EAAI Undergraduate Research Challenge:
AI-Assisted Game Design
The following are resources mentioned in the presentation above. If you would recommend other relevant resources, feel free to share them with me.
- Research challenge teams should have at least one undergraduate student
and at least one faculty mentor. Interested teams should contact Todd Neller (co-chair with Rick Freedman).
- Introductory Materials
- The purpose of our mentored undergraduate research challenges is to encourage faculty-mentored undergraduate
researchers to experience the full life-cycle of research. This includes not
only research design and implementation, but also
the writing up of research results, submission to peer review, publishing,
and presentation at the EAAI-22 Symposium, collocated with AAAI-22.
- The object of this research challenge is to submit a paper that describes a creative application of AI technique(s) to the design of a game or puzzle. This can take many forms, including but not limited to:
- Existing game improvement through AI game analysis,
- New game design through AI search in a design space,
- Adaptive technologies shown empirically to improve player experience, and
- AI procedural generation of game play elements.
- AIAGD research papers will be submitted to EasyChair by the AAAI-22 submission deadline of September 8, 2021, to a special undergraduate research paper track of EAAI-22, collocated with AAAI-22.
- Note that authors must register as authors on the AAAI website.
- Papers will be peer-reviewed. Accepted papers will be presented at EAAI-22 in Vancouver, British Columbia, Canada, February 26-27, 2022 and published in the AAAI-22 proceedings.
- Procedural content generation:
- Examples of games where play data analysis has led to nerfing, buffing, and banning:
- Examples of reinforcement learning AI finding and exploiting bugs in games:
- Past student papers on AI-Assisted Game/Puzzle Design:
(with Marcin Malec ‘13, Clifton G.M. Presser, and Forrest Jacobs ‘12) Optimal,
Approximately Optimal, and Fair Play of the Fowl Play Card Game, in the
Proceedings of the 8th International Conference on Computers and Games
CG2013, Yokohama, Japan, August 13-15, 2013, Lecture Notes in Computer
Science LNCS 8427, Springer Verlag, Heidelberg/Berlin, pp. 233-243, June
- (with Adrian Fisher, Munyaradzi T. Choga ‘12, Samir M. Lalvani
‘13, and Kyle D. McCarty ‘11) Rook
Jumping Maze Design Considerations, in van den Herik, H. Jaap, Iida,
Hiroyuki, and Plaat, Aske, eds., LNCS 6515: Computers and Games, 7th
International Conference, CG 2010, Kanazawa, Japan, September 24-26, 2010,
Revised Selected Papers, Springer, 2011, pp. 188-198.
- (with Daniel Ziegler ’21)
Computer Generation of Birds of a
Feather Puzzles, in the Proceedings of the 33rd AAAI Conference on
Artificial Intelligence (AAAI-19), January 27 – February 1, 2019, Honolulu, Hawaii,
USA, AAAI Press, Palo Alto, California, USA, pp. 9693-9699.
- Cameron Browne's work:
- Digital Ludeme Project - seeks to express a wide variety of historical games according to game units called "ludemes". The project seeks to "represent games as structured sets of ludemes (units of game-related information)", e.g. objectives (capture all pieces, reach position, form a line of length n), actions (jump capture, place piece), etc.
- Evolutionary algorithmic approach to computationally design the game Yavalath (Browne, 2011, pp. 75-85).
- Browne's Game and Puzzle Design Journal
- Content design:
- Experience design:
Neller and Rick Freedman