Published Papers by William L Raffe

Physical games involving the use of water or that are played in
a water environment can be found ... more Physical games involving the use of water or that are played in
a water environment can be found in many cultures throughout
history. However, these experiences have yet to see much
benefit from advancements in digital technology. With advances in interactive technology that is waterproof, we see a great potential for digital water play. This paper provides a guide for commencing projects that aim to design and develop digital water-play experiences. A series of interaction features are provided as a result of reflecting on prior work as well as our own practice in designing playful experiences for water environments. These features are examined in terms of
the effect that water has on them in relation to a taxonomy of
six degrees of water contact, ranging from the player being
in the vicinity of water to them being completely underwater.
The intent of this paper is to prompt forward thinking in the prototype design phase of digital water-play experiences, allowing designers to learn and gain inspiration from similar past projects before development begins.
Papers by William L Raffe

Proceedings of the 13th annual conference on Genetic and evolutionary computation - GECCO '11, 2011
Procedurally generating content for video games is gaining interest as an approach to mitigate ri... more Procedurally generating content for video games is gaining interest as an approach to mitigate rising development costs and meet users' expectations for a broader range of experiences. This paper explores the use of evolutionary algorithms to aid in the content generation process, especially the creation of three-dimensional terrain. We outline a prototype for the generation of in-game terrain by compiling smaller height-map patches that have been extracted from sample maps. Evolutionary algorithms are applied to this generation process by using crossover and mutation to evolve the layout of the patches. This paper demonstrates the benefits of an interactive two-level parent selection mechanism as well as how to seamlessly stitch patches of terrain together. This unique patch-based terrain model enhances control over the evolution process, allowing for terrain to be refined more intuitively to meet the user's expectations.

A dual-layer clustering scheme for real-time identification of plagiarized massive multiplayer games (MMG) assets
2010 5th IEEE Conference on Industrial Electronics and Applications, 2010
ABSTRACT Theft of virtual assets in massive multiplayer games (MMG) is a significant issue. Conve... more ABSTRACT Theft of virtual assets in massive multiplayer games (MMG) is a significant issue. Conventional image based pattern and object recognition techniques are becoming more effective identifying copied objects but few results are available for effectively identifying plagiarized objects that might have been modified from the original objects especially in the real-time environment where a large sample of objects are present. In this paper we present a dual-layer clustering algorithm for efficient identification of plagiarized MMG objects in an environment with real-time conditions, modified objects and large samples of objects are present. The proposed scheme utilizes a concept of effective pixel banding for the first pass clustering and then uses Hausdorff Distance mechanism for further clustering. The experimental results demonstrate that our method drastically reduces execution time while achieving good performance of identification rate, with a genuine acceptance rate of 88%.

2012 IEEE Congress on Evolutionary Computation, 2012
ABSTRACT This paper provides a review of existing approaches to using evolutionary algorithms (EA... more ABSTRACT This paper provides a review of existing approaches to using evolutionary algorithms (EA) during procedural terrain generation (PTG) processes in video games. A reliable PTG algorithm would allow game maps to be created partially or completely autonomously, reducing the development cost of a game and providing players with more content. Specifically, the use of EA raises possibilities of more control over the terrain generation process, as well as the ability to tailor maps for individual users. In this paper we outline the prominent algorithms that use EA in terrain generation, describing their individual advantages and disadvantages. This is followed by a comparison of the core features of these approaches and an analysis of their appropriateness for generating game terrain. This survey concludes with open challenges for future research.
Learning Options for an MDP from Demonstrations
Lecture Notes in Computer Science, 2015

Neuroevolution of content layout in the PCG: Angry bots video game
2013 IEEE Congress on Evolutionary Computation, 2013
ABSTRACT This paper demonstrates an approach to arranging content within maps of an action-shoote... more ABSTRACT This paper demonstrates an approach to arranging content within maps of an action-shooter game. Content here refers to any virtual entity that a player will interact with during game-play, including enemies and pick-ups. The content layout for a map is indirectly represented by a Compositional Pattern-Producing Networks (CPPN), which are evolved through the Neuroevolution of Augmenting Topologies (NEAT) algorithm. This representation is utilized within a complete procedural map generation system in the game PCG: Angry Bots. In this game, after a player has experienced a map, a recommender system is used to capture their feedback and construct a player model to evaluate future generations of CPPNs. The result is a content layout scheme that is optimized to the preferences and skill of an individual player. We provide a series of case studies that demonstrate the system as it is being used by various types of players.
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Published Papers by William L Raffe
a water environment can be found in many cultures throughout
history. However, these experiences have yet to see much
benefit from advancements in digital technology. With advances in interactive technology that is waterproof, we see a great potential for digital water play. This paper provides a guide for commencing projects that aim to design and develop digital water-play experiences. A series of interaction features are provided as a result of reflecting on prior work as well as our own practice in designing playful experiences for water environments. These features are examined in terms of
the effect that water has on them in relation to a taxonomy of
six degrees of water contact, ranging from the player being
in the vicinity of water to them being completely underwater.
The intent of this paper is to prompt forward thinking in the prototype design phase of digital water-play experiences, allowing designers to learn and gain inspiration from similar past projects before development begins.
Papers by William L Raffe