Special Issue on AI Based and AI Assisted Game Design (Associate Editor) IEEE Transactions on Computational Intelligence and AI in Games, To Appear
Feminism and Procedural Content Generation: Toward a Collaborative Politics of Computational Creativity Digital Creativity, 2016
The ANGELINA Videogame Design System, Part II [PDF] IEEE Transactions on Computational Intelligence and AI in Games, 2016
The ANGELINA Videogame Design System, Part I [PDF] IEEE Transactions on Computational Intelligence and AI in Games, 2016
Creativity in code: generating rules for video games. [PDF] ACM Crossroads, 2013
Books & Book Chapters
Twitterbots: Making Machines That Make Meaning (Co-Author) Published by MIT Press, Autumn 2018
Ethical Generation (Chapter) Procedural Generation in Game Design, CRC Press, 2017
Rules and Games (Chapter) Procedural Generation in Game Design, CRC Press, 2017
Rules and Mechanics (Chapter) [PDF] The Procedural Generation Book, Springer, 2015
Creating Code Creatively Creativity and Videogames, CRC Press, 2014
Stakeholder Groups in Computational Creativity Research and Practice Computational Creativity Research: Towards Creative Machines, 2014
Toward the Adaptive Generation of Bespoke Game Content [PDF] Handbook of Digital Games, 2014
Conferences
Inferring Design Constraints From Game Ruleset AnalysisTo Appear Computational Intelligence in Games (CIG), 2018
Redesigning Computationally Creative Systems For Continuous Creation [PDF] [Talk] International Conference on Computational Creativity (ICCC), 2018
Neighbouring Communities: Interations, Lessons and Opportunities [PDF] [Talk] International Conference on Computational Creativity (ICCC), 2018
Towards The Automatic Optimisation Of Procedural Content Generators [PDF] Computational Intelligence in Games (CIG), 2016
Make Something That Makes Something: A report on the first procedural generation jam [PDF] International Conference on Computational Creativity, 2015
The Painting Fool Sees! New Projects with the Automated Painter International Conference on Computational Creativity, 2015
Generating Code For Expressing Simple Preferences: Moving On From Hardcoding And Randomness [PDF] International Conference on Computational Creativity, 2015
AI-based game design patterns [PDF] Foundations of Digital Games (FDG), 2015
Formalising Non-formalism: Breaking the Rules of Automated Game Design [PDF] Foundations of Digital Games (FDG), 2015
Hybrid Procedural Content Generation: A Proposal [PDF] AI and Games Symposium at AISB, 2015
Ludus ex machina: Building a 3D game designer that competes alongside humans [PDF] International Conference on Computational Creativity, 2014
Assessing progress in building autonomously creative systems [PDF] International Conference on Computational Creativity, 2014
On acid drops and teardrops: Observer issues in computational creativity [PDF] AISB Symposium on Computing and Philosophy, 2014
Automating game design in three dimensions [PDF] AISB Symposium on AI and Games, 2014
Nobody’s a critic: On the evaluation of creative code generators–a case study in video game design [PDF] International Conference on Computational Creativity, 2013
Aesthetic considerations for automated platformer design [PDF] Artificial Intelligence In Interactive Digital Entertainment (AIIDE), 2012
Multi-faceted evolution of simple arcade games [PDF] Computational Intelligence in Games (CIG), 2011
Automated collage generation–with more intent [PDF] International Conference on Computational Creativity, 2011
Workshops
A Vision For Continuous Automated Game Design Experimental AI in Games (EXAG) at AIIDE, 2017, to appear
Draft-Analysis Of The Ancients: Predicting Draft Picks In DotA 2 Using Machine Learning Experimental AI in Games (EXAG) at AIIDE, 2016
Towards a computational reading of emergence in experimental game design Computational Creativity and Games Workshop at ICCC, 2016
Automated tweaking of levels for casual creation of mobile games Computational Creativity and Games Workshop at ICCC, 2016
Towards Procedural Generation As Gameplay: CLAY and Tombs of Tomeria Procedural Generation Workshop at FDG, 2016
Danesh: Helping bridge the gap between procedural generators and their output [PDF] Procedural Generation Workshop at FDG, 2016
Would You Look at That! Vision-Driven Procedural Level Design [PDF] Experimental AI in Games (EXAG) at AIIDE, 2015
Hackademics: A Case for Game Jams At Academic Conferences Workshop on Game Jams, Hackathons and Game Creation Events at FDG, 2015
Towards the automatic generation of fictional ideas for games [PDF] Experimental AI in Games (EXAG) at AIIDE, 2014
A rogue dream: Automatically generating meaningful content for games [PDF] Experimental AI in Games (EXAG) at AIIDE, 2014
Mechanic miner: Reflection-driven game mechanic discovery and level design [PDF] European Conference on the Applications of Evolutionary Computation (EVO*), 2013
From mechanics to meaning and back again: Exploring techniques for the contextualisation of code [PDF] Artificial Intelligence and Game Aesthetics (AIGA) at AIIDE, 2013
Initial results from co-operative co-evolution for automated platformer design [PDF] European Conference on the Applications of Evolutionary Computation (EVO*), 2012
Ludic considerations of tablet-based Evo-art [PDF] European Conference on the Applications of Evolutionary Computation (EVO*), 2011
Tutorials, Demonstrations & Other
Playable Experiences at AIIDE 2016 Artificial Intelligence In Interactive Digital Entertainment (AIIDE), 2016
Designing Games Around AI Tutorial at Computational Intelligence in Games (CIG), 2016
Playable Experiences at AIIDE 2015 [PDF] Artificial Intelligence In Interactive Digital Entertainment (AIIDE), 2015
AI-based Games: Contrabot and What Did You Do? Demonstration at Foundations of Digital Games (FDG), 2015
Playable Experiences at AIIDE 2014 Artificial Intelligence In Interactive Digital Entertainment (AIIDE), 2014