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AIIDE 2010 StarCraft AI Competition

aiidecraft

The 2010 conference on Artificial Intelligence and Interactive Digital Entertainment (AIIDE 2010) will be hosting a StarCraft AI competition as part of the conference program. This competition enables academic researchers to evaluate their AI systems in a robust, commercial RTS environment.  The competition will be held in the weeks leading up to the conference. The final matches will be held live at the conference with commentary. Exhibition matches will also be held between skilled human players and the top performing bots.

Competition details are available here.

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Procedural Literacy is the New Black

simpsons-episode-2-season-24

It has to have been 4 or 5 years since I’ve seen a recent Simpsons episode.  After catching up on the last few episodes, I can really appreciate how “with it” the Simpsons have been.  After all, it’s gotta be relevant if being parodied by the Simpsons.    Particularly relevant is episode 21, where Bart’s teacher is replaced with a younger, hipper instructor, Zack– who turns what all the students consider to be  “fashionable” into something functional.

Bart: “Then Zack skyped us, live blogged our spelling bee, and friended us on facebook!”

Zack: “Are you telling me you memorized that fact, when anyone with a cell phone can find it out in 30 seconds?

Martin: “I I…I’ve crammed my head full of garbage!”

The need for accessible procedural literacy is not a new idea.  Just like opportunities afforded by traditional literacy, it is obvious that a divide will occur between the advantaged, procedurally literate and the rest.  Right now, it is the case that a clear advantage goes to those who understand how computers work, how to use web 2.0, and own mobile technologies (as parodied by the Simpsons.)  Eventually, those with really really good memories may stay ahead in the race, but for the average person, not fully using our extended cognition will leave us in the dust.

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CFP: Foundations of Digital Games (FDG) 2010

FDG 2010 has put their Call for Papers online, with fancy leaflets to hand out, the important date being 5th February as the paper and poster submission deadline.

FDG 2009 was a fantastic conference, filled to the brim with various gaming academic luminaries, fascinating papers and a wide variety of interests. I’m looking forward to 2010, as it’s just down the road in Monterey!

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Reimagineering

Luis and Gay Tony in GTA IV: Ballad of Gay Tony

Luis and Gay Tony in GTA IV: Ballad of Gay Tony

Last week, the second and final installment of the Episodes of Liberty City downloadable content for Grand Theft Auto IV, The Ballad of Gay Tony, was released. Unlike the more sullen story of Nico Bellic, clawing his way up from nothing, Gay Tony’s Luis begins with a crisp suit, good job, plenty of cash and all sorts of expensive items to wreak havoc throughout Liberty City. What marks out GTA IV‘s DLC from a simple mission pack or extra campaign is that it offers the chance to experience Liberty City from a new perspective, reimagining the gameplay, and thus, the game, in the process.

This is something I heartily commend.

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Landscape of open source games

Yo Frankie! An open source platformer created using Blender.

Yo Frankie! An open source platformer created using Blender.

I recently gave a presentation on the landscape of open source software in computer games at the Univ. Rey Juan Carlos, where I am currently visiting the Libresoft research group. My slides are available here.

While much of the talk covered well-known libraries (SDL, OpenAL), game engines (Ogre, Irrlicht), physics engines (Bullet, Tokamak), and content creation tools (Blender, GIMP), there were a few surprises. One was how many open source game-creation systems I found (4, more than the zero I expected). These are Game Editor (2d with export to some mobile devices), Construct (2d, some 3d), Novashell (2d), and Sandbox (3d). Another surprise was the game Yo Frankie! (pictured above), which has very high quality animation and artwork, and was produced using Blender.

A disappointment was the state of open content sharing. While some sites, like OpenGameArt and New Grounds provide tagging with a Creative Commons license, far more common are sites like Google’s 3D Warehouse that have site-specific terms of use, and provide no ability for artists to indicate they are willing to share their work via Creative Commons or an open source license.

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It’s All (About) Fun and Games

Koster's "A Theory of Fun in Game Design

Koster's "A Theory of Fun for Game Design"

I’m a new member of the lab here, and that means that I’ve got a lot of learning to do. I need to learn about the different projects in the lab, learn about the various systems involved in those projects, and even about programming languages used in those systems. But I also need to learn about the theory that drives those systems, and more broadly, the theory that motivates the work in the lab. So for the past few days, I’ve been reading articles–and even a short book–about the theory of fun in games.

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