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Cameron Browne



CV

Associate Professor in Maastricht University's Game AI and Search group.
ERC Consolidator Grant holder and Principal Investigator of the Digital Ludeme Project.

Education
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.

Work
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.

Grants
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.

Awards
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.

Patents
1997-2003
39 Patents for Canon Research Australia (CISRA) in Australia, USA and Europe. First or single author of most.

Books
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).

Thesis
2009 C. Browne, Automatic Generation and Evaluation of Recombination Games, Ph.D. thesis, QUT, Brisbane.

Book Chapters
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.

Papers
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

Editorships

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).


Reviewer For
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).

Programme Committees
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.

Invited Talks
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.

Committees
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

Workshop and Event Organisation
2019
2018
2010-2013

2010

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.

Supervisions
Ph.D.


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.
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
20+ Bachelors theses and projects at Imperial College London, QUT and Maastricht University (2011–).

Published Board Games
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).

Artwork
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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