Alexander Zook
Georgia Institute of Technology, School of Interactive Computing, Graduate Student
- University of Chicago, Biological Sciences, Alumnusadd
- Artificial Intelligence, Digital Media, Social Networks, Creativity, Cognition, Interactive and Digital Media, and 59 moreGame Design, Evolutionary Computation, Network Analysis, Digital Games, Video Game Design, Play, Gameplay (Video Game Design), Computational Creativity, Games research methods, Procedural Content Generation, Game Analytics, Computer Science, Philosophy, Design, Philosophy of Mind, Cognitive Science, Philosophy of Science, Human Computer Interaction, Phenomenology, Innovation statistics, Rhetoric, Digital Culture, Video Games, Social Cognition, Philosophy of Biology, Philosophy of Cognitive Science, Philosophy of Social Science, Computational Intelligence, Computer Supported Cooperative Work (CSCW), Creativity and Consciousness, Evolutionary algorithms, Design Creativity, Artificial Life, Digital Rhetorics, Cultural Evolution, Epistemology (Anthropology), Cognitive Anthropology, Video Game Theory, Creative thinking, Experimental games, Software Evolution, Digital rhetoric, Nature of Science, Computational Sociology, Creativity--Knowledge Invention & Discovery, Computational Intelligence and Games, Psychologically-Valid AI, Play Theory, Digitial Games, Game Design Model, Philosophy of Play, History Of Digital Games, Cyberpsychology (Digital Media), Digital Media Studies, Sociology Of The Practice Of Science, Creative Design, Artificial Neural Networks, History of Science, and Knowledge Representation and Reasoningedit
- I am currently involved in two primary research projects, both tying into my interests in understanding the relations... moreI am currently involved in two primary research projects, both tying into my interests in understanding the relationships among play, games, cognition, creativity, and artificial intelligence. With both Dr. Brian Magerko and Dr. Mark Riedl I am working to develop computational models of human play behaviors. This "computational play" work hopes to extend computational models to explore the domain of human play (not limited to games) and understand the key processes and behaviors involved. With Dr. Mark Riedl I am involved in ongoing work to explore the domain of procedural content generation for entertainment domains, specifically looking to develop closed-loop systems that use feedback from gameplay data to influence future content generation.edit
ABSTRACT Games often interweave a story and series of skill-based events into a complete sequence—a mission. An automated mission generator for skill-based games is one way to synthesize designer requirements with player differences to... more
ABSTRACT Games often interweave a story and series of skill-based events into a complete sequence—a mission. An automated mission generator for skill-based games is one way to synthesize designer requirements with player differences to create missions tailored to each player.
Abstract Computer role playing games engage players through interleaved story and open-ended game play. We present an approach to procedurally generating, rendering, and making playable novel games based on a priori unknown story... more
Abstract Computer role playing games engage players through interleaved story and open-ended game play. We present an approach to procedurally generating, rendering, and making playable novel games based on a priori unknown story structures. These stories may be authored by humans or by computational story generation systems. Our approach couples player, designer, and algorithm to generate a novel game using preferences for game play style, general design aesthetics, and a novel story structure.
Abstract We address the problem of building computational agents that are capable of play. Existing research has examined the forms, characteristics, and processes involved in various kinds of play at a high level. However, this research... more
Abstract We address the problem of building computational agents that are capable of play. Existing research has examined the forms, characteristics, and processes involved in various kinds of play at a high level. However, this research does not provide a unified framework at a level of detail sufficient for building computational agents that can play. As a step toward addressing this gap we synthesize diverse research on pretend play to recognize important components of pretend play agents.
Abstract Many computer games of all genres pit the player against a succession of increasingly difficult challenges such as combat with computer-controlled enemies and puzzles. Part of the fun of computer games is to master the skills... more
Abstract Many computer games of all genres pit the player against a succession of increasingly difficult challenges such as combat with computer-controlled enemies and puzzles. Part of the fun of computer games is to master the skills necessary to complete the game. Challenge tailoring is the problem of matching the difficulty of skill-based events over the course of a game to a specific player's abilities. We present a tensor factorization approach to predicting player performance in skill-based computer games.
Abstract Scenario-based training exemplifies the learning-by-doing approach to human performance improvement. In this paper, we enumerate the advantages of incorporating automated scenario generation technologies into the traditional... more
Abstract Scenario-based training exemplifies the learning-by-doing approach to human performance improvement. In this paper, we enumerate the advantages of incorporating automated scenario generation technologies into the traditional scenario development pipeline.
Abstract Conceptual blending has been proposed as a creative cognitive process, but most theories focus on the analysis of existing blends rather than mechanisms for the efficient construction of novel blends. While conceptual blending is... more
Abstract Conceptual blending has been proposed as a creative cognitive process, but most theories focus on the analysis of existing blends rather than mechanisms for the efficient construction of novel blends. While conceptual blending is a powerful model for creativity, there are many challenges related to the computational application of blending. Inspired by recent theoretical research, we argue that contexts and context-induced goals provide insights into algorithm design for creative systems using conceptual blending.