have become more complex in the latest generation of AAA titles, leading to an exponential increase in potential interactions. Lewis states it well:

August 29, 2011

First Digital Lit, First Video Game?

Media Archaeology Cover

What was the first work of digital literature, or digital art? What was the first video game — the first computer game played with graphical display? These are the sorts of questions that come up when we start rummaging around in the pasts of fields, thinking about the boundaries, and thinking about trajectories that might have been.

I offer my thoughts on these questions — one answer considered, one initial and speculative — in the new book Media Archaeology: Approaches, Applications, and Implications, edited by Erkki Huhtamo and Jussi Parikka.

August 22, 2011

Winter in Brazil: Regions of Narrative, Software Studies

Regions of Narrative Billboard

It’s winter in Rio, but I still spent a serene morning watching the waves, while mist clung to the green hills behind.

So why the picture of a sign? It’s something even more unusual, for a visitor from the US, than a beautiful beach: a mall billboard advertising an event full of professors!

In this case it’s the Regions of Narrative / Regioes Narrativas event that brings me to Rio, running the 24th and 25th at the House of Science / Casa da Ciência. It looks like a great event — with some familiar faces and some people I’m looking forward to meeting. I’ll be talking about the present and future of game narrative, including Prom Week.

August 10, 2011

Twilight Struggle on the Tabletop

Twilight Struggle Cover

Pat Harrigan and I have just published an essay on the remarkable game Twilight Struggle in a new book that Greg Costikyan and Drew Davidson edited for ETC Press: Tabletop: Analog Game Design. We find Twilight Struggle fascinating — it is not just a game about the Cold War, in which one recapitulates many key events of that period through play, but a game that requires thinking like a cold warrior.

July 6, 2011

Conferencing on Code and Games

from Post Position
by @ 6:56 am

First, as of this writing: I’m at the GAMBIT Summer Summit here at MIT, which runs today and is being streamed live. Do check it out if video game research interests you.

A few days ago, I was at the Foundations of Digital Games conference in Bordeaux. On July 1 I presented the first conference paper on Curveship since the system has been released as free software. The paper is “Curveship’s Automatic Narrative Style,” which sums up or at least mentions many of the research results while documenting the practicalities of the system and using the current terminology of the release version.

June 16, 2011

Workshop on Artificial Intelligence in the Game Design Process (IDP 11)

Adam Smith (also of EIS) and I are organizing a new workshop to be co-located with AIIDE 2011 on the intersection of AI and game design. Game AI usually refers to controlling interesting agents in a game world, but this workshop is focused on how AI can assist during the game design process itself. Our belief is that bringing concerns from design studies, computational creativity, and game production into contact with AI can result in a radically new and productive view of AI in games.

May 26, 2011

Fantasy, Farms, and Freemium: What Game Data Mining Teaches Us About Retention, Conversion, and Virality

This past Saturday I had the pleasure of delivering a keynote presentation at the 2011 Mining Software Repositories (MSR 2011) conference (part of the pleasure being the location, Waikiki beach in Hawaii). My slides are available in pdf (1.3M) and ppt (13.5M).

May 24, 2011

Depicting Relationships: The limits of language

The heart of the english sentence (and equivalent sentential forms in of the natural languages) lies in connecting ideas together and creating meaning. Like placing two portals from the recent hit sequel by valve, you are changing the space without necessarily adding or subtracting from it. You’re using what’s already there, but rearranging it; repurposing it. Relying on a complex process of disambiguation to carry through your novel contribution to the whole of spoken or written utterances (as you learn in English grammar classes).

Depicting Relationships: The limits of language

The heart of the english sentence (and equivalent sentential forms in other natural languages) lies in connecting ideas together and creating meaning. Like placing two portals from the recent hit sequel by Valve, you are changing the space without necessarily adding or subtracting from it. You’re using what’s already there, but rearranging it; repurposing it. Relying on a complex process of disambiguation to carry through your novel contribution to the whole of spoken or written utterances (as you learn in English grammar classes).

May 23, 2011

Indie Game Panel Speaking at UCSC

May 2, 2011

¡Viva ICCC-11!

from Post Position
by @ 9:00 pm

The Second International Conference on Computational Creativity (ICCC-11) in Mexico City was a great success, thanks in large part to local organizer Rafael Pérez y Pérez and to the support of UAM and UNAM Posgrado.

If you’re interested in computational models of creativity, please take a look at the proceedings. It was announced in Mexico City that the next ICCC will take place in 2012 at University College Dublin. We hope you’ll look forward to joining us there. And from year to year, computationalcreativity.net will keep you informed about conferences in the series.

EISBot Plays Dennis “Thresh” Fong

Dennis "Thresh" Fong

Dennis "Thresh" Fong

Dennis “Thresh” Fong, a retired pro gamer and founder of Raptr and XFire, participated in an exhibition match against EISBot during a visit to UC Santa Cruz today. While Dennis had not played StarCraft: Brood War for several years, he provided EISBot with an excellent challenge. Dennis played as Zerg (orange) and the outcome of the match is shown in the video below:

April 15, 2011

Inventing the Future of Games – Today

Inventing the Future of Games is a one-day symposium happening today in Silicon Valley. It gathers some of the brightest minds from universities and industry to discuss potential futures of game design and technology. To follow/discuss on Twitter the tag is #IFOG2011, and for updates afterward you can connect with the UC Santa Cruz Center for Games and Playable Media via Facebook or Twitter, or keep an eye on our Vimeo channel.

March 17, 2011

Magy Seif El-Nasr visits UCSC

Dr. Magy Seif El-Nasr will be giving a talk at UCSC this Friday. All interested are welcome!

Title:

Effective 3D Visual Design for Games: Integrating Artificial Intelligence Techniques, Results from Experimental Studies, and Artistic Tacit Knowledge

Time & Location:

March 18, 11:00 am, E2-599

Abstract:

March 1, 2011

Interactive Storytelling: Preparing Students to Innovate

This morning I gave a talk in the GDC Education Summit — Interactive Storytelling: Preparing Students to Innovate — and I’m posting my slides below. As for the topic, my talk description ended up being pretty accurate:

We want students to create innovative games, but innovation in interactive storytelling can be hard to imagine for students, both undergraduate and graduate. Designing an interactive story isn’t a secret art or a matter of magical technology. It’s the design of a system, of elements and operations, just like other parts of games. We can prepare students for this work by helping them understand the history of mainstream and trailblazing projects, get experience with the tools and models available, and learn the strengths and limitations of different approaches. This lecture introduces ideas and systems your students can work with now.

February 24, 2011

Emily Short speaking at UCSC

Floatpoint by Emily ShortUC Santa Cruz and the Expressive Intelligence Studio are pleased to welcome Emily Short for a talk and visit this Friday, February 25th. Emily is one of the most respected authors of interactive fiction worldwide, being a co-creator of Inform 7 and the author of many acclaimed works including GalateaBest of Three, Savoir Faire, City of SecretsBronzeFloatpoint, and (with collaborators)  Alabaster. Talk information follows.

TALK TITLE:
Beyond the Conversation Tree: Procedural Approaches to Narrative Challenges
DATE: Friday, February 25th, 2011 — 11:00am
LOCATION: UCSC Campus, Engineering 2, The Simularium (Rm 180; enter from the outside courtyard)
PRICE: Free (UCSC parking pass required)
HOSTED BY: The UCSC Center for Games and Playable Media
TALK ABSTRACT:
Using case studies from both interactive fiction (Galatea, Alabaster, the Threaded Conversation library) and commercial game projects, the talk will identify dramatic and expressive goals that traditional dialogue trees fail to satisfy, and discuss alternative solutions for these tasks. Topics covered include mood modeling for both player and non-player characters, interpreting player input in context, and structuring dynamic conversation to achieve a dramatic effect.
BIO
Emily Short is a freelance writer and narrative design consultant with a special interest in interactive dialogue. Her recent clients include Failbetter Games, ngmoco, and ArenaNet. Emily is the author of over a dozen works of interactive fiction, including Galatea and Alabaster, which focus on conversation as the main form of interaction, and Mystery House Possessed, a commissioned project with dynamically-managed narrative. She is also part of the team behind Inform 7, a natural-language programming language for creating interactive fiction. She has spoken at the AI summit at GDC and presented on interactive storytelling at PAX East, MIT, and the University of Passo Fundo, Brazil.

February 4, 2011

AIIDE 2011 StarCraft AI Competition

The StarCraft AI competition introduced at AIIDE 2010 will be part of the AIIDE 2011 program. Last year the main event was won by UC Berkeley’s team, which showed how a computer opponent could be used to destroy enemies. This year, we expect to see even more sophisticated agents. Competition details are available here.

January 31, 2011

From Concept to Game in 48 hours: Global Game Jam 2011

This past weekend I participated in Global Game Jam 2011, an international event in which small groups of game development enthusiasts attempt to build a game in 48 hours. It provides an opportunity for people who love games to share in their passion of making games. This year the event was a huge success, with 6500 participants resulting in over 1500 games. I was part of the game jam at UC Santa Cruz, which included over 50 jammers. While building a game in 48 hours was a highly rewarding experience, it provided several interesting challenges.

Day 1: Design

January 27, 2011

Participate in The Mario Level Generation Competition, Round 2

In August 2010, the first ever Mario level generation competition was held at the Computational Intelligence in Games (CIG) conference. The contest involved generating a personalized level for a particular player, using metrics from a player’s  prior playthrough of a different level. There were three entries from the Expressive Intelligence Studio, including the winner, Ben Weber!

However, this competition had only the CIG audience as participants and judges. Julian Togelius and Noor Shaker at ITU Copenhagen have now opened up the competition for the general public to participate. The goal is to gather more (and more detailed) data on the differences between the generated levels and players’ preferences between them. We invite everyone to participate in these experiments!

January 21, 2011

2011 Workshop on Procedural Content Generation (PCGames)

Building on the great success from last year, we are pleased to announce that there will be a second workshop on Procedural Content Generation in Games, to be held this coming June 28 in Bordeaux, France, co-located with FDG 2011. The workshop focuses on advancing the state of the art in computational techniques for creating content for computer games by bringing together researchers to discuss novel research and important issues in procedural content generation. The deadline for long and short papers is March 11, 2011.

Overview

January 14, 2011

Global Game Jam at Santa Cruz

It’s the beginning of another year, which means it’s time for another Global Game Jam. Santa Cruz is proud to host a site for the third year in a row, and we continue to grow. In fact, we’re currently tied for the 2nd largest site in the US and the 10th largest site in the world! But even if you’re not ready to dedicate a full 48 hours to the festivities, you should still come check out our keynote speakers this year, who will be talking from 4:30 on Friday, January 28th. We continue our tradition of world class talks to kick off our game jam, and this year we have three veterans of the industry that offer unique and fascinating perspectives on game design.

November 8, 2009

Procedural Literacy is the New Black


Hulu: Simpsons, Season 21 : Ep. 2, from 7:44 to 9:26.
Teacher uses technology to engage students.

It has to have been 4 or 5 years since I’ve seen a recent Simpsons episode.  After catching up on the last few episodes, I can really appreciate how “with it” the Simpsons have been.  After all, it’s gotta be relevant if being parodied by the Simpsons.    Particularly relevant is episode 21, where Bart’s teacher is replaced with a younger, hipper instructor.

Bart: “Then Zack skyped us, live blogged our spelling bee, and friended us on facebook!”

November 5, 2009

CFP: Foundations of Digital Games (FDG) 2010

FDG 2010 has put out their Call for Papers, the important date being 5th February as the paper and poster submission deadline.

FDG 2009 was a fantastic conference, filled to the brim with various gaming academic luminaries, fascinating papers and a wide variety of interests. I’m looking forward to 2010, as it’s just down the road in Monterey!

October 29, 2009

Landscape of open source games

Yo Frankie! An open source platformer created using Blender.

Yo Frankie! An open source platformer created using Blender.

I recently gave a presentation on the landscape of open source software in computer games at the Univ. Rey Juan Carlos, where I am currently visiting the Libresoft research group. My slides are available here.

While much of the talk covered well-known libraries (SDL, OpenAL), game engines (Ogre, Irrlicht), physics engines (Bullet, Tokamak), and content creation tools (Blender, GIMP), there were a few surprises. One was how many open source game-creation systems I found (4, more than the zero I expected). These are Game Editor (2d with export to some mobile devices), Construct (2d, some 3d), Novashell (2d), and Sandbox (3d). Another surprise was the game Yo Frankie! (pictured above), which has very high quality animation and artwork, and was produced using Blender.

October 9, 2009

Tale of Tales have done it again: The Observational Immersionist Style

fataleTale of Tales just released a new game or rather “experimental play experience” (a phrase surely concocted to appease those who don’t accept their repurposing of the word game).  Anyhow, it’s called Fatale and it is awesome.

Starting with The Endless Forest, Tale of Tale’s have consistently created environments that exist for the purpose of being looked at and explored.  This may not sound all that unique as most 3D games have environments that are explored, but the difference is that these games exist solely for this purpose.  To them, game environments are not containers for gameplay, but rather are the reason for gameplay.  By only affording the player navigation controls, the player’s mind is free to embark on a journey of induction and introspection.  In their own words, Fatale “offers an experimental play experience that stimulates the imagination and encourages multiple interpretations and personal associations.”

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