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About The Lab
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Research
Publications
AI in Games
Baba is Y’all: Collaborative Mixed-Initiative Level Design
Amorphous Fortress
Diverse agents in Hanabi
Generative Design in Minecraft
Settlement Generation Challenge
Chronicle Challenge
Organic Building Generation in Minecraft
Level Generation
Path of Destruction: Learning an Iterative Level Generator Using a Small Dataset
Game Art and Design
Aesthetic Bot: Interactively Evolving Game Maps on Twitter
Human Capital Analytics Laboratory
Project Archive (2020 and older)
Marahel: A Language for Constructive Level Generation
Procedural Personas
Simulating Strategy and Dexterity
Two-Step Constructive Approaches for Dungeon Generation
Generating Heuristics for Novice Players
Data Adventures
Automatic Tutorial Generation
Intentional Computational Level Design
AtDELFI Tutorial Generator
“Press Space To Fire”: Automatic Video Game Tutorial Generation
Data Games
Deep Interactive Evolution
GVGAI
General Video Game Rule Generation
Evolving game-specific UCB alternatives for General Video Game Playing
Multi-objective Adaptation of a Parameterized GVGAI Agent Towards Several Games
Matching Games and Algorithms for General Video Game Playing
General Video Game Level Generation
Playtesting
Exploring Game Space
Catch-Up: A Game in Which the Lead Alternates
Characterizing Score Distributions in Dice Games
Human-like General Video Game Playing
Player Improvement and Single-Player High Scores
Playing Games Across the Superintelligence Divide
Search Driven Playtesting of Contemporary Board Games
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GIL lab director Katherine Isbister talks on NPR!
February 12, 2014
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