Simon Cutajar
Supervisors: Robin Laney, Alistair Willis, Julian Togelius, Mark J. Nelson, and Alexiei Dingli
less
Related Authors
Elizabeth Medina-Gray
Ithaca College
Daniel Stoller
Queen Mary, University of London
Dorien Herremans
Singapore University of Technology and Design (SUTD)
Sergi Casanelles Abella
New York University
Richard Stevens
Leeds Beckett University
Jason Brame
Texas Tech University
Alexander R Jensenius
University of Oslo
Dr Tatiana J Pentes
UNSW Art & Design
Scott Beveridge
Glasgow Caledonian University
InterestsView All (11)
Uploads
Papers by Simon Cutajar
To investigate how effective each transition technique is, this dissertation empirically evaluates each technique in a study informed by music psychology. This is done based on several features identified as being important for successful transitions. The obtained results led to a novel approach to musical transitions in video games by investigating the use of a multiple viewpoint system, with viewpoints being modelled using Markov models. This algorithm allowed the seamless generation of music that could serve as a transition between two composed pieces of music. While transitions in games normally occur over a zone boundary, the algorithm presented in this dissertation takes place over a transition region, giving the generated music enough time to transition.
This novel approach was evaluated in a bespoke video game environment, where participants navigated through several pairs of different game environments and rated the resulting musical transitions. The results indicate that the generated transitions perform as well as crossfading, a technique commonly used in the industry. Since crossfading is not always appropriate, being able to use generated transitions gives composers another tool in their toolbox. Furthermore, the principled approach taken opens up avenues for further research.
The aim of this paper is to demonstrate an algorithm that is capable of continuously creating procedural music for game environments in a real-time environment. It also demonstrates the feasibility of an experimental but flexible system that combines the procedural generation of music using 1D cellular automata with music/colour mappings taken from already existing literature. A third aim is to try and recreate a synaesthetic experience for non-synaethetes.
We have managed to build a simple system that demonstrates a continuous algorithm that creates music in a 3D environment, based on the surroundings.
We evaluate the system by seeing which scales and colours are chosen in certain areas of our environment.
The aim of this paper is to increase the replayability of a game by generating new game assets based on the information found on the Internet. We have implemented this in the form of a turn-based combat game where players can switch weapons that increasingly improve in power.
Information extraction is discussed and implemented here as a way of obtaining relevant weapons for the game from online sources. Concepts that apply to different weapons must be recognized from a body of text, while the information in the text must be interpreted into weapon data, depending on the types of words and phrases used in the text. Examples of such data include attack, defence and range. We consider some sort of basic classication to determine what types of weapons the articles found are. Furthermore, we attempt to show a possible use for ontologies and information extraction in the area of video games, where ontologies are used as a knowledge base for the weapon data, allowing the game to pick relevant units from a body of related candidates. We also take into
consideration some simple game balancing techniques, since we are ultimately working with unseen data.
We have managed to build a simple system that demonstrates a video game that retrieves weapon data from an ontology, which is populated using information extraction algorithms. These are then placed in the game and used with the rest of the game assets. We also look into the evaluation of ontologies and other knowledge bases, the evaluation of information retrieval and information
extraction algorithms, as well as the total evaluation of the developed video game.
To investigate how effective each transition technique is, this dissertation empirically evaluates each technique in a study informed by music psychology. This is done based on several features identified as being important for successful transitions. The obtained results led to a novel approach to musical transitions in video games by investigating the use of a multiple viewpoint system, with viewpoints being modelled using Markov models. This algorithm allowed the seamless generation of music that could serve as a transition between two composed pieces of music. While transitions in games normally occur over a zone boundary, the algorithm presented in this dissertation takes place over a transition region, giving the generated music enough time to transition.
This novel approach was evaluated in a bespoke video game environment, where participants navigated through several pairs of different game environments and rated the resulting musical transitions. The results indicate that the generated transitions perform as well as crossfading, a technique commonly used in the industry. Since crossfading is not always appropriate, being able to use generated transitions gives composers another tool in their toolbox. Furthermore, the principled approach taken opens up avenues for further research.
The aim of this paper is to demonstrate an algorithm that is capable of continuously creating procedural music for game environments in a real-time environment. It also demonstrates the feasibility of an experimental but flexible system that combines the procedural generation of music using 1D cellular automata with music/colour mappings taken from already existing literature. A third aim is to try and recreate a synaesthetic experience for non-synaethetes.
We have managed to build a simple system that demonstrates a continuous algorithm that creates music in a 3D environment, based on the surroundings.
We evaluate the system by seeing which scales and colours are chosen in certain areas of our environment.
The aim of this paper is to increase the replayability of a game by generating new game assets based on the information found on the Internet. We have implemented this in the form of a turn-based combat game where players can switch weapons that increasingly improve in power.
Information extraction is discussed and implemented here as a way of obtaining relevant weapons for the game from online sources. Concepts that apply to different weapons must be recognized from a body of text, while the information in the text must be interpreted into weapon data, depending on the types of words and phrases used in the text. Examples of such data include attack, defence and range. We consider some sort of basic classication to determine what types of weapons the articles found are. Furthermore, we attempt to show a possible use for ontologies and information extraction in the area of video games, where ontologies are used as a knowledge base for the weapon data, allowing the game to pick relevant units from a body of related candidates. We also take into
consideration some simple game balancing techniques, since we are ultimately working with unseen data.
We have managed to build a simple system that demonstrates a video game that retrieves weapon data from an ontology, which is populated using information extraction algorithms. These are then placed in the game and used with the rest of the game assets. We also look into the evaluation of ontologies and other knowledge bases, the evaluation of information retrieval and information
extraction algorithms, as well as the total evaluation of the developed video game.