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CSE6559 (AU12) for Prof. Crawfis

This semester the 6559 (888 before) of Prof. Crawfis will meet every Wednesday from 3:00 to 5:00 PM in Dreese Lab 698.
The presentation order is below:

Date
Presenter
Topic/Paper
08/22
Organization meeting
08/29
Prof. Crawfis

09/05
Yinxuan
Design patterns in FPS levels (acm)
Kenneth Hullett and Jim Whitehead. 2010.
In Proceedings of the Fifth International Conference on the Foundations of Digital Games (FDG '10). 78-85.
09/12
NO CLASS
09/19
Michael AndereckTowards a generic framework for automated video game level creation.
Nathan Sorenson and Philippe Pasquier.
In Proceedings of the 2010 international conference on Applications of Evolutionary Computation - Volume Part I (EvoApplicatons'10), Vol. Part I. pp. 131-140 (pdf).
DOI=10.1007/978-3-642-12239-2_14
http://dx.doi.org/10.1007/978-3-642-12239-2_14
09/26
David
Evolution of Artificial Terrains for Video Games Based on Obstacles Edge Length
Miguel Frade, F. Fernandez de Vega, and Carlos Cotta
IEEE Congress on Evolutionary Computation 2010, pages 1-8, Jul. 2010
10/03
Oleg
Procedural Generation of Sokoban Levels (pdf, page).
Joshua Taylor and Ian Parberry
In GAMEON-NA '11: Proceedings of the 6th International North American Conference on Intelligent Games and Simulation, pp. 5 -12, 2011.
10/10
Review the presenting papers and brainstorm
10/17
NO CLASS
10/24
    
Revisit the paper Towards a generic framework for automated video game level creation.
10/31
DavidRevisit the paper Evolution of Artificial Terrains for Video Games Based on Obstacles Edge Length
11/07 NO CLASS
11/14
OlegRevisit the paper Procedural Generation of Sokoban Levels.
11/21  NO CLASS. Happy Thanksgiving!
11/28
 Teng-YokToward Visualization for Games: Theory, Design Space, and Patterns
Bowman, B.; Elmqvist, N.; Jankun-Kelly, T.J.;
IEEE Transactions on Visualization and Computer Graphics, vol.18, no.11, pp.1956-1968, Nov. 2012.
doi: 10.1109/TVCG.2012.77
URL: http://ieeexplore.ieee.org/stamp/stamp.jsp?tp=&arnumber=6165280&isnumber=6297391

Paper list:

Evolving interesting maps for a first person shooter (pdf)
Luigi Cardamone, Georgios N. Yannakakis, Julian Togelius, and Pier Luca Lanzi.
In Proceedings of the 2011 international conference on Applications of evolutionary computation - Volume Part I (EvoApplications'11), Vol. Part I. Springer-Verlag, Berlin, Heidelberg, 63-72.

Evolution of artificial terrains for video games based on obstacles edge length (ieee)
Frade, M.; de Vega, F.F.; Cotta, C.;
In Proceedings of the 2010 IEEE Congress on Evolutionary Computation (CEC), , vol., no., pp.1-8, 18-23 July 2010

Designing navigation and wayfinding in 3D virtual learning spaces (acm)
Shailey Minocha and Christopher Leslie Hardy.
In Proceedings of the 23rd Australian Computer-Human Interaction Conference (OzCHI '11).

Towards a generic framework for automated video game level creation (acm)
Nathan Sorenson and Philippe Pasquier.
In Proceedings of the 2010 international conference on Applications of Evolutionary Computation - Volume Part I (EvoApplicatons'10), Vol. Part I. Springer-Verlag, Berlin, Heidelberg, 131-140.

Automatic level generation for platform videogames using genetic algorithms (acm)
Fausto Mourato, Manuel Próspero dos Santos, and Fernando Birra. 
In Proceedings of the 8th International Conference on Advances in Computer Entertainment Technology (ACE '11), Article 8 , 8 pages.

Rhythm-based level generation for 2D platformers (acm)
Gillian Smith, Mike Treanor, Jim Whitehead, and Michael Mateas. 2009.
In Proceedings of the 4th International Conference on Foundations of Digital Games (FDG '09).  175-182.

Online Resources

Choke Points

[[start]]

The Death of the Level Designer (www, pdf)
Andrew, Doull, Janyuary, 2008

The Evolution of Fun: Automatic Level Design through Challenge Modeling (pdf)
Nathan Sorenson and Philippe Pasquier
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