Deliverables

Here we will share the output of the Live Game Design (LGD) project, a two year RAAK-MKB project that runs from May 2016 until May 2018, and is extended to May 2019. We categorize scientific output along the lines of conference papers (full research papers), artifacts, workshop papers (short preliminary research papers), posters, presentations and workshops.


Previous projects

Automated Game Design (AGD) was a two year RAAK-MKB project that ran from June 2013 until June 2015, and extended to November 2015. Early Quality Assurance (EQuA) in Software Production was a four year RAAK-PRO project that ran from June 2011 until November 2014, and extended to February 2015.

Journal Papers

Here we share journal papers.

Project Publication
LGD R. van Rozen and T. van der Storm. Toward Live Domain-Specific Languages: From Text Differencing to Adapting Models at Run Time. Pre-print of an article that appeared in Software & Systems Modeling, Springer, August 2017. [pdf]

Full papers

Here we share full research papers such as conference papers and journal papers.

Project Publication
LGD R. Corstjens, A. Bouwer, J. Dormans and R. van Rozen. Wonderful Design: Applying Appraisal Theory to Procedural Level Generation. In Joint Proceedings of the AIIDE 2018 Workshops – Proceedings of the 5th Workshop on Experimental AI in Games, EXAG 2018, co-located with 14th AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment, AIIDE 2018, Edmonton, AB, Canada, November 13–17, 2018. CEUR-WS.org, CEUR Workshop Proceedings, vol: 2282. [pdf]
LGD R. van Rozen and Q. Heijn. Measuring Quality of Grammars for Procedural Level Generation. Chapter revision. In Proceedings of the 13th International Conference on Foundations of Digital Games, FDG, as part of the 9th Workshop on Procedural Content Generation, PCG, Malmö, Sweden, August 7–10, ACM, 2018. [pdf]
AGD B. van Arkel, D. Karavolos and A. Bouwer. Procedural generation of collaborative puzzle-platform game levels. In proceedings of the Sixteenth International Conference on AI and Simulation in Games (GAMEON), EUROSIS, December 2015. [pdf]
AGD R. van Rozen. A Pattern-Based Game Mechanics Design Assistant. In Proceedings of the 10th International Conference on the Proceedings of Foundations of Digital Games (FDG). Society for the Advancement of the Science of Digital Games, June 2015. [pdf]
EQuA R. van Rozen and T. van der Storm. Origin Tracking + Text Differencing = Textual Model Differencing. In Theory and Practice of Model Transformations, pages 18 – 33. Springer International Publishing, July 2015. [pdf]
AGD D. Karavolos, A. Bouwer and R. Bidarra. Mixed-Initiative Design of Game Levels: Integrating Mission and Space into Level Generation. In Proceedings of the 10th International Conference on the Foundations of Digital Games, June 2015. [pdf]
EQuA, AGD R. van Rozen and J. Dormans. Adapting Game Mechanics With Micro-Machinations. In Proceedings of the 9th International Conference on the Foundations of Digital Games (FDG). Society for the Advancement of the Science of Digital Games, April 2014. [pdf]
EQuA P. Klint and R. van Rozen. Micro-Machinations: A DSL for Game Economies. In M. Erwig, R. Paige, and E. Van Wyk, editors, Software Language Engineering, volume 8225 of Lecture Notes in Computer Science, pages 36–55. Springer International Publishing, 2013. [pdf]

Short papers

Here we share short papers and preliminary research such as workshop papers and extended abstracts.

Project Publication
AGD S. Leijnen, P. Brinkkemper and A. Bouwer. Generating Game Mechanics in a Model Economy: a MoneyMaker Deluxe Case Study. In proceedings of the workshop on Procedural Content Generation in Games (PCG), 2015. [pdf]
AGD S. Leijnen and J. Dormans. Order of Battle: A Case Study for Designing Emergent Structure in Games (CoSMOS). In Proceedings of the 2014 Workshop on Complex Systems Modelling and Simulation, pp. 81-84, 2014. [pdf]
EQuA R. van Rozen and T. van der Storm. Model Differencing for Textual DSLs. In Belgian-Netherlands Seminar on Software Evolution (BENEVOL), 2014. [pdf]
AGD J. Dormans. Making Design Patterns Work. In proceedings of the second Workshop on Design Patterns in Games (DPG), 2013. [pdf]
AGD J. Dormans and S. Leijnen. Combinatorial and Exploratory Creativity in Procedural Content Generation. In procedings of the Procedural Content Generation in Games Workshop (PCG), 2013. [pdf]
EQuA P. Klint, L. Roosendaal, and R. van Rozen. Game Developers need Lua AiR - Static Analysis of Lua using Interface Models. In M. Herrlich, R. Malaka, and M. Masuch, editors, Proceedings of the International Conference on Entertainment Computing - ICEC 2012, volume ICEC 2012 of LNCS, pages 530–535. Springer, September 2012. [pdf]

Artifacts

Here we share artifacts such as software libraries and tools.

Project Kind Publication
EQuA Software Library R. van Rozen. Micro-Machinations Library. https://github.com/vrozen/MM-Lib, April 2014. Released under 3-clause BSD license.
AGD Tool R. van Rozen. Game Mechanics Design Assistant (MeDeA). https://github.com/vrozen/MeDeA, June 2015. Released under Eclipse Public License v1.0.

Posters, presentations, movies and workshops

Here we share other material, such as posters, presentation slides, workshop slides and teaching material.

Project Kind Publication
LGD Invited Talk R. van Rozen. Model Evolution: Towards Live Domain-Specific Languages. Lecture slides presented at the Fall Days of the Institute for Programming research and Algorithmics (IPA), Garderen, the Netherlands, Friday November 2nd 2018. [pdf]
AGD Poster R. van Rozen and T. van der Storm. Live Domain-Specific Languages. In National Symposium Software Engineering The Netherlands (SEN), 2016. [pdf]
AGD Poster R. van Rozen. Live Game Design. In National Symposium Software Engineering The Netherlands (SEN), 2016. [pdf]
AGD Interactive Workshop R. van Rozen. Interactive Workshop on Adapting Game Mechanics with Micro-Machinations. In Symposium on Automated Game Design (AGD), September 2014. [web page].
AGD Presentation R. van Rozen, D. Karavolos, and S. Leijnen. Presentation: Tools for Adapting Game Mechanics and Mixed-Initiative Level Design. In Symposium on What’s Next for Procedural Content (WNFPCG), Center for Computer Games Research, IT University of Copenhagen., November 10–11, 2014. [pptx].
EQuA Movie R. van Rozen. Live Programming of Johnny Jetstream with Micro-Machinations. YouTube, November 2014. Note: no sound. [url]
EQuA Movie R. van Rozen. Live Game Programming with Micro-Machinations and Rascal. YouTube, November 2014. Note: no sound. [url]
EQuA Keynote L. Roosendaal and R. van Rozen. Live Game Software Verbeteren. In Symposium on Early Quality Assurance in Software Production (EQuA), November 2014. (copyrighted material of IC3D Media removed) [pptx]

PhD Dissertations

  • S. Leijnen. Creativity and Constraint in Artificial Systems. PhD Dissertation,2014. [pdf]
  • J. Dormans. Engineering Emergence - Applied Theory for Game Design, PhD Dissertation, 2012. [pdf]