So! There’s a newer version of Ropossum! The new version of Ropossum will feature a new [awesome] functionality for players and designers alike. (if you don’t know about Ropossum.. uh.. com’on, who don’t know about it?! take a look here and here.) Peek view on the new version is the following screen shots (which I hope you may not understand :P) Ropossum V2.0 will feature two new agents and an improved user interface for easy realtime interaction with the system (for example and to keep you interested, generating levels is a massive 35 times faster than the previous version by one of the two new … Continue reading New version of Ropossum V2.0 is coming soon!
This was the seminar I did in Artificial Neural Networks (ANN) back in 2011 at F.I.T.E Damascus, Syria. I encountered the problem of generating game content based on players preferences. For this, I have discussed two papers in the seminar: Towards Automatic Personalized Content Generation for Platform Games. Noor Shaker, Georgios N. Yannakakis, Member, IEEE, and Julian Togelius, Member, IEEE Feature Analysis for Modeling Game Content Quality. Noor Shaker, Georgios N. Yannakakis, Member, IEEE, and Julian Togelius, Member, IEEE It’s interesting to say that I have been supervised by Noor Shaker (one of the author of the two mentioned papers) for … Continue reading Adaptive Games Content Generation for 2D Mario
The presentation and poster was part of my fourth year project in Information Technology Engineering, Artificial Intelligence Department, Damascus, Syria. This research study take games development concept to a new level, especially the so called First Person Shooter (FPS) Games. This study outline three basic models: FPS Game Level Design and Procedural Content Generation for FPS games, Preference Learning and Adaptive Content Generation. The framework has been integrated with CUBE opensource game engine. A conference paper has been published in UMAP 2013 which you can find in the publication section (with Noor Shaker, Mehdi Zonji, Ismaeel Abu Abdalla and Mhd Hasan Sarhan.) … Continue reading Personalizing Player Experience in First-Person Shooter Games, UMAP 2013
This is the poster we presented in the Proceedings of Artificial Intelligence and Interactive Digital Entertainment (AIIDE 13), 2013. You can take a look at the papers in the publication section. You can also download the two papers from here and here. In these two paper we present Ropossum, an authoring tool for the generation and testing of levels of the physics-based game, Cut the Rope. Ropossum integrates many features: (1) automatic design of complete solvable content, (2) incorporation of designer’s input through the creation of complete or partial designs, (3) automatic check for playability and (4) optimization of a given design based on playability. The … Continue reading Ropossum: Cut the Rope Authoring Tool Poster, AIIDE 2013