Cameron McGuinness

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A correctly designed dynamic programming algorithm can be used as a fitness function to permit the evolution of maze-like levels for use in games. This study compares multiple representations for evolvable mazes including direct, as well as positive and negative indirect representations. The first direct representation simply specifies, with a binary gene,(More)
—Search based procedural content generation uses search techniques to locate high-quality content elements for use in games. This study specifies and tests an evolutionary-computation based system to generate tiles and plans that decompose the problem of assembling large levels. Evolutionary computation is used as an off-line tool to generate libraries of(More)
Recent research has shown that it is possible to design fitness functions, based on dynamic programming, that allow evolutionary computation to automatically generate level maps for games. In this study levels with multiple types of barriers are automatically designed. The levels are designed under the assumption that there are two agent types and that at(More)
The enormous size and cost of current state-of-the-art accelerators based on conventional radio-frequency technology has spawned great interest in the development of new acceleration concepts that are more compact and economical. Micro-fabricated dielectric laser accelerators (DLAs) are an attractive approach, because such dielectric microstructures can(More)
This study introduces a new representation landscape automata for encoding heightmaps that may be used for terrain generation or other procedural content generation. Landscape automata are evolvable state-conditioned quadtrees with embedded decay parameters. Landscape automata are used to both match idealized landforms and to generate a heightmap with(More)
Search based procedural content generation uses search techniques to locate high-quality content elements for use in games. This study extends an evolutionary-computation based system to generate tiles used to assemble floor plans for levels in a video game as well as evolving assembly plans. The separate evolution of assembly plans and tiles yields a(More)
Three-dimensional woodpile photonic bandgap (PBG) waveguide enables high-gradient and efficient laser driven acceleration, while various accelerator components, including laser couplers, power transmission lines, woodpile accelerating and focusing waveguides, and energy recycling resonators, can be potentially integrated on a single monolithic structure via(More)
Fantasy role playing games are a type of pencil-and-paper game in which a group of players, moderated by a referee, engage in cooperative story telling. This study leverages earlier level map generation technology to substantially automate the production of modules for fantasy role playing games. A goblin outpost is used as an example type of module for(More)
This study demonstrates that representation choice in automatic map creation affects the characteristics of the map generated as well as showing that representation choice makes a statistically significant difference in the degree of satisfaction of the fitness functions used to drive map creation. This result is demonstrated with Tukeys HSD procedure and(More)