Engagement or distraction? Examining the impact of narrative elements and player audience on experience of logic grid puzzles.
Proceedings of the 18th International Conference on Interactive Digital Storytelling. 2025 December.
Voxel-based spatio-temporal visualization of gameplay traces with anomaly detection.
Proceedings of the Experimental AI in Games Workshop. 2025 November.
Generating three-star system puzzles using solution enumeration fitness for a lattice protein folding game.
Proceedings of the Experimental AI in Games Workshop. 2025 November.
PCG-SAF: procedural content generation via self-assembling figures for tabletop games.
Proceedings of the Experimental AI in Games Workshop. 2025 November.
Evaluating the impact of MDP-based level assembly on player experience.
Proceedings of the Experimental AI in Games Workshop. 2025 November.
Procedural level generation via program inversion.
Proceedings of the Experimental AI in Games Workshop. 2025 November.
A constraint-based graph grammar approach unifying level and playthrough generation.
Proceedings of the Experimental AI in Games Workshop. 2025 November.
Growing a Puzzle Garden: exploring casual and serious features in a mixed-initiative logic puzzle authoring tool.
Proceedings of the 21st AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment. 2025 November.
Game behaviour trees using tile rewrite rules.
Proceedings of the 21st AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment. 2025 November.
Spacetime level generation and editing with constraints from examples.
Proceedings of the 21st AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment. 2025 November.
Analysis of uncertainty in procedural maps in Slay the Spire.
Proceedings of the Workshop on Procedural Content Generation. 2025 April.
Level generation with constrained expressive range.
Proceedings of the Workshop on Procedural Content Generation. 2025 April.
Stuck in the middle: generating levels without (or with) softlocks.
Proceedings of the Workshop on Procedural Content Generation. 2025 April.
Computational tools for table-top role-playing games: a scoping review.
Proceedings of the 20th International Conference on the Foundations of Digital Games. 2025 April.
From locked rooms to open minds: escape room best practices to enhance reflection in extended reality learning environments.
Proceedings of the 20th International Conference on the Foundations of Digital Games. 2025 April.
Isofict: toward continuous interactive fiction.
Proceedings of the Workshop on Intelligent Narrative Technologies. 2024 November.
level2image: a utility for making 2D tile-based level images with overlays.
Proceedings of the 20th AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment. 2024 November.
Controllable game level generation: assessing the effect of negative examples in GAN models.
Proceedings of the 20th AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment. 2024 November.
Guided game level repair via explainable AI.
Proceedings of the 20th AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment. 2024 November.
No player left behind: evolving Dungeons and Dragons combat to optimize difficulty and player contributions.
Proceedings of the 20th AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment. 2024 November.
Procedurally puzzling: on algorithmic difficulty and player experience in QD-generated logic grid puzzles.
Proceedings of the 20th AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment. 2024 November.
Sturgeon-MKIV: constraint-based level and playthrough generation with graph label rewrite rules.
Proceedings of the 20th AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment. 2024 November.
Toward space-time WaveFunctionCollapse for level and solution generation.
Proceedings of the 20th AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment. 2024 November.
Going from a "well made slideshow" to a full game: insights from the development of an urban planning educational game.
Proceedings of Meaningful Play. 2024 October.
Latent combinational game design.
IEEE Transactions on Games. 2024 September.
Generating solvable and difficult logic grid puzzles.
Proceedings of the Genetic and Evolutionary Computation Conference Companion. 2024 July.
A design framework for reflective play.
Proceedings of the CHI Conference on Human Factors in Computing Systems. 2024 May.
Solution path heuristics for predicting difficulty and enjoyment ratings of roguelike level segments.
Proceedings of the Workshop on Procedural Content Generation. 2024 May.
Literally unplayable: on constraint-based generation of uncompletable levels.
Proceedings of the Workshop on Procedural Content Generation. 2024 May.
Asynchronous collaboration with quality-diversity search in human computation games.
Proceedings of the 19th International Conference on the Foundations of Digital Games. 2024 May.
Authoring games with tile rewrite rule behavior trees.
Proceedings of the 19th International Conference on the Foundations of Digital Games. 2024 May.
Learning constrained graph layout for content generation.
Proceedings of the Experimental AI in Games Workshop. 2023 October.
Visual exploration of tile level datasets.
Proceedings of the Experimental AI in Games Workshop. 2023 October.
Mechanic maker 2.0: reinforcement learning for evaluating generated rules.
Proceedings of the Nineteenth AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment. 2023 October.
Active learning for classifying 2D grid-based level completability.
Proceedings of the IEEE Conference on Games. 2023 August.
path2level: constraint-based level generation from paths.
Proceedings of the IEEE Conference on Games. 2023 August.
Game level blending using a learned level representation.
Proceedings of the IEEE Conference on Games. 2023 August.
Segment-wise level generation using iterative constrained extension.
Proceedings of the IEEE Conference on Games. 2023 August.
Practical recommendations from a multi-perspective needs and challenges assessment of citizen science games.
PLoS One.
2023;18(5):e0285367. doi: 10.1371/journal.pone.0285367. eCollection 2023. PubMed PMID:
37146022; PubMed Central PMCID:
PMC10162532.
Re-trainable Procedural Level Generation via Machine Learning (RT-PLGML) as game mechanic.
Proceedings of the Workshop on Procedural Content Generation. 2023 April.
Sturgeon-MKIII: simultaneous level and example playthrough generation via constraint satisfaction with tile rewrite rules.
Proceedings of the Workshop on Procedural Content Generation. 2023 April.
Wrapped in story: the affordances of narrative for citizen science games.
Proceedings of the 18th International Conference on the Foundations of Digital Games. 2023 April.
Sturgeon-GRAPH: constrained graph generation from examples.
Proceedings of the 18th International Conference on the Foundations of Digital Games. 2023 April.
An effective online platform for crowd classification of coastal wetland loss.
Conservation Science and Practice. 2023 January.
Performance of paid and volunteer image labeling in citizen science — a retrospective analysis.
Proceedings of the 10th AAAI Conference on Human Computation and Crowdsourcing. 2022 November.
A case study of quality-diversity search in human computation.
Human Computation. 2022 September.
“Philosophy is seeped into every brick” - weaving reflective elements into mass-market games.
Proceedings of the 17th International Conference on the Foundations of Digital Games. 2022 September.
The effects of adaptive procedural levels on engagement and performance in an educational programming game.
Proceedings of the 17th International Conference on the Foundations of Digital Games. 2022 September.
Level assembly as a Markov decision process.
Proceedings of the Experimental AI in Games Workshop. 2022 September.
Constraint-based 2D tile game blending in the Sturgeon system.
Proceedings of the Experimental AI in Games Workshop. 2022 September.
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