Michael Cook

Senior Research Fellow
Falmouth University

Publications

Journals & Articles

Special Issue on AI Based and AI Assisted Game Design (Associate Editor)
IEEE Transactions on Computational Intelligence and AI in Games, To Appear

Feminism and Procedural Content Generation: Toward a Collaborative Politics of Computational Creativity
Digital Creativity, 2016

The ANGELINA Videogame Design System, Part II [PDF]
IEEE Transactions on Computational Intelligence and AI in Games, 2016

The ANGELINA Videogame Design System, Part I [PDF]
IEEE Transactions on Computational Intelligence and AI in Games, 2016

Creativity in code: generating rules for video games. [PDF]
ACM Crossroads, 2013

Books & Book Chapters

Twitterbots: Making Machines That Make Meaning (Co-Author)
Published by MIT Press, Autumn 2018

Ethical Generation (Chapter)
Procedural Generation in Game Design, CRC Press, 2017

Rules and Games (Chapter)
Procedural Generation in Game Design, CRC Press, 2017

Rules and Mechanics (Chapter) [PDF]
The Procedural Generation Book, Springer, 2015

Creating Code Creatively
Creativity and Videogames, CRC Press, 2014

Stakeholder Groups in Computational Creativity Research and Practice
Computational Creativity Research: Towards Creative Machines, 2014

Toward the Adaptive Generation of Bespoke Game Content [PDF]
Handbook of Digital Games, 2014

Conferences

Inferring Design Constraints From Game Ruleset Analysis To Appear
Computational Intelligence in Games (CIG), 2018

Redesigning Computationally Creative Systems For Continuous Creation [PDF] [Talk]
International Conference on Computational Creativity (ICCC), 2018

Neighbouring Communities: Interations, Lessons and Opportunities [PDF] [Talk]
International Conference on Computational Creativity (ICCC), 2018

Towards The Automatic Optimisation Of Procedural Content Generators [PDF]
Computational Intelligence in Games (CIG), 2016

Make Something That Makes Something: A report on the first procedural generation jam [PDF]
International Conference on Computational Creativity, 2015

The Painting Fool Sees! New Projects with the Automated Painter
International Conference on Computational Creativity, 2015

Generating Code For Expressing Simple Preferences: Moving On From Hardcoding And Randomness [PDF]
International Conference on Computational Creativity, 2015

AI-based game design patterns [PDF]
Foundations of Digital Games (FDG), 2015

Formalising Non-formalism: Breaking the Rules of Automated Game Design [PDF]
Foundations of Digital Games (FDG), 2015

Hybrid Procedural Content Generation: A Proposal [PDF]
AI and Games Symposium at AISB, 2015

Ludus ex machina: Building a 3D game designer that competes alongside humans [PDF]
International Conference on Computational Creativity, 2014

Assessing progress in building autonomously creative systems [PDF]
International Conference on Computational Creativity, 2014

On acid drops and teardrops: Observer issues in computational creativity [PDF]
AISB Symposium on Computing and Philosophy, 2014

Automating game design in three dimensions [PDF]
AISB Symposium on AI and Games, 2014

Nobody’s a critic: On the evaluation of creative code generators–a case study in video game design [PDF]
International Conference on Computational Creativity, 2013

Aesthetic considerations for automated platformer design [PDF]
Artificial Intelligence In Interactive Digital Entertainment (AIIDE), 2012

Multi-faceted evolution of simple arcade games [PDF]
Computational Intelligence in Games (CIG), 2011

Automated collage generation–with more intent [PDF]
International Conference on Computational Creativity, 2011

Workshops

A Vision For Continuous Automated Game Design
Experimental AI in Games (EXAG) at AIIDE, 2017, to appear

Draft-Analysis Of The Ancients: Predicting Draft Picks In DotA 2 Using Machine Learning
Experimental AI in Games (EXAG) at AIIDE, 2016

Towards a computational reading of emergence in experimental game design
Computational Creativity and Games Workshop at ICCC, 2016

Automated tweaking of levels for casual creation of mobile games
Computational Creativity and Games Workshop at ICCC, 2016

Towards Procedural Generation As Gameplay: CLAY and Tombs of Tomeria
Procedural Generation Workshop at FDG, 2016

Danesh: Helping bridge the gap between procedural generators and their output [PDF]
Procedural Generation Workshop at FDG, 2016

Would You Look at That! Vision-Driven Procedural Level Design [PDF]
Experimental AI in Games (EXAG) at AIIDE, 2015

Hackademics: A Case for Game Jams At Academic Conferences
Workshop on Game Jams, Hackathons and Game Creation Events at FDG, 2015

Towards the automatic generation of fictional ideas for games [PDF]
Experimental AI in Games (EXAG) at AIIDE, 2014

A rogue dream: Automatically generating meaningful content for games [PDF]
Experimental AI in Games (EXAG) at AIIDE, 2014

Mechanic miner: Reflection-driven game mechanic discovery and level design [PDF]
European Conference on the Applications of Evolutionary Computation (EVO*), 2013

From mechanics to meaning and back again: Exploring techniques for the contextualisation of code [PDF]
Artificial Intelligence and Game Aesthetics (AIGA) at AIIDE, 2013

Initial results from co-operative co-evolution for automated platformer design [PDF]
European Conference on the Applications of Evolutionary Computation (EVO*), 2012

Ludic considerations of tablet-based Evo-art [PDF]
European Conference on the Applications of Evolutionary Computation (EVO*), 2011

Tutorials, Demonstrations & Other

Playable Experiences at AIIDE 2016
Artificial Intelligence In Interactive Digital Entertainment (AIIDE), 2016

Designing Games Around AI
Tutorial at Computational Intelligence in Games (CIG), 2016

Playable Experiences at AIIDE 2015 [PDF]
Artificial Intelligence In Interactive Digital Entertainment (AIIDE), 2015

AI-based Games: Contrabot and What Did You Do?
Demonstration at Foundations of Digital Games (FDG), 2015

Playable Experiences at AIIDE 2014
Artificial Intelligence In Interactive Digital Entertainment (AIIDE), 2014