June of 2015 saw this years Foundation of Digital Games (FDG) conference take place at the Asilomar Conference Grounds near Monterey in California. For those new to the scene, FDG is a games research conference that is split largely between the more technical/computer-science-y elements of games research and the work found in humanities (art, psychology, sociology etc.). It makes for an interesting location to visit in games research, given that you are open to a wider range of work being conducted. While some of this may prove of little interest to you (as is your want), it can yield some useful opportunities, as you see yourself exploring research that you perhaps would not otherwise. This is arguably relevant for some of my own research published at FDG this year, given that while much of my work presented can be adopted in AI projects, the papers published were largely more design focussed.
Our summary of the conference and some of the things that caught our interest can be found in the video above. However, we have left a list of research publications below that have caught our interest. Check them out!
Research Paper Links
- M. Guzdial and M. Riedl, Toward Game Level Generation from Gameplay Videos
- M. Cook, G. Smith. Formalizing Non-Formalism: Breaking the Rules of Automated Game Design
- A. Canossa, G. Smith. Towards a Procedural Evaluation Technique: Metrics for Level Design.
- Developing Computational Models of Players’ Identities and Values from Videogame Avatars. , and .
- J. Campbell, J. Tremblay, and C. Verbrugge. Clustering Player Paths
- A.J. Summerville, M. Behrooz, M. Mateas, A. Jhala: The Learning of Zelda: Data-Driven Learning of Level Topology
- S. Dahlskog, S. Björk, and J. Togelius Patterns, Dungeons and Generators
Tommy’s FDG 2015 Publications
- An effort to model the computational complexity of Mossmouth’s Spelunky, as well as discussing what challenge this presents to AI systems.
- Compiled by authors from Dagstuhl seminar 15051, providing a framework through which AI-based game design can be modelled and expressed.
- Expanding on existing research in design patterns, we look at the patterns exhibited in the first world of each 2D Super Mario game, making for some interesting results.
- A short paper discussing ongoing work in procedurally generating dungeons based upon The Legend of Zelda.
- Following our AI-based game design pattern paper, we provide two examples of these in practice from games jammed at Dagstuhl 15051.
- Inspired by our experiences at Dagstuhl, we advocate for the inclusion of game jams as part of Computer Science games conferences.