Research

Research Groups

Expressive Intelligence Studio

The Expressive Intelligence Studio, co-directed by Michael Mateas and Noah Wardrip-Fruin, explores the intersection of artificial intelligence, art, and design. Current research focuses on autonomous characters, interactive storytelling, automated game asset generation, game data analysis, and intelligent support for game design.

Computational Cinematics Lab

The Computational Cinematics Lab, directed by Arnav Jhala, explores the link between computing and cinema. Current research foci include procedural animation, game commentating, and bettering AI for automatic camera composition.

Natural Language and Dialogue Systems Lab

The Natural Language and Dialogue Systems Lab, directed by Marilyn Walker, focuses on computational modeling of dialogue and dynamic adaptation of system dialogue behavior in three areas: spoken dialogue systems, dialogue in online chat forums and debates, and dialogue in games. Current projects explore mobile games and phone-based dialogue systems.

Augmented Design Lab

The Augmented Design Lab, directed by Jim Whitehead, focuses on the possibilities inherent in computer-augmented videogame design. Current projects include documenting level design patterns for first-person shooters and a mixed-initiative level design tool for 2-D platformers that allows a human and a computer to jointly produce a fully-playable level.

Software Introspection Laboratory

The Software Introspection Laboratory, directed by Jim Whitehead, focuses on the structure of software and how it evolves over time. Current projects include a program that provides runtime verification and repair of event-based systems.
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Latest Publications

McCoy, J., M. Treanor, B. Samuel, A. Reed, M. Mateas, and N. Wardrip-Fruin, "Prom Week: Designing past the game/story dilemma", Proceedings of the 8th International Conference on Foundations of Digital Games: ACM, 2013.  Download: Prom Week FDG 2013.pdf (660.7 KB)
Walker, M., G. Lin, and J. Sawyer, "An Annotated Corpus of Film Dialogue for Learning and Characterizing Character Style", Proceedings of the Eight International Conference on Language Resources and Evaluation (LREC'12), Istanbul, Turkey, European Language Resources Association (ELRA), may, 2012.  Download: 1114_Paper.pdf (416.39 KB)
Reed, A. A., "Sharing Authoring with Algorithms: Procedural Generation of Satellite Sentences in Text-based Interactive Stories.", FDG 2012: Third Workshop on Procedural Content Generation in Games, Raleigh, North Carolina, 06/2012. Abstract  Download: almostgoodbye-paper.pdf (194.04 KB)
Hullett, K., N. Nagappan, E. Schuh, and J. Hopson, "Empirical analysis of user data in game software development", Proceedings of the ACM-IEEE international symposium on Empirical software engineering and measurement, New York, NY, USA, ACM, pp. 89–98, 2012.
Smith, G., and A. Sullivan, "The five year evolution of a game programming course", Proceedings of the 43rd ACM technical symposium on Computer Science Education: ACM, pp. 87–92, 2012.
Segura, E. M., H. Cramer, P. F. Gomes, S. Nylander, and A. Paiva, "Revive!: reactions to migration between different embodiments when playing with robotic pets", Proceedings of the 11th International Conference on Interaction Design and Children: ACM, pp. 88–97, 2012.  Download: 35-FINAL.pdf (443.73 KB)
Sullivan, A., A. Grow, M. Mateas, and N. Wardrip-Fruin, "The design of Mismanor: creating a playable quest-based story game", Proceedings of the International Conference on the Foundations of Digital Games: ACM, pp. 180–187, 2012.
Treanor, M., B. Blackford, M. Mateas, and I. Bogost, "Game-O-Matic: Generating Videogames that Represent Ideas", Procedural Content Generation Workshop at the Foundations of Digital Games Conference, 2012.  Download: Game-O-Matic (PCG2012).pdf (793.33 KB)
Rivera, G., K. Hullett, and J. Whitehead, "Enemy NPC Design Patterns in Shooter Games", Proceedings of the 1st Workshop on Design Patterns in Games, New York, NY, USA, ACM, 2012.  Download: a6-rivera.pdf (568.03 KB)