Eating an octopus tentacle
in Hakodate, Japan, May 2006

Mark J. Nelson

mnelson@cc (.gatech.edu)

Hi! I'm a PhD student in computer science, working in artificial intelligence.

My dissertation is on automated support for game design. I'm building a tool that helps designers prototype their gameplay rules by applying automated-reasoning techniques to them, using a logical formalism for reasoning about time-varying systems, the event calculus. The goal is to be able to let designers query a set of rules instead of manually working out its implications, answering design questions ranging from debugging to brainstorming to game balancing. It's turning out to be about equal parts technical work in logic to develop event-calculus programming and inference tools, ethnographic interviews with game designers to understand how they work and how they might use a tool like this, and interface building to make the logical machinery usable by non-logicians.

I'm working in Michael Mateas's Expressive Intelligence Studio (EIS), now located at the University of California, Santa Cruz. I've at various times collaborated with Charles Isbell and his pfunk research group.

I also do work on interactive narrative, and longer ago did some on the periphery of computer music. Lurking in the todo pile is some as-yet-unpublished stuff on machine learning, mainly local regression methods and regression forests. In my allegedly free time, I'm a Wikipedia sysop/administrator and frequent editor.

You might also be interested in an index of newsgames I maintain.


Publications

Automated Support for Game Design

I'm building a game-design assistant to help designers prototype their rule systems; see description above. The AIIDE paper is the one most directly on that subject.

In addition to the game-design assistant, a few of these papers explore other aspects of representing and reasoning about games. The AI*IA and IUI papers propose factoring game design into four areas: abstract mechanics, concrete representation, thematic (real-world) references, and player input. They additionally do some early work in reasoning about real-world references, e.g. for automatically generating "skinned" versions of games. The IUI paper also more generally argues for the usefulness of reasoning about real-world references in an interactive game-design assistant.

Declarative Optimization-Based Drama Management (DODM)

Drama managers watch a game (or other interactive experience) as it progresses, and intervene when necessary to keep the experience interesting and in line with an author's goals. DODM is a particular approach in which an author declaratively specifies what it would mean for the experience to go well, along with an abstraction of the story and a set of interventions the system can make. The system then optimizes its interventions according to the given criteria.

The basic approach was proposed by Joe Bates in 1992 and developed by Peter Weyhrauch in 1997. We've since made a number of modifications, both to the conceptual formulation and to the technical implementation.

MIDI Performance

I evaluated MIDI performance as part of previous work (2003–2004) with Belinda Thom at Harvey Mudd College. We were trying to discover interesting things about jazz improvisation, but got sidetracked into measuring the performance of our MIDI equipment, since we needed to be able to put error bars on the data. You may also want to take a look at the project's site, which has code, circuit diagrams, and everything else you need to run your own tests, as well as the detailed results of our tests.


This information was current as of: February 2009
Personal finance stuff.