CV
Associate
Professor in Maastricht University's Game AI and
Search group.
ERC Consolidator Grant holder and Principal
Investigator of the Digital
Ludeme Project.
2009
1993
1992
1990 |
PhD in AI and game
design, QUT, Brisbane. Dean's Award for Outstanding
Thesis.
Computer Science Honours, 1st class, La
Trobe University, Melbourne. #1 CS student for 1993
(Honours thesis awarded 96%).
Bachelor of Arts (Computer Science),
University of Queensland, Brisbane.
Bachelor of Science (Psychology), University of
Queensland, Brisbane. |
2018–
2017-2018
2014-2017
2013-2014
2010-2013
2009-2010
2009
2003-2008
1999-2003
1998-1999
1997-1998
1996
1995
1994 |
Associate
Professor, Maastricht University, The Netherlands.
Research Scientist, RIKEN Institute, Advanced
Intelligence Project (AIP), Tokyo.
Vice-Chancellor's Senior Research Fellow, QUT,
Brisbane.
Research Fellow, Goldsmiths College, London.
Research Fellow, Computational
Creativity Group, Imperial College, London.
Research Assistant, AI &
Games Network, Imperial College, London.
Research Associate, Imperial College, London, and
University of Edinburgh: Automated modelling for
casual game design.
Developer, SWiSHzone.com,
Sydney: SwishMax, the world's second most popular
Flash editor.
Senior Software Engineer, Canon Research Australia (CISRA), Sydney: Artistic effects
and animation.
Software Engineer, Microsoft, Seattle: Windows 2000,
GDI+ fonts for the NT Team.
Software Engineer, Canon Research Australia (CISRA), Sydney: Automatic font decoration.
Inventor of the Year 1998.
Visiting Researcher, International Computer Science
Institute (ICSI), Berkeley, USA.
Tutor, Faculty of Information Technology, QUT,
Brisbane.
Tutor, Department of Computing, La Trobe University,
Melbourne. |
2018–2023
2014–2017
2010-2014
2009
2009
|
ERC
Consolidator Grant, The
Digital Ludeme Project (LUDEME/771292),
Maastricht Univeristy, PI, €2m.
Vice Chancellor's Senior
Research Fellowship, Games Without
Frontiers, QUT, Brisbane, 3yrs.
EPSRC grant, UCT for Games and Beyond
(EP/I001964),
Imperial College, London, £546,000.
TSB grant, Board Game Generation for the iPhone
(AK318J), Imperial College, London, £15,000.
Flexibility Funding, Automated Mathematical
Modelling for Casual Game Design, Univ. of
Edinburgh, £12,000. |
2012
2009
2005
1998
|
GECCO "Humies"
gold medal for human-competitive results in
evolutionary computation.
Dean's Award for Outstanding Thesis, QUT, Brisbane.
Australian Postgraduate Award (APA).
Canon Research Australia Inventor of the Year for
1998. |
1997-2003
|
39 Patents for Canon
Research Australia (CISRA) in Australia, USA and
Europe. First or single author of most.
|
2018
2012
2011
2005
2000
|
C. Browne (ed.), Game & Puzzle Design
Compendium, Lulu.com, POD (ISBN
9780244123819).
C. Browne, M. Winands, M. Preuss and J. Liu (eds.),
Proceedings
of the 2018 Conference on Computational
Intelligence and Games (CIG'18), IEEE,
Maastricht.
C. Browne, Margo Basics,
Lulu.com, POD (ISBN 9781300095156).
C. Browne and N. Romeral Andrés, Shibumi Rule Book,
Lulu.com, POD (ISBN 1471087298).
C. Browne, Evolutionary Game Design,
Springer, Berlin (ISBN 1447121783).
C. Browne, Connection Games: Variations on
a Theme, AK Peters, Massachusetts (ISBN
1568812248).
C. Browne, Hex Strategy: Making The Right
Connections, AK Peters, Massachusetts
(ISBN 1568811179). |
2014
2013
|
M. Nelson, J.
Togelius, C. Browne and M. Cook, "Rules and Mechanics", in Procedural
Content Generation in Games: A Textbook and an
Overview of Current Research, Springer,
Berlin, pp. 97-117, 2014.
C. Browne, S. Colton, M. Cook, J. Gow and R.
Baumgarten, "Towards the Adaptive Generation of
Bespoke Game Content", in The IEEE Handbok of
Digital Games, H. Agius and M. Angelides
(eds), IEEE Press, pp. 17-64, 2014.
C. Browne, “Metrics for Better Puzzles”, in Game
Analytics: Maximizing the Value of Player Data,
M. S. El-Nasr, A. Drachen, A. Canossa and K.
Isbister (eds), Springer, Berlin, pp. 769–800, 2013.
|
2020
|
D. J. N. J. Soemers,
E. Piette, M. Stephenson and C. Browne,
"Manipulating the Distributions of Experience used
for Self-Play Learning in Expert Iteration", CoG
2020, Osaka, 2020.
J. West, F. Maire, C. Browne and S. Denman,
"Improved Reinforcement Learning with Curriculum", Expert
Systems with Applications, 158, pp. 1–15,
2020.
C. Browne, "AI for Ancient Games", Künstliche
Intelligenz, Springer, 34:1, pp. 89–93, 2020.
E. Piette, D.J.N.J. Soemers, M. Stephenson, C.
Sironi, M.H.M. Winands and C. Browne, "Ludii – The
Ludemic General Game System", ECAI 2020,
Santiago de Compostela, Spain, 2020.
|
2019
|
C. Browne, M.
Stephenson, E.Piette and D.J.N.J. Soemers, "A
Practical Introduction to the Ludii General Game
System", ACG 2019, Macao, Springer, 2019.
D.J.N.J. Soemers, W. Crist and C. Browne, "Report on
the Digital Ludeme Project", ICGA Journal,
2019.
L.V. Hufkens and C. Browne, "A Functional Taxonomy
of Logic Puzzles", CoG 2019, London, 2019.
M. Stephenson, E. Piette, D.J.N.J. Soemers and C.
Browne, "Ludii as a Competition Platform", CoG
2019, London, 2019.
M. Stephenson, E. Piette, D.J.N.J. Soemers and C.
Browne, "An Overview of the Ludii General Game
System", CoG 2019, London, 2019.
E. Piette, M. Stephenson, D.J.N.J. Soemers and C.
Browne, "An Empirical Evaluation of Two General Game
Systems: Ludii and RBG", CoG 2019, London,
2019.
C. Piette, E. Piette, M. Stephenson, D.J.N.J.
Soemers and C. Browne, "Ludii and XCSP: Playing and
Solving Logic Puzzles", CoG 2019, London,
2019.
D.J.N.J. Soemers, E. Piette, M. Stephenson and C.
Browne, "Learning Policies from Self-Play with
Policy Gradients and MCTS Value Estimates", CoG
2019, London, 2019.
E. Piette, D.J.N.J. Soemers, M. Stephenson, C.F.
Sironi, M.H.M. Winands and C. Browne, "Ludii - Le
Systeme Ludemique de General Game Playing", CNIA
2019, Toulouse, 2019.
D.J.N.J. Soemers, E. Piette and C. Browne, "Biasing
MCTS with Features for General Games", CEC 2019,
Wellington, pp. 442–449, 2019.
C. Browne, D.J.N.J. Soemers, E. Piette, M.
Stephenson, M. Conrad, W. Crist, T. Depaulis, E.
Duggan, F. Horn, S. Kelk, S.M. Lucas, J.P. Neto, D.
Parlett, A. Saffidine, U. Schädler, J.N. Silva, A.
de Voogt and M.H.M. Winands, "Foundations of Digital
Archaeoludology", Report on Dagstuhl Research
Meeting, Schloss Dagstuhl, Germany, 2019.
E. Piette, D.J.N.J. Soemers, M. Stephenson, C.F.
Sironi, M.H.M. Winands and C. Browne, "Ludii - The
Ludemic General Game System", arXiv, 2019.
C. Browne and J.N. Silva, "Mathematics Through
Games", Board Game Studies Colloquium XXII
(BGS 2019), Bologna, 2019.
M. Stephenson, E. Piette, and C. Browne, "Teaching
and Learning with Ludii", Board Game Studies
Colloquium XXII (BGS 2019), Bologna, 2019.
C. Browne and E. Piette, "Digital Archaeoludology",
CAA 2019, Krakow, 2019.
C. Browne, D.J.N.J. Soemers, and E. Piette,
"Strategic Features for General Games", KEG 2019
(AAAI 2019), Honolulu, pp. 70–75, 2019. |
2018
|
C. Browne, "Modern
Techniques for Ancient Games", IEEE CIG 2018,
Maastricht, 490–497, 2018. Nominated for
best paper.
C. Browne, "Computer-Assisted Puzzle Design",
Computer Games (CG 2018), Taiwan, 2018.
C. Browne, "The Digital Ludeme Project", Board
Game Studies (BGS) Colloquium, Athens, 2018
(presentation)
|
2017
|
C. Browne, "Some
Observations on Automated Strategy Game Design", Artificial
and Computational Intelligence in Games: AI-Driven
Game Design, Report from Dagstuhl Seminar
17471, 91-92, 2017.
C. Browne, "Editorial: Back to Basics", Game
& Puzzle Design, 3:2, 3-4, 2017.
R. Ishii and C. Browne, "DistHex: A New Twist on
Hex", Game & Puzzle Design, 3:2,
10-14, 2017.
C. Browne, "Ludoku: A Game Design Experiment", Game
& Puzzle Design, 3:2, 35-46, 2017.
C. Browne, "Tension in Puzzles", Game &
Puzzle Design, 3:2, 71-78, 2017.
C. Browne, "Solving Fred Horn's `Gloop' Puzzle", ICGA
Journal, 39:1, 1-19, 2017.
C. Browne, "Analysis of Fred Horn's 'Gloop' Puzzle",
Advances in Computer Games (ACG 2017),
Springer LNCS 10664, 26-37, 2017.
C. Browne, "Editorial: Talking About Other People's
Games", Game & Puzzle Design, 3:1,
3-4, 2017.
C. Browne, "Limping Boards for Games", Game
& Puzzle Design, 3:1, 17-24, 2017.
C. Browne, "Reinvent the Wheel", Game &
Puzzle Design, 3:1, 51-62, 2017.
C. Browne, "Back to the Past: Ancient Games as a New
AI Frontier", AAAI'17, workshop on What's
Next for AI in Games?, San Francisco, 1-2,
2017.
|
2016
|
C. Browne, "Make the
Design do the Work", Game & Puzzle Design,
2:2, 27-40, 2016.
C. Browne, "A Game Design Approach to a Real World
Problem", Game & Puzzle Design, 2:2,
76-80, 2016.
C. Browne, "Editorial: Nothing New Under the Sun", Game
& Puzzle Design, 2:2, 3-4, 2016.
C. Browne, "A Class Grammar for General Games", Computers
and Games (CG 2016), Springer LNCS 10068,
169-184, 2016.
C. Browne, "Algorithms for Interactive Sprouts", Theoretical
Computer Science, Special Issue on Computer
Games, 644:C, 29-42, 2016.
C. Browne, "Editorial: Game Design in the Age of
AI", Game & Puzzle Design, 2:1, 3-4,
2016.
N. Romeral Andrés and C. Browne, "Eco-Friendly Game
Design", Game & Puzzle Design, 2:1,
19-27, 2016.
C. Browne, "Bug or Feature?", Game & Puzzle
Design, 2:1, 61-69, 2016.
|
2015
|
C. Browne and F.
Maire, "Monte Carlo Analysis of a Puzzle Game", Advances
in Artificial Intelligence (AI 2015),
Springer LNAI 9457, 83-95, 2015.
C. Browne, "Editorial: Mixing and Fixing Games", Game
& Puzzle Design, 1:2, 3-4, 2015.
C. Browne, "Try: A Hybrid Puzzle/Game", Game
& Puzzle Design, 1:2, 21-27, 2015.
C. Browne, "Coalition Control Through Forced
Betrayal", Game & Puzzle Design, 1:2,
50-52, 2015.
C. Browne, "Explore the Design Space", Game
& Puzzle Design, 1:2, 71-83, 2015.
C. Browne, "Boundary Matching for Interactive
Sprouts", Advances in Computer Games (ACG
2015), Springer LNCS 9525, 147-159, 2015.
C. Browne, "Editorial: Welcome to Game & Puzzle
Design", Game & Puzzle Design, 1:1,
3-4, 2015.
C. Browne, "The Nature of Puzzles", Game &
Puzzle Design, 1:1, 23-34, 2015.
C. Browne, "Uniqueness in Logic Puzzles", Game
& Puzzle Design, 1:1, 35-37, 2015.
C. Browne, "Embed the Rules", Game & Puzzle
Design, 1:1, 60-70, 2015. |
2014
|
C. Browne, J.
Togelius and N. Sturtevant, “Guest Editorial:
General Games”, IEEE T-CIAIG, 6:4, 1-3,
2014.
C. Browne, "What Can Game AI Teach Us?", ICGA
Journal, 37:3, 171-175, 2014.
C. Browne, "Bitboard Methods for Games", ICGA
Journal, 37:2, 67-84, 2014.
C. Browne, "Evolutionary
Game Design: Automated Game Design Comes of Age",
SIGEVOlution
Newsletter, 6:2, 3-16, 2014. Cover
story.
R. Riveret, C. Browne, D. Busquets and J. Pitt,
"Monte Carlo Tree Search in Argumentation", ArgMAS
Workshop, Paris, 2014.
|
2013
|
C. Browne, “A
Problem Case for UCT”, IEEE T-CIAIG, 5:1,
69-74, 2013.
C. Browne, "UCT for PCG", IEEE CIG 2013,
137-144, 2013.
C. Browne, "Deductive
Search for Logic Puzzles", IEEE CIG 2013,
359-366, 2013.
|
2012
|
C. Browne, E.
Powley, D. Whitehouse, S. Lucas, P. I. Cowling, P.
Rohlfshagen, S. Tavener, D. Perez, S. Samothrakis
and S. Colton, “A Survey of Monte Carlo Tree
Search Methods”, IEEE T-CIAIG, 4:1,
1-43, 2012. [1500+ citations]
C. Browne and S. Colton, "Computational Creativity
in a Closed Game System", IEEE CIG 2012,
296-303, 2012.
C. Browne, "Evolutionary Game Design", "Humies"
competition entry, GECCO 2012,
Philadelphia, 2012. Gold medal winner.
[slides]
C. Browne, G. Yannakakis and S. Colton, “Guest
Editorial: Computational Aesthetics and Games”,
IEEE T-CIAIG, 4:3, 1-2, 2012.
C. Browne, “Elegance in Game Design”, IEEE
T-CIAIG, 4:3, 229-240, 2012.
C. Browne, “Yavalath: Sample Chapter from Evolutionary
Game Design”, ICGA Journal, 35:1,
20-27, 2012.
C. Browne, “Go Without Ko on Hexagonal Grids”, ICGA
Journal, 35:1, 37-40, 2012.
C. Browne and S. Tavener, “Bitwise-Parallel Reduction for
Connection Tests”, IEEE T-CIAIG,
4:2, 112-119, 2012.
C. Browne and S. Tavener, "Life in the Fast Lane",
AIFactory Newsletter, Winter 2012, Issue 2, 2012. |
2011
|
J. Togelius, G.
Yannakakis, K. Stanley and C. Browne, “Search-based Procedural Content
Generation: A Taxonomy and Survey”, IEEE
T-CIAIG, 3:3, 172-186, 2011.
C. Browne, “Towards MCTS for Creative Domains”, ICCC-11,
Mexico City, 96-101, 2011.
C. Browne, “On the Dangers of Random Playouts”, ICGA
Journal, 34:1, 25-26, 2011.
|
2010
|
C. Browne and F.
Maire, “Evolutionary Game Design”, IEEE
T-CIAIG, 2:1, 1-16, 2011.
J. Togelius, G. Yannakakis, K. Stanley and C.
Browne, "Search-Based Procedural Content
Generation", EvoApplications, Springer
LNCS 2024, 141-150, 2011.
A. Howlett, S. Colton and C. Browne, “Evolving Pixel Shaders for the
Prototype Video Game Subversion”, AI and
Games (AISB'10), 2011.
A. Martin, A. Lim, S. Colton and C. Browne, “Evolving 3D Buildings for the
Prototype Video Game Subversion”, EvoGames,
Springer LNCS 2024, 111-120, 2011. |
1996–2009
|
S. Colton and C.
Browne, “Evolving
Simple Art-based Games", EvoGames,
Springer LNCS 5485, 283-292, 2009.
C. Browne, “Duotone
Truchet-like Tilings”, Mathematics and
the Arts, 2:4, 189-196, 2008.
C. Browne, “Truchet
curves and surfaces”, Computers &
Graphics, 32:2, 268-281, 2008.
C. Browne, “Gaudi's
organic geometry”, Computers &
Graphics, 32:1, 105-115, 2008.
C. Browne, “Artistic
box trees”, Fractals, 15:3, 249-253,
2008.
C. Browne, “Efficient
trees: greed is good”, Computers &
Graphics, 31:4, 610-616, 2007.
C. Browne, “Impossible
fractals”, Computers & Graphics,
31:4, 659-667, 2007.
C. Browne, “Harmonograms”,
Computers & Graphics, 31:2, 292-300,
2007.
C. Browne, “Taiji
variations: Yin and Yang in multiple dimensions”,
Computers & Graphics, 31:1, 142-146,
2007.
C. Browne, “Wild
knots”, Computers & Graphics,
30:6, 1027-1032, 2006.
C. Browne and P. Wamelen, “Spiral
packing”, Computers & Graphics,
30:5, 834-842, 2006.
C. Browne, “Fractal
board games”, Computers & Graphics,
30:1, 126-133, 2006.
C. Browne, “Cantor
knots”, Computers & Graphics,
29:6, 998-1003, 2005.
C. Browne, “Rep-tiles
with woven horns”, Computers &
Graphics, 29:4, 625-629, 2005.
C. Browne, “Akron: Connections in a Higher
Dimension”, Abstract Games Magazine, 1:14,
2003.
C. Browne, “Hex Strategy 5: Opening Theory”, Abstract
Games Magazine, 1:10, 2002.
C. Browne, “Rep-tiles
with Woven Horns”, M/C: A Journal of
Media and Culture, 5:4, 2002.
C. Browne, “Hex Strategy 4: Computer Hex”, Abstract
Games Magazine, 1:8, 2001.
C. Browne, “Gonnect: The Best of Go and Hex”, Abstract
Games Magazine, 1:6, 2001.
C. Browne, “Hex Strategy 3: Ladders”, Abstract
Games Magazine, 1:4, 2000.
C. Browne, “Hex Strategy 2: Board Analysis”, Abstract
Games Magazine, 1:3, 2000.
C. Browne, “Hex Strategy 1: Introduction and Basic
Strategy”, Abstract Games Magazine, 1:2,
2000.
C. Browne, “Font
Decoration by Automatic Mesh Fitting”,
Electronic Publishing, Artistic Imaging, and
Digital Typography, R. D. Hersch, J. Andre
and H. Brown (eds), Springer, Berlin, 23-43, 1998.
C. Browne, J. Hogan, and J. Hynd, “Prediction of
Student Performance Using Neurocomputing
Techniques”, Proc. 1st Australasian Conference
on Computer Science Education, ACM, 57-72,
1996.
h-Index: 17
Erdõs: 3
orcid.org/0000-0003-2997-3255
|
2015 –
2013 –
2012 –
2011 –
|
Founder and Editor-in-Chief of
Game & Puzzle Design journal.
Associate Editor of the Electronic Journal of
Computer Science and Information Technology
(eJCSIT).
Section Editor of the International Computer
Games Association (ICGA) journal.
Associate Editor of the IEEE Transactions on
Computational Intelligence and AI in Games (T-CIAIG):
• Guest Editor of T-CIAIG special issue on
"General Games" (2014).
• Guest Editor of T-CIAIG special issue on
"Computational Aesthetics and Games" (2012).
|
2010
–
|
IEEE Transactions
on Computational Intelligence and AI in Games
(T-CIAIG).
Journal of AI Research (JAIR).
International Computer Games Association Journal.
Journal of Mathematics and the Arts (Taylor
& Francis).
Journal of Entertainment Computing
(Elsevier).
Neural Computing & Applications
(Springer journal).
IEEE Transactions on Systems, Man and
Cybernetics - Part B.
Symmetry (MDPI AG).
CRC Press (book proposals).
Springer (book proposals).
ACM Special Interest Group on Computer Graphics and
Interactive Techniques (SIGGRAPH).
European Conference on the Applications of
Evolutionary Computation (EvoApps and EvoGames).
European Conference on Artificial Intelligence
(ECAI).
Association for the Advancement of Artificial
Intelligence (AAAI). |
2021
2020
2019
2018
2017
2016
2015
2014
2013
2012
2011
2010
2009
|
Association for the
Advancement of AI (AAAI 2021), Virtual conference,
USA.
IEEE Symposium on Computational Intelligence (SSCI
2020), Canberra, Australia.
IEEE Conference on Games (CoG 2020), Osaka, Japan.
Technologies and Applications of Artificial
Intelligence (TAAI 2020), Taipei, Taiwan.
International Joint Conference on Artificial
Intelligence (IJCAI 2020), Yokohama, Japan.
European Conference on Artificial Intelligence (ECAI
2020), Santiago de Compostela, Spain.
Association for the Advancement of AI (AAAI 2020),
New York, USA.
GECCO Digital Entertainment Technologies and Arts
(GECCO-2020 DETA), Cancun, Mexico.
AI & Games Symposium (AISB 2020), Twickenham,
UK.
Foundations of Digital Games (DiGRA/FDG 2020),
Malta.
IEEE Congress on Evolutionary Computation (CEC
2020), Glasgow, UK.
Procedural Content Generation (PCG @ FDG 2020),
Malta.
International Joint Conference on Artificial
Intelligence (IJCAI 2019), Macao, China.
IEEE Conference on Games (CoG 2019), London, UK
Technologies and Applications of Artificial
Intelligence (TAAI 2019), Kaohsiung, Taiwan.
Procedural Content Generation and Tabletop Games
(PCG + TTG @ FDG 2019), San Luis Obispo, USA.
IEEE Congress on Evolutionary Computation (CEC
2019), Wellington, New Zealand.
GECCO Digital Entertainment Technologies and Arts
(GECCO-2019 DETA), Prague, Czechoslovakia.
IEEE Computational Intelligence in Games (CIG 2018),
Maastricht, Netherlands (Proceedings Chair).
International Joint Conference on Artifical
Intelligence (IJCAI-ECAI-18), Stockholm, Sweden.
GECCO Digital Entertainment Technologies and Arts
(GECCO-2018 DETA), Kyoto, Japan.
Computational Creativity and Games Workshop (CCGW
2017), Atlanta, USA.
Digital Games Research Association (DiGRA 2017),
Melbourne, Australia.
Foundations of Digital Games (FDG 2017), Cape Cod,
USA.
IEEE Computational Intelligence in Games (CIG 2017),
New York, USA.
AI & Games Symposium (AISB 2017), Bath, UK.
GECCO Digital Entertainment Technologies and Arts
(GECCO-2017 DETA), Berlin, Germany.
Procedural Content Generation (PCG @ DiGRA/FDG
2016), Dundee, Scotland.
Foundations of Digital Games (DiGRA/FDG 2016),
Dundee, Scotland.
IEEE Computational Intelligence in Games (CIG 2016),
Santorini, Greece.
Advances in Computer Games (ACG 2016), Leiden,
Netherlands.
Computational Creativity & Games Workshop (CCGW
2016), Paris, France.
GECCO Digital Entertainment Technologies and Arts
(GECCO-2016 DETA), Denver, USA.
Technologies and Applications of Artificial
Intelligence (TAAI 2016), Hsinchu, Taiwan.
Foundations of Digital Games (FDG 2015), Pacific
Grove, USA.
IEEE Computational Intelligence in Games (CIG 2015),
Tainan, Taiwan.
Advances in Computer Games (ACG 2015), Leiden,
Netherlands.
Technologies and Applications of Artificial
Intelligence (TAAI 2015), Tainan, Taiwan.
IEEE Computational Intelligence in Games (CIG 2014),
Dortmund, Germany.
AAAI Conference on AI and Interactive Digital
Entertainment (AIIDE 2013), Boston, USA.
International Conference on Technologies and
Applications of Artificial Intelligence (TAAI '13),
Taipei, Taiwan.
IEEE Computational Intelligence in Games (CIG 2013),
Niagara Falls, Canada.
IEEE Symposium on Computational Intelligence,
Singapore.
IEEE Congress on Evolutionary Computation (CEC
2013), Cancun, Mexico.
International Computer Games Association Conference
(CG 2013), Yokohama, Japan.
Third Workshop on Procedural Generation in Games
(PCG2012), Raleigh, USA.
IEEE Computational Intelligence in Games (CIG 2012),
Granada, Spain. Session chair.
AISB Symposium: AI & Games (AI-4-Games),
Birmingham, UK.
IEEE Computational Intelligence in Games (CIG 2011),
Seoul, South Korea.
AI & Games Symposium (AISB '11), York, UK.
IEEE Games Innovation Conference (GIC'2010), Hong
Kong.
11th annual European GAMEON Conference
(GAMEON'2010), Leicester, UK.
IEEE Conference on Computational Intelligence in
Games (CIG'2010), Copenhagen, Denmark.
Workshop on Procedural Content for Computer Games
(PC Games 2010), Monterey, USA.
4th International Conference on the Foundations of
Digital games (ICFDG 2010), Sydney, Australia.
AIBS Symposium on AI & Games (AI&GAMES
2010), Leicester, UK.
Fourth International Conference on the Foundations
of Digital Games (ICFDG 2009), Florida, USA.
|
2020
2019
2018
2017
2013
2010-2011
2010
2008
|
"Beyond the Square",
ChessTech 2020, London, UK.
"Digitally Modelling Ancient Games", Games in
Cultural History course, Boğaziçi University,
Turkey.
"General Board Geometry", Game AI Research Group,
Queen Mary University of London, UK.
"Digital Archaeoludology: AI for Ancient Games",
Open Lecture series, University of Suffolk, UK.
"Modelling the Evolution of Traditional Games", Mapping
Antiquity workshop, Fribourg University,
Switzerland.
"Digitally Modelling Traditional Games and their
Heritage", Trier Center for Digital Humanities,
Trier University, Germany.
"Artificial Intelligence and the Heritage of Games",
New Advances in Game AI, SIKS-DKE
symposium, Maastricht University, Netherlands.
"Artificial Intelligence and the Heritage of Games",
Heritage of Games seminar, Bath University,
UK.
"Artificial Intelligence for Ancient Games",
Pleasure Arts and Science (PAS) Festival,
Maastricht, Netherlands.
"Modelling the Evolution of Traditional Games",
Faculty of Science and Engineering Strategy
Afternoon, Maastricht University, Netherlands.
"Strategic Potential in Games", University College
Dublin, Ireland.
"The Digital Ludeme Project: Modelling the Evolution
of Traditional Games", DKE Lunchtime Seminar,
Maastricht University, Netherlands.
"The Digital Ludeme Project: Modelling the Evolution
of Traditional Games", Game AI Working Group,
University Paris Dauphine, France.
"The Digital Ludeme Project: Modelling the Evolution
of Traditional Games", Game Programming Seminar
(GPS), University of Tokyo, Japan.
"Some Observations on Automated Strategy Game
Design", Leibniz Center for Informatics, Wadern,
Germany.
"Games Without Frontiers", QUT, Brisbane, Australia.
"Monte Carlo Tree Search", Imperial College, London,
UK.
“Fast Playouts for Connection Games”,
Friedrich-Schiller-Universitaet, Jena, Germany.
“Truchet Curves and Surfaces”, London Knowledge Lab,
UK.
“Evolutionary Game Design”, Jet Propulsion Lab,
Cambridge University, UK.
|
2020
2019
2018
|
IEEE
Computational Intelligence Society, Standards
Committee,
"Vocabulary of Standard Words in Video Games"
IEEE Computational Intelligence Society, Taskforce
on Game Evaluation
IEEE Computational Intelligence Society, Games
Technical Committee (GTC) member
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Workshop and Event Organisation |
2019
2018
2010-2013
2010
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1st International
Workshop on Digital Archaeoludology, Schloss
Dagstuhl, Germany.
1st FDG Workshop on Tabletop Games,
co-organiser, FDG 2018, Malmo, Sweden.
AI & Game Aesthetics, AIIDE 2013
workshop co-organiser, Boston, USA.
UCT for Games and Beyond, joint project
meetings.
Android
programming workshop, Imperial College,
London.
3rd
Networking Event, AI & Games Network, Dana
Centre, London.
MCTS:
State of the Art, Imperial College, London.
The world's first international symposium on MCTS!
iPad
programming workshop, Imperial College,
London.
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Ph.D.
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D. Soemers, Feature
Learning for General Games, Ph.D. candidate,
Maastricht University (2018–).
J. West, Deep Learning for General Games,
Ph.D. thesis, QUT (2020).
Winner of postdoctoral Fulbright Award.
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Masters |
A. Gramlich, Explaining
Features for General Games, Master thesis,
Maastricht University (2021).
L. Breuer, Strategic Depth in Games, Master
thesis, Maastricht University (2021).
M. Niebisch, Evolving Games Using the Ludii
General Game System, Masters research
internship (2020).
M. Hanreider, Learning to Crawl: Adaptive
Focused Crawling on the Dark Web, Masters
thesis, Maastricht University (2020).
T. Begum, Graph Theory Games, Masters
thesis, Maastricht University (2020).
C. Hacking, AI Game Design Generation And
Evaluation For 3D Platformer Games, Masters
thesis, Maastricht University (2019).
T. Begum, Union Find for General Game Modelling,
Masters research internship, Maastricht University
(2019).
J. Opgen-Rhein, Pattern Matching Features For A
Traditional Board Game, Masters thesis,
Maastricht University (2019).
L. Hufkens, Understanding Japanese Logic
Puzzles, Masters research internship,
Maastricht University (2019).
G. Williams, Determining Game Quality Through
UCT Tree Shape Analysis, Masters thesis,
Imperial College, London (2011).
70+ Masters students in group research projects at
Maastricht University (2018–):
Context Free Celtic Knotwork
Automated Game Design
Exploring a Complete Game Design Space
Aromat Game Optimisation
Evolving Features for General Games
Reconstructing an Ancient Board Game
Measuring Game Distance
Understanding Small Games
Fair Opening Contracts for Multiplayer Games
Recommender System for Board Games
English Translation of Formal Rule Sets
Visual Tutorials for Games
Game Distance Metric
Deviant AI for Game Analysis |
Other
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20+ Bachelors theses
and projects at Imperial College London, QUT and
Maastricht University (2011–).
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2017
2016
2012
2011
2010
2009
2008
2006 |
Triad,
Nestorgames, Spain.
Akron, Nestorgames, Spain.
Shibumi, Nestorgames, Spain.
Margo, Nestorgames, Spain.
Yavalath Deluxe, Nestorgames,
Spain.
Pentalath, Nestorgames, Spain.
Stax, Nestorgames, Spain.
Akron, Pancerola, Poland.
Margo, Pancerola, Poland.
Triad, Pancerola, Poland.
Celtica, Nestorgames, Spain.
Cross, Nestorgames, Spain.
Mutton, Nestorgames, Spain.
Rebel Moon Defense, Nestorgames, Spain.
Palago, Colour of Strategy, NZ.
Limit, Nestorgames, Spain.
Yavalath, Nestorgames, Spain.
Ranked in top
#100 abstract board games of all time (2010).
Trilith, IQideas, NZ.
BoardGameGeek
entry listing most of my game designs (69 at last
count). |
2011
2010
2009
2008
2007
2006
2005
2003
2000
|
J.-P. Delahaye,
"Infini et impossible!" Pour la Science,
203, 88-93 (illustrations).
Publicity art for the 10th anniversary of the
California Mathematics Council.
C. Pickover, The
Math Book, Sterling (contributor).
H. Gilbert and J. Lo, Performance and
Cosmopolitics, Palgrave Macmillan (cover
image).
A. Tiedermann, Pythagoras' Firkant: Matemagi
for talfreaks, Forlaget Matematik, Nordby
(contributor).
Bridges 2008, 11th annual Bridges
Conference, Leeuwarden, Netherlands (exhibitor).
Computers
& Graphics, all 2008 issues (cover
image).
Fractals:
Complex Geometry, Patterns, and Scaling in
Nature and Society, September issue
(cover image).
C. Pickover, The
Mobius Strip, Thunder's Mouth Press,
New York City (contributor).
C. Browne, Connection
Games: Variations on a Theme, AK Peters
(cover image and illustrations).
H. Gilbert and A. Johnston, In Transit: Travel,
Text, Empire, Peter Lang (cover image).
C. Browne, Hex
Strategy: Making The Right Connections,
AK Peters (cover image and illustrations).
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