Robert Zubek

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In this paper we present the MDA framework (standing for Mechanics, Dynamics, and Aesthetics), developed and taught as part of the Game Design and Tuning Workshop at the Game Developers Conference, San Jose 2001-2004. MDA is a formal approach to understanding games – one which attempts to bridge the gap between game design and development, game criticism,(More)
The AAAI Robot Challenge was established four years ago as a “grand challenge” for mobile robots. The main objectives of the Challenge are to (a) provide a task that will demonstrate a high level of intelligence and autonomy for robots acting in a natural, peopled, dynamic environment, (b) stimulate state-of-the-art robotics research to address this task,(More)
interact with the world and each other. Developers are using artificial intelligence to develop more engaging games, and the complexity of this game AI has become an increasingly important selling point. However, developing these intelligent systems is a complicated endeavor. Modern computer games impose tight computational constraints: graphics and world(More)
Computer game character design and robotics share many of the same goals and computational constraints. Both attempt to create intelligent artifacts that respond realistically to their environments, in real time, using limited computation resources. Unfortunately, none of the current AI architectures is entirely satisfactory for either field. We discuss(More)
This paper introduces a technique for participation in certain kinds of social interactions. By modeling their temporal structure explicitly using a hierarchy of concurrent Markov processes, we can track the development of the interaction robustly, and drive it forward in a coherent fashion. The approach is computationally inexpensive, and exhibits(More)
In an attempt to solve as much of the AAAI Robot Challenge as possible, five research institutions representing academia, industry and government, integrated their research on a pair of robots named GRACE and GEORGE. This paper describes the second year effort by the GRACE team, the various techniques each participant brought to GRACE, and the integration(More)
Computer games research has focused strongly on improving the tactical intelligence of computer opponents. However, the social aspect of gaming has been largely ignored. We claim that, in many cases of multi-player gaming, the simple knowledge that one’s opponents are emotional creatures is far more important than the opponents’ skill or intelligence. We(More)