If you’ve ever played as an engineer in Team Fortress 2 then you’ll be able to relate to this touching film. Winner of the 2012 Saxxy Awards.
December 23rd, 2012 by Adam
If you’ve ever played as an engineer in Team Fortress 2 then you’ll be able to relate to this touching film. Winner of the 2012 Saxxy Awards.
Michael Cook has set out to make an artificial intelligence (AI) that can design games. Why? Because he’s doing for his PhD and it’s an awesome idea is why. He calls the AI Angelina and their first game the two of them have made is available now!
On his project site he say the “aim is to develop an AI system that can intelligently design videogames, as part of an investigation into the ways in which software can design creatively.”
This is really nifty because if it’s possible that level and/or mechanics design can be done by a computer then overall game development can arguably become more accessible. Ultimately, if Cook is successful in his goal then we would be forced to further question what creativity means in a game making context.
Imagine if we have once AI making art assets and another AI using those assets to make a coherent game. I would love to see some bizarre game generate by such a beastly setup.
I hope the AI gets smarter and better at designing as his project continues. Right now there is still a lot of need for human intervention.
Cnet has some more info on the AI design project:
According to Cook, there are a few problems with a computer AI generating video games for a human audience. One is that Angelina can’t understand difficulty levels very easily — which explains why some levels were confusingly difficult. Cook has made user feedback a part of A Puzzling Present’s design, so that human interaction can be taken into account.
He has also built a system called “Mechanic Miner”, which presents Angelina with an impossible level and tasks her with coming up with a new mechanic to make the level passable.
Human, All Too Human is a good introduction to European existential philosophy made by the BBC in the last millennium. It’s worth watching if you’re curious about existentialism. If you want some other philosophy then check out the 90 minutes series.
Start with Friedrich Nietzsche to get a bit of a grounding then move on to Martin Heidegger to befuddle you then finish off the series withJean-Paul Sartre.
The audio in this first video is pretty bad, but the rest are fine.
First off, here’s some context as to what user experience (UX) is all about from this great introduction to UX by Smashing Magazine:
Those who work on UX (called UX designers) study and evaluate how users feel about a system, looking at such things as ease of use, perception of the value of the system, utility, efficiency in performing tasks and so forth.
UX designers also look at sub-systems and processes within a system. For example, they might study the checkout process of an e-commerce website to see whether users find the process of buying products from the website easy and pleasant. They could delve deeper by studying components of the sub-system, such as seeing how efficient and pleasant is the experience of users filling out input fields in a Web form.
Making a UX plan can be a cumbersome process or a very easy on, it all comes down to how you approach the task. Some common mistakes that people make can be found in these five UX research pitfalls by Elaine Wherry. Here’s a snippet from the first point:
pitfall 1: it’s easier to evaluate a completed, pixel-perfect product so new products don’t get vetted or tested until they’re nearly out the door.
Months into a development cycle and just days before the release date, you realize that the UI has serious flaws or missing logic. If you’re lucky, there is enough flexibility in the schedule to allow grumbling engineers to re-architect the product. More likely, though, the PM will push to meet the original deadline with the intent to fix the UI issues later. However, “later” rarely happens. Regardless, everyone wonders: how could these issues have been caught earlier?
Still confused, here’s an OK presentation on what UX design is all about:
It seems at the end of year every website needs to do some sort of post about a list of things that are related to said site. I’m not going to do that as other people already have. Instead, I present to you an incomplete collection of some year in review lists and whatnot:
The 5 most significant video game controversies in 2012
Was 2012 a Good Year For Women in Gaming?
The 5 events that shook the video game industry in 2012
The 50 games that defined 2012
25 Best Indie Games of the Year from Complex Gaming.
If I come across other year in review posts that are worth mentioning, I’ll just add to this post.