Game Metrics Without Players: Strategies for Understanding Game Artifacts

Mark Jason Nelson

    Research output: Conference Article in Proceeding or Book/Report chapterArticle in proceedingsResearchpeer-review

    Original languageEnglish
    Title of host publicationArtificial Intelligence for Interactive Digital Entertainment Conference; Workshops at the Seventh Artificial Intelligence and Interactive Digital Entertainment Conference (AIIDE11)
    Number of pages5
    PublisherAAAI Press
    Publication date2011
    ISBN (Print)978-1-57735-539-7
    Publication statusPublished - 2011
    EventArtificial Intelligence in the Game Design Process: Workshop at AIIDE 2011 - Palo Alto, California, United States
    Duration: 11 Oct 2011 → …


    WorkshopArtificial Intelligence in the Game Design Process
    Country/TerritoryUnited States
    CityPalo Alto, California
    Period11/10/2011 → …
    Other"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<br/>
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