Colton, Simon
A Rogue Dream: Automatically Generating Meaningful Content For Games
Cook, Michael (Goldsmiths, University of London) | Colton, Simon (Goldsmiths, University of London)
Procedural content generation is often seen simply as a means to generate stuff, elaborating on or rearranging abstract data types that describe levels or modular pieces of gameplay. Generating content which is situated in an understanding of the real-world is a much harder task; it requires access to large amounts of knowledge, and a good technique for parsing and using that knowledge. In this paper we describe A Rogue Dream, a game prototype which can generate new visual content and change its design based on an input word from the player at the start of the game. We describe the game and the tools it makes use of to do this, and use the game to discuss ways in which such techniques might enable unique kinds of gameplay or new directions for intelligent design tools.
Mining Rules from Player Experience and Activity Data
Gow, Jeremy (Imperial College London) | Colton, Simon (Imperial College London) | Cairns, Paul (University of York) | Miller, Paul (Rebellion Developments Ltd)
Feedback on player experience and behaviour can be invaluable to game designers, but there is need for specialised knowledge discovery tools to deal with high volume playtest data. We describe a study witha commercial third-person shooter, in which integrated player activity and experience data was captured and mined for design-relevant knowledge. We demonstrate that association rule learning and rule templates can be used to extractmeaningful rules relating player activity and experience during combat. We found that the number, type and quality of rules varies between experiences, and is affected by feature distributions. Further work is required on rule selection and evaluation.
Aesthetic Considerations for Automated Platformer Design
Cook, Michael (Imperial College, London) | Colton, Simon (Imperial College, London ) | Pease, Alison (Imperial College, London)
We describe ANGELINA3, a system that can automatically develop games along a defined theme, by selecting appropriate multimedia content from a variety of sources and incorporating it into a game's design. We discuss these capabilities in the context of the FACE model for assessing progress in the building of creative systems, and discuss how ANGELINA3 can be improved through further work.
Computational Creativity: Coming of Age
Colton, Simon (Imperial College) | Mantaras, Ramon Lopez de (Artificial Intelligence Research Institute (IIIA), Spanish National Research Council (CSIC)) | Stock, Oliviero (IRST)
Such creative software can be used for autonomous creative tasks, such as inventing mathematical theories, writing poems, painting pictures, and composing music. However, computational creativity studies also enable us to understand human creativity and to produce programs for creative people to use, where the software acts as a creative collaborator rather than a mere tool. Historically, it's been difficult for society to come to terms with machines that purport to be intelligent and even more difficult to admit that they might be creative. For instance, in 1934, some professors at the University of Manchester in the United Kingdom built meccano models that were able to solve some mathematical equations. Groundbreaking for its time, this project was written up in a piece in Meccano Magazine. The article was titled "Are Thinking Machines Possible" and was very upbeat, but surprisingly ends by stating that "Truly creative thinking of course will always remain beyond the power of any machine." Surely, though, this attitude has changed in light of the amazing advances in hardware and software technology that followed those meccano models?
AAAI 2008 Spring Symposia Reports
Balduccini, Marcello (Eastman Kodak Company) | Baral, Chitta (Arizona State University) | Brodaric, Boyan (Geological Survey of Canada) | Colton, Simon (Imperial College, London) | Fox, Peter (National Center for Atmospheric Research) | Gutelius, David (SRI International) | Hinkelmann, Knut (University of Applied Sciences Northwestern Switzerland) | Horswill, Ian (Northwestern University) | Huberman, Bernardo (HP Labs) | Hudlicka, Eva (Psychometrix Associates) | Lerman, Kristina (USC Information Sciences Institute) | Lisetti, Christine (Florida International University) | McGuinness, Deborah L. (Rensselaer Polytechnic Institute) | Maher, Mary Lou (National Science Foundation) | Musen, Mark A. (Stanford University) | Sahami, Mehran (Stanford University) | Sleeman, Derek (University of Aberdeen) | Thönssen, Barbara (University of Applied Sciences Northwestern Switzerland) | Velasquez, Juan D. (MIT CSAIL) | Ventura, Dan (Brigham Young University)
The titles of the eight symposia were as follows: (1) AI Meets Business Rules and Process Management, (2) Architectures for Intelligent Theory-Based Agents, (3) Creative Intelligent Systems, (4) Emotion, Personality, and Social Behavior, (5) Semantic Scientific Knowledge Integration, (6) Social Information Processing, (7) Symbiotic Relationships between Semantic Web and Knowledge Engineering, (8) Using AI to Motivate Greater Participation in Computer Science The goal of the AI Meets Business Rules and Process Management AAAI symposium was to investigate the various approaches and standards to represent business rules, business process management and the semantic web with respect to expressiveness and reasoning capabilities. The Semantic Scientific Knowledge Symposium was interested in bringing together the semantic technologies community with the scientific information technology community in an effort to build the general semantic science information community. The Social Information Processing's goal was to investigate computational and analytic approaches that will enable users to harness the efforts of large numbers of other users to solve a variety of information processing problems, from discovering high-quality content to managing common resources. The purpose of the Using AI to Motivate Greater Participation in Computer Science symposium was to identify ways that topics in AI may be used to motivate greater student participation in computer science by highlighting fun, engaging, and intellectually challenging developments in AI-related curriculum at a number of educational levels.
AAAI 2008 Spring Symposia Reports
Balduccini, Marcello (Eastman Kodak Company) | Baral, Chitta (Arizona State University) | Brodaric, Boyan (Geological Survey of Canada) | Colton, Simon (Imperial College, London) | Fox, Peter (National Center for Atmospheric Research) | Gutelius, David (SRI International) | Hinkelmann, Knut (University of Applied Sciences Northwestern Switzerland) | Horswill, Ian (Northwestern University) | Huberman, Bernardo (HP Labs) | Hudlicka, Eva (Psychometrix Associates) | Lerman, Kristina (USC Information Sciences Institute) | Lisetti, Christine (Florida International University) | McGuinness, Deborah L. (Rensselaer Polytechnic Institute) | Maher, Mary Lou (National Science Foundation) | Musen, Mark A. (Stanford University) | Sahami, Mehran (Stanford University) | Sleeman, Derek (University of Aberdeen) | Thönssen, Barbara (University of Applied Sciences Northwestern Switzerland) | Velasquez, Juan D. (MIT CSAIL) | Ventura, Dan (Brigham Young University)
The Association for the Advancement of Artificial Intelligence (AAAI) was pleased to present the AAAI 2008 Spring Symposium Series, held Wednesday through Friday, March 26–28, 2008 at Stanford University, California. The titles of the eight symposia were as follows: (1) AI Meets Business Rules and Process Management, (2) Architectures for Intelligent Theory-Based Agents, (3) Creative Intelligent Systems, (4) Emotion, Personality, and Social Behavior, (5) Semantic Scientific Knowledge Integration, (6) Social Information Processing, (7) Symbiotic Relationships between Semantic Web and Knowledge Engineering, (8) Using AI to Motivate Greater Participation in Computer Science The goal of the AI Meets Business Rules and Process Management AAAI symposium was to investigate the various approaches and standards to represent business rules, business process management and the semantic web with respect to expressiveness and reasoning capabilities. The focus of the Architectures for Intelligent Theory-Based Agents AAAI symposium was the definition of architectures for intelligent theory-based agents, comprising languages, knowledge representation methodologies, reasoning algorithms, and control loops. The Creative Intelligent Systems Symposium included five major discussion sessions and a general poster session (in which all contributing papers were presented). The purpose of this symposium was to explore the synergies between creative cognition and intelligent systems. The goal of the Emotion, Personality, and Social Behavior symposium was to examine fundamental issues in affect and personality in both biological and artificial agents, focusing on the roles of these factors in mediating social behavior. The Semantic Scientific Knowledge Symposium was interested in bringing together the semantic technologies community with the scientific information technology community in an effort to build the general semantic science information community. The Social Information Processing's goal was to investigate computational and analytic approaches that will enable users to harness the efforts of large numbers of other users to solve a variety of information processing problems, from discovering high-quality content to managing common resources. The goal of the Symbiotic Relationships between the Semantic Web and Software Engineering symposium was to explore how the lessons learned by the knowledge-engineering community over the past three decades could be applied to the bold research agenda of current workers in semantic web technologies. The purpose of the Using AI to Motivate Greater Participation in Computer Science symposium was to identify ways that topics in AI may be used to motivate greater student participation in computer science by highlighting fun, engaging, and intellectually challenging developments in AI-related curriculum at a number of educational levels. Technical reports of the symposia were published by AAAI Press.