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    Expressive Intelligence Studio Blog

    eis-blog.ucsc.edu · Company blog · on HN since 2009

    The Expressive Intelligence Studio at UC Santa Cruz blogs about game AI, procedural generation, StarCraft bots, and computational media.

    Visit blogHN submissions
    GamesAI & Machine Learning
    What HN says

    HN links it for pieces like the context-free music language and answer set programming for map generation, and one commenter praises its writing as Hofstadter-inspired.

    Stats for nerds
    18HN people shared it
    20linked in comments
    186story points
    Sep 2013last shared
    2010people per year2013

    Top posts on HN

    1. 1
      Space Invaders Enterprise Edition
      2 people · 69 points · first shared 2010 · 19 comments on HN
    2. 2
      StarCraft AI Competition Results Announced
      1 person · 50 points · first shared 2010 · 19 comments on HN
    3. 3
      From Breakout to Space Invaders, All Over Again
      1 person · 16 points · first shared 2010 · Discussion on HN
    4. 4
      Retroactive Continuity and ‘South Park’: It was Santa Claus not Muhammad
      1 person · 14 points · first shared 2010 · 4 comments on HN
    5. 5
      cfml: the context-free music language
      4 people · 8 points · first shared 2009 · 1 comments on HN
    6. 6
      Achieving the ELIZA Effect in StarCraft
      1 person · 8 points · first shared 2010 · Discussion on HN
    7. 7
      A Map Generation Speedrun with Answer Set Programming
      3 people · 7 points · first shared 2011 · Discussion on HN
    8. 8
      Dissertation: Integrating Learning in a Multi-Scale Agent (StarCraft I bot)
      1 person · 3 points · first shared 2012 · Discussion on HN
    9. 9
      Time Travel: What Google Wave and Braid have in Common
      1 person · 3 points · first shared 2009 · Discussion on HN
    10. 10
      Landscape of Open Source Games(slides)
      1 person · 1 points · first shared 2009 · Discussion on HN

    What HN people wrote when they linked it

    • mjnSep 2013

      I'm using it for modeling videogame prototypes in logic, and then deriving properties of them, aimed at providing richer design support: http://www.kmjn.org/publications/Playtesting_AIIDE09-abstract.html

      The longer-term goal is something CAD-like, where you get immediate feedback on design changes, analogous to how architectural CAD systems will highlight things like "lacking structural support" or "violates building code". With games simple versions could be "unreachable areas", "item never needed", etc. More involved versions could be generation of basically the kind of log data you would get from playtesting, only instead of empirical log data, it's analytically generated logs of possible playthroughs exhibiting requested properties: http://www.kmjn.org/notes/analytical_metrics.html

      Many of the above can also be done with software-verification systems, which in some cases might be a better choice for efficiency reasons. However, the stuff coming out of the AI community is a lot more flexible as a modeling language, feels less like writing a fixed specification. It's also designed to be editable, e.g. you can add or remove game mechanics without re-formalizing the whole domain (a property John McCarthy calls "elaboration tolerance"), due to being based on a nonmonotonic logic. I was also already familiar with Prolog, and ASP's syntax is heavily modeled on Prolog's, even though they work entirely differently under the hood.

      As far as getting started with it, the Potassco…

    • rndmcnlly0Oct 2011

      You might enjoy answer set programming (ASP). It's a different take on logic programming based on the idea of automatically transforming your problem into a SAT-like representation and then running fancy conflict-driven constraint learning solvers on it. In many solvers, you give up Turing completeness in exchange for being really productive with solving NP-complete problems (similar to regex engines turning you into a bad-ass string matching programmer).

      Here's a tutorial application of ASP to map generation:
      http://eis-blog.ucsc.edu/2011/10/map-generation-speedrun/

    • ablealApr 2010

      Hofstadter-inspired writing, with a helping of Knuth served in the comments.

      Also good in Mark's blog: Ribbon Hero is the future ( http://diveintomark.org/archives/2010/03/03/microgames )
      about learning/achievement games.

      That post included a link to Space Invaders Enterprise Edition ( http://eis-blog.ucsc.edu/2010/02/space-invaders-enterprise-edition/ ). The title by itself is worthy, but the post is about rule engines. That interesting point was not much discussed here: http://news.ycombinator.com/item?id=1131502 .

    • LewishamFeb 2010

      No, I'm not one of those EJB guys, I'm not a fan of shoehorning technologies that don't belong to software that doesn't need it. I went to rule engines because I thought it really provided some value. I elaborate on this on a comment back at the blog http://eis-blog.ucsc.edu/2010/02/space-invaders-enterprise-edition/comment-page-1/#comment-3201.

      DISCLAIMER: I'm the author of that post.

    • ffpaladinApr 2010

      They pulled the episode, so no one can (officially) see it unless they saw it last night.

      http://eis-blog.ucsc.edu/wp-content/uploads/2010/04/sp_1406_Sorry-500x307.jpg

    • _deliriumSep 2010

      Here's one experiment: http://eis-blog.ucsc.edu/2009/11/cfml-the-context-free-music-language/

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