Philippe Pasquier

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This paper presents an approach to automatic video game level design consisting of a computational model of player enjoyment and a generative system based on evolutionary computing. The model estimates the entertainment value of game levels according to the presence of “rhythm groups,” which are defined as alternating periods of high and low(More)
The Level Generation Competition, part of the IEEE Computational Intelligence Society (CIS)-sponsored 2010 Mario AI Championship, was to our knowledge the world's first procedural content generation competition. Competitors participated by submitting level generators - software that generates new levels for a version of Super Mario Bros tailored to(More)
Different approaches have investigated the syntax and semantic of agent communication. However, all these approaches (including : agent communication languages, conversation policies and dialogue games) have not indicated how agents should dynamically use communications. In fact, most of these approaches have mainly focused on "structure" of dialogues even(More)
For over a decade, agent research has shown that social commitments support the definition of open multiagent systems by capturing the responsibilities that agents contract toward one another through their communications. These systems, however, rely on the assumption that agents respect the social commitments they adopt. To overcome this limitation, in(More)
Interest-based negotiation (IBN) is a form of negotiation in which agents exchange information about their underlying goals, with a view to improving the likelihood and quality of a deal. While this intuition has been stated informally in much previous literature, there is no formal analysis of the types of deals that can be reached through IBN and how they(More)
This paper presents a coherentist approach to argumentation that extends previous proposals on cognitive coherence based agent communication pragmatics (inspired from social psychology) and propose (1) an alternative view on argumentation that is (2) part of a more general model of communication. In this approach, the cognitive aspects associated to both(More)
We present a tool for computer aided choreography titled Scuddle. Scuddle uses a Genetic Algorithm to generate movement catalysts for contemporary choreography. The use of movement catalysts challenge choreographers to distance themselves from habits to better explore creative movement. Scuddle was designed as a method for both facilitating creativity and(More)
This paper presents a generative system for the automatic creation of video game levels. Our approach is novel in that it allows high-level design goals to be expressed in a top-down manner, while existing bottom-up techniques do not. We use the FI-2Pop genetic algorithm as a natural way to express both constraints and optimization goals for potential level(More)
A generative system that creates levels for 2D platformer games is presented. The creation process is driven by generic models of challenge-based fun which are derived from existing theories of game design. These models are used as fitness functions in a genetic algorithm to produce new levels that maximize the amount of player fun, and the results are(More)
Message semantics are traditionally defined in terms of mental states, which is a trend that is criticized for assuming the sincerity and cooperativeness of agents. To circumvent these limitations, several proposals have been put forth to define the semantics of messages using social commitments. We follow this trend and present a conversational model where(More)