Search Results for author: Gabriella A. B. Barros

Found 8 papers, 1 papers with code

Automatic Critical Mechanic Discovery Using Playtraces in Video Games

no code implementations6 Sep 2019 Michael Cerny Green, Ahmed Khalifa, Gabriella A. B. Barros, Tiago Machado, Julian Togelius

In a user study, human-identified mechanics are compared against system-identified critical mechanics to verify alignment between humans and the system.

DATA Agent

no code implementations28 Sep 2018 Michael Cerny Green, Gabriella A. B. Barros, Antonios Liapis, Julian Togelius

This paper introduces DATA Agent, a system which creates murder mystery adventures from open data.

Generating Levels That Teach Mechanics

1 code implementation18 Jul 2018 Michael Cerny Green, Ahmed Khalifa, Gabriella A. B. Barros, Andy Nealen, Julian Togelius

The automatic generation of game tutorials is a challenging AI problem.

"Press Space to Fire": Automatic Video Game Tutorial Generation

no code implementations30 May 2018 Michael Cerny Green, Ahmed Khalifa, Gabriella A. B. Barros, Julian Togelius

We propose the problem of tutorial generation for games, i. e. to generate tutorials which can teach players to play games, as an AI problem.

Data-driven Design: A Case for Maximalist Game Design

no code implementations30 May 2018 Gabriella A. B. Barros, Michael Cerny Green, Antonios Liapis, Julian Togelius

Maximalism in art refers to drawing on and combining multiple different sources for art creation, embracing the resulting collisions and heterogeneity.

DeepTingle

no code implementations9 May 2017 Ahmed Khalifa, Gabriella A. B. Barros, Julian Togelius

DeepTingle is a text prediction and classification system trained on the collected works of the renowned fantastic gay erotica author Chuck Tingle.

General Classification Translation

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