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Game Metrics Without Players: Strategies for Understanding Game Artifacts

  • Mark Jason Nelson
Research Output:
Conference Article in Proceeding or Book/Report chapter
Article in proceedings
Peer-review

Open access

Publication Information

Output type

Research Output:
Conference Article in Proceeding or Book/Report chapter
Article in proceedings
Peer-review

Original language

English

Publication milestones

  • Published - 2011

Publication status

Published - 2011

Publisher

AAAI Press, United States
978-1-57735-539-7

Host publication title

Artificial Intelligence for Interactive Digital Entertainment Conference; Workshops at the Seventh Artificial Intelligence and Interactive Digital Entertainment Conference (AIIDE11)

Related Event

Title

Artificial Intelligence in the Game Design Process: Workshop at AIIDE 2011

Description

"Game AI" usually brings to mind the development of algorithms that drive the behavior of agents in a s virtual world. However, we are interested in a different way that AI can intersect games -- during the design process -- and are excited to host a workshop on this topic for the first time. How can retrieval, inference, knowledge representation, learning, and search loosen the bottlenecks in the game design process? How can AI provide assistance to game designers and/or share the creative responsibilities in design? Bringing concerns from design studies, computational creativity, and game production into contact with AI can result in a radically new and productive view of AI in games. This workshop aims to be true to authentic game design concerns, operating outside of a strictly scientific perspective. Accordingly, input from an industry viewpoint will be greatly valued. We seeking interesting new problems in addition to design-inspired solutions. Organizers Adam M. Smith and Gillian Smith, UC Santa Cruz

Event type

Workshop

Degree of recognition

International event

Date

11/10/2011

Location

Palo Alto, CaliforniaUnited States