September 19, 2012

T-CIAIG (Computational Narrative & Games) Due October 5

from Post Position
by @ 7:48 pm

The tickets are now diamonds!

Ian Horswill, Michael Young and I are editing a special issue of IEEE Transactions on Computational Intelligence and AI in Games (T-CIAIG), and your submissions are invited — until October 5, 2011. We have extended the deadline two weeks.

Specifically:

The T-CIAIG Special Issue on Computational Narrative and Games solicits papers on all topics related to narrative in computational media and of relevance to games, including but not limited to:

  • Storytelling systems
  • Story generation
  • Drama management
  • Interactive fiction
  • Story presentation, including performance, lighting, staging, music and camera control

September 18, 2012

Friday’s the Deadline: Special Issue on Computational Narrative and Games

from Post Position
by @ 5:57 am

As mentioned here before, Ian Horswill, Michael Young and I are editing a special issue of IEEE Transactions on Computational Intelligence and AI in Games (T-CIAIG), and your submissions are invited. Specifically:

The T-CIAIG Special Issue on Computational Narrative and Games solicits papers on all topics related to narrative in computational media and of relevance to games, including but not limited to:

  • Storytelling systems
  • Story generation
  • Drama management
  • Interactive fiction
  • Story presentation, including performance, lighting, staging, music and camera control
  • Dialog generation
  • Authoring tools
  • Human-subject evaluations of systems

Friday’s the Deadline: Special Issue on Computational Narrative and Games

from Post Position
by @ 5:57 am

As mentioned here before, Ian Horswill, Michael Young and I are editing a special issue of IEEE Transactions on Computational Intelligence and AI in Games (T-CIAIG), and your submissions are invited. Specifically:

The T-CIAIG Special Issue on Computational Narrative and Games solicits papers on all topics related to narrative in computational media and of relevance to games, including but not limited to:

  • Storytelling systems
  • Story generation
  • Drama management
  • Interactive fiction
  • Story presentation, including performance, lighting, staging, music and camera control
  • Dialog generation
  • Authoring tools
  • Human-subject evaluations of systems

August 1, 2012

Fire Up Your Computational Narrative and Games Submissions

from Post Position
by @ 7:51 pm

Ian Horswill, Michael Young and I are editing a special issue of IEEE Transactions on Computational Intelligence and AI in Games (T-CIAIG), and your submissions are invited. Specifically:

The T-CIAIG Special Issue on Computational Narrative and Games solicits papers on all topics related to narrative in computational media and of relevance to games, including but not limited to:

  • Storytelling systems
  • Story generation
  • Drama management
  • Interactive fiction
  • Story presentation, including performance, lighting, staging, music and camera control
  • Dialog generation
  • Authoring tools
  • Human-subject evaluations of systems

February 28, 2012

Computational Narrative and Games T-CIAIG Issue

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by @ 11:04 am

IEEE Transactions on Computational Intelligence and AI in Games (T-CIAIG)

Call for papers: Special Issue on Computational Narrative and Games

Special issue editors: Ian Horswill, Nick Montfort and R. Michael Young

Stories in both their telling and their hearing are central to human experience, playing an important role in how humans understand the world around them. Entertainment media and other cultural artifacts are often designed around the presentation and experience of narrative. Even in video games, which need not be narrative, the vast majority of blockbuster titles are organized around some kind of quest narrative and many have elaborate stories with significant character development. Games, interactive fiction, and other computational media allow the dynamic generation of stories through the use of planning techniques, simulation (emergent narrative), or repair techniques. These provide new opportunities, both to make the artist’s hand less evident through the use of aleatory and/or automated methods and for the audience/player to more actively participate in the creation of the narrative.

October 4, 2009

Using StarCraft as a Game AI Testbed

StarCraft

StarCraft

I’ve been interested in developing AI for StarCraft for several years now. I recently came across the Broodwar API project, which provides hooks into StarCraft. It enables developers to query game state as well as issue orders to units. The Broodwar API makes it possible to write custom AI bots for StarCraft.

There are several benefits to using StarCraft as an environment for evaluating game AI. StarCraft is a robust, commercial RTS game that has been around for over 10 years. The game is more complex than current research systems due to its distinct races, deep tech trees and large map pool. Also, StarCraft has developed a large following of players, resulting in a huge number of game traces available for analysis.

August 12, 2009

When Technology Isn’t Enough

Riddick and his Ulaks (read: sharp knives)

Riddick and his Ulaks (read: sharp knives)

Between being laid out with a kickboxing injury on my foot (not as manly as it sounds, I’m afraid) and food poisoning (which really is as non-manly as it sounds), I’ve had plenty of time to play some more games, without having to write it off to any significant others or advisers as “research”. Gamefly delivered “The Chronicles of Riddick: Assault on Dark Athena”, which has touched a nerve that has been twinging a long time (not in my foot): while technology is a great gameplay enabler, it’s also no panacea when the game design is flawed.

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