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Games By Angelina

Developing an AI that can automatically design videogames

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The Saturday Paper – That, But Bigger

Authored by Mike updated August 3, 2013

Procedural content generation isn’t just about bits of code that run silently and invisible inside games while players play them. The power of procedural generation, exploring a huge, near-infinite space of content, is also a…

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The Saturday Paper – A World Just For You

Authored by Mike updated July 20, 2013

Which is more important – story or setting? In some games, particularly RPGs, it feels almost impossible to separate one from the other. Setting dictates the where, the when and the how of the game.…

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The Artist Is Present

Authored by Mike updated July 15, 2013

Over the weekend I went to Paris to attend an exhibition being put on by my supervisor, Simon Colton. For the last eleven years he’s been building a piece of software called The Painting Fool – software…

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Posted in Events

The Saturday Paper: Wherever Whenever

Authored by Mike updated July 6, 2013

We like to believe that because we play games we understand how players think. This filters into every aspect of game development – imagining how players will react to seeing this, hearing that, being here…

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SketchUp, 3D Warehouse and Unity

Authored by Mike updated July 5, 2013

As I wrote earlier this month, I’m now working on a Unity-powered version of ANGELINA. One of the common themes in the silly things I’ve coded up, as well as a lot of other computationally…

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Posted in How I Did Something

ANGELINA At Goldsmiths

Authored by Mike updated July 1, 2013

Earlier in the year, I helped my supervisor write an application for funding that would let me work on ANGELINA beyond my PhD funding end date (which was this October). We learned a couple of…

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Posted in Progress Updates, Research

Nobody’s A Critic – ICCC 2013 Talk

Authored by Mike updated June 25, 2013

Conference talks are a really great way to communicate about your work. You get sound and vision, you can talk naturally about what’s on screen, and the time limit means you don’t go into laborious…

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Posted in Talks, Video

The Saturday Paper: Words, Sounds and Pegasi

Authored by Mike updated June 22, 2013

One of the most wonderful things about videogames is how they bring together different mediums into one collective effort. Art, music, writing, design as well as programming itself are all hugely creative endeavours in their…

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Adam Smith @ Goldsmiths

Authored by Mike updated June 17, 2013

If you’re coming to this morning’s seminar, where Adam Smith is talking about his research into game design and artificial intelligence – we’re in Room 305 of the New Academic Building. Find the building here!…

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Posted in Talks

The Saturday Paper: Goldilocks And The Three Puzzles

Authored by Mike updated June 8, 2013

A puzzle, yesterday. With thanks to Gunpoint. Most procedural generators have it pretty easy. Generation techniques for content like dungeon layouts or 3D worlds can’t really fail – they proceed very steadily, laying down content…

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