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StarCraft Competition Postmortem with Alex Champandard

Alex and I will be discussing the current state of RTS research and the StarCraft AI Competition today at 13:00 PST. http://aigamedev.com

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Analyzing Level Design: A Genre-Specific Approach (@ DePaul, Friday)

Jim Whitehead

This Friday I will be visiting Jose Zagal at DePaul University (his book Ludoliteracy has just come out) and giving a talk on my view of level design. My goal in giving the talk is to develop a framework spanning the research my students Gillian Smith, Ken Hullett, and I have been doing over the past few years (along with Mee Cha, Mike Treanor, and Michael Mateas). The core idea of the talk is this: level design is inherently a genre-specific activity, and each game genre possesses its own approach for designing levels in the genre. While there are some concepts, such as pacing and tension, that span multiple genres, to provide compelling explanations for how to create game levels requires an analytical approach that is tailored to a specific genre.

So, for example, we have 2D platform games such as Super Mario World and Sonic the Hedgehog where the notion of player rhythm explains much about level design [Sandbox08]. Yet, switch over to first person shooter games, and the crafting of level geometry to affect combat experience is paramount. FPS levels can largely be decomposed into a series of level design patterns that can be arbitrarily composed [FDG2010]. For 2d space shooters (shmups), the best explanatory framework for level design involves the crafting of safe and unsafe spaces, and the use of enemy placement and powerup drops to guide the player into certain locations. Further highlighting the genre-specific nature of level design, we see exceptions to the above. In Super Metroid, an action-platformer, the focus is more on creation of puzzles, enemy AI, and the placement of enemies. The notion of rhythm is no longer the guiding principle. Stealth first-person shooters such as Metal Gear Solid use different level design principles than traditional FPS games such as the Halo series.

Abstract:

A wide variety of computer games use the notion of levels to subdivide the gameplay experience into a series of distinct spaces with associated goals. While there are many examples of games that are segmented into levels, there is little written on how level design should be performed. This talk presents a view of level design as a genre-specific activity, where each game genre possesses its own approach for designing levels in the genre. Analysis of the genres of 2d platform games, 2d space shooters (shmups), and first-person shooters highlights how levels in each genre follow different design principles. The talk ends by discussing how procedural level generation can be used to turn these design principles into operational theories of level generation, to better understand their strengths and limitations.

The talk is Friday, November 12, from 12 to 1pm in CDM 708.

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FDG goes to France in 2011

Place de la Bourse, Bordeaux, France

Place de la Bourse, Bordeaux, France

The yearly Foundations of Digital Games conference will be held in Europe for the first time in 2011. The Foundations of Digital Games promotes the exchange of information concerning the scientific foundations of digital games, technology used to develop digital games, and the study of digital games and their design, broadly construed. FDG 2011 will be held in Bordeaux, France from June 28-July 1, 2011. The conference General Chair is Marc Cavazza (Univ. Teeside, UK), and the Program Co-Chairs are Katherine Isbister (Polytechnic Inst. of NYU, USA) and Charles Rich (Worcester Polytechnic Inst.).

The call for papers is available, and there are several ways to participate. Research papers and poster submissions are due February 10, 2011. Workshops will also be available; contact Rafael Bidarra, Workshops Chair, for details.

The Foundations of Digital Games conference series is operated by the Society for the Advancement of the Science of Digital Games, a California-based nonprofit corporation. SASDG will be running a Travel Assistance Program this year to help defray the cost of travel to the conference for selected authors and graduate students.

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Man vs Bot

A lot of interesting bots were submitted to the StarCraft AI Competition. However, even the best could not beat an expert human player.

But what about amateur players? Kotaku claimed that most casual StarCraft players would be unable to defeat the bots. The goal of this post is to test that claim. To do so, I played against the winner of each of the four tournaments. While I consider myself a hardcore StarCraft player, my skill is nowhere near professional.

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Chaim Gingold Visits EIS

Title: Human Play Machine
Speaker: Chaim Gingold
When: Wednesday 10/20/10 at 11am
Where: E2 room 506

Abstract:
Every game or form of play toys with some human faculty. Slot machines play with our sense of probability and reward, and soccer players play with social coordination, physics, and their bodies. Newborn babies play with and explore their hands. In a sense, our games are software that run on our players’ physical, cognitive, emotional, and social hardware. But what are the specs of the human game playing machine? Are we using all of its memory, processing power, and input/output devices?

The success of the Wii, and the rise of casual & player creativity gaming, demonstrates what happens when latent human capacities for play are tapped into. New genres, audiences, and types of fun emerge.

What human capabilities do we, as computer game designers, typically engage? What play capacities are out there, why do we have them, and how can we design for them?

Biography
Chaim Gingold is a computer scientist and interactive designer by training. By trade, he is a computer game designer & digital toymaker. He holds a bachelors degree in Computer Science from WVU, and later studied with Janet Murray at Georgia Tech, where he earned an MS in Digital Media. He is a long term associate of & collaborator with Will Wright, a seminal figure in the field of computer games. While working with Wright at Electronic Arts/Maxis, Gingold was a key member of Spore’s prototyping & concept team, and designed the game’s award winning creative tool suite. Gingold has published articles and spoken around the world on game design, prototyping, and play. Currently, he works as an independent game developer & design consultant in Berkeley, California.

• Title: Human Play Machine
• Speaker: Chaim Gingold
• When: Wednesday 10/20/10 at 11am
• Where: E2 room 506

• Abstract:
Every game or form of play toys with some human faculty. Slot machines
play with our sense of probability and reward, and soccer players play
with social coordination, physics, and their bodies. Newborn babies
play with and explore their hands. In a sense, our games are software
that run on our players’ physical, cognitive, emotional, and social
hardware. But what are the specs of the human game playing machine?
Are we using all of its memory, processing power, and input/output
devices?

The success of the Wii, and the rise of casual & player creativity
gaming, demonstrates what happens when latent human capacities for
play are tapped into. New genres, audiences, and types of fun emerge.

What human capabilities do we, as computer game designers, typically
engage? What play capacities are out there, why do we have them, and
how can we design for them?

• Biography
Chaim Gingold is a computer scientist and interactive designer by
training. By trade, he is a computer game designer & digital toymaker.
He holds a bachelors degree in Computer Science from WVU, and later
studied with Janet Murray at Georgia Tech, where he earned an MS in
Digital Media. He is a long term associate of & collaborator with Will
Wright, a seminal figure in the field of computer games. While working
with Wright at Electronic Arts/Maxis, Gingold was a key member of
Spore’s prototyping & concept team, and designed the game’s award
winning creative tool suite. Gingold has published articles and spoken
around the world on game design, prototyping, and play. Currently, he
works as an independent game developer & design consultant in
Berkeley, California.

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StarCraft AI Competition Results

The AIIDE 2010 StarCraft AI Competition has come to a close. The challenge given to competitors was to build the best performing bot for an immensely popular, commercial game. The competition consisted of four tournaments of varying complexity. This was the first year the competition was held and it turned out to be a success. Even though no prizes were offered, twenty-eight teams participated in the competition. My presentation on the competition provides an overview of the  participants and results.

The showcase game of the competition was a bot versus human match. In the exhibition match, =DoGo=, a World Cyber Games 2001 competitor played against the top ranking bot of the competition.  The result was an exciting man versus machine match highlighting the state of the art in real-time strategy game AI.

While the expert player was capable of defeating the top performing bots in the competition, the results are quite encouraging. Read on for complete results.

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