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Developing an AI that can automatically design videogames

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Author: <span>Mike</span>

The Saturday Paper – Ludus Ex Machina

Authored by Mike updated January 18, 2014

I haven’t discussed my own research in this column yet, but you may know that I’m interested in automating the process of game design in its entirety. At the highest level, game designers produce mechanics…

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Posted in The Saturday Papers

Ludum Dare Postmortem

Authored by Mike updated January 14, 2014

Last month, ANGELINA entered Ludum Dare for the first time. Ludum Dare is a game jam – a friendly contest where people get together to each design a videogame in a short period of time,…

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Posted in Game Jams

The Saturday Paper – Exhausting

Authored by Mike updated January 4, 2014

When programming systems it makes sense to keep complexity and scale in mind. Don’t try and render 400,000 sprites all at once. Don’t try and send the entire world state to every player on the…

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Ludum Dare 28

Authored by Mike updated December 7, 2013

If you’ve been reading this site for a year or two, you’ll know that I like to post lots of screenshots and video whenever I’m building a new version of ANGELINA, even playable demos. This…

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Posted in Game Jams, Progress Updates

The Saturday Paper – Guaranteed Candy

Authored by Mike updated November 30, 2013June 9, 2019

For some developers, all this talk of procedural content generation is bittersweet. If you’re generating a world map, for instance, you probably don’t have too many requirements of it. A bit of land, not too…

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Play Games, Help Science #3 – Cabbage Quest!

Authored by Mike updated November 25, 2013

If you read The Saturday Papers regularly, you’ll know that there’s a lot of wonderful research going on related to games all around the world. You need a lot of things to do research – great…

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Posted in Play Games Help Science

The Saturday Paper – Tower of Gamebel

Authored by Mike updated November 16, 2013

Header image: Atlas Shrank, a PuzzleScript game. One of the aims of The Saturday Papers is to introduce people to new academic research that I think might inspire, help or just excite them. It’s also a…

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The Saturday Papers – Empirical Results

Authored by Mike updated October 28, 2013

While it isn’t quite twelve months since the start of The Saturday Paper, it’s the end of the year and that always makes me want to start summarising things, so I thought I’d take a…

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The Saturday Paper – Dream Design

Authored by Mike updated October 26, 2013

Image: Darius Kazemi’s incredible dissection of Spelunky’s Level Generator. What does it mean to make procedural content generation a part of your game? We can think of lots of games that use procedural content generation as…

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DAGGER #1 – AIIDE 2013

Authored by Mike updated October 21, 2013

Last week the annual AIIDE conference took place in Boston. AIIDE is a fantastic conference with a great mix of talks, and this time I was lucky enough to be co-organising a workshop as part…

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Posted in DAGGER, Events

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