I'm currently a postdoctoral scholar at the Massachusetts Institute of Technology where I study expressive intelligence: artificial intelligence with aesthetic rather than just functional goals. I've also spent time teaching as a visiting professor at Pomona College, and I'm an alumnus of the Expressive Intelligence Studio at UC Santa Cruz. One of the places that expressive intelligence is most common is video games, so game research and development is a theme in my work. I've done work on RTS game playing, level generation, and story generation; my thesis topic is the use of story generation techniques to generate branching narrative (like that in a Choose Your Own Adventure book). Below are links to some of the things that I've written or presented, both at conferences and for classes. My CV has a complete list of my publications.
- Artificial Intelligence as a Tool for Understanding Narrative Choices - my dissertation, which describes Dunyazad and a theory of choice poetics in detail, as well as experiments that help demonstrate how Dunyazad works and which provide some feedback on the theory of choice poetics.
- Generating Relaxed, Obvious, and Dilemma Choices with Dunyazad - a paper about my thesis system Dunyazad which generates narrative choices. Includes analysis of some data from mechanical turk that validate the system and also inform the theory of choice poetics described in the paper below.
- Towards a Theory of Choice Poetics - a paper on the idea of choice poetics as the study of choices in games with narratives from the standpoint of poetics. Slides from my talk at FDG 2014 are also available but the slides were not designed to be self-contained. The summary poster from my doctoral consortium presentation at AIIDE 2013 is probably more informative.
- Procedural Level Generation Using Occupancy-Regulated Extension - A paper on the ORE algorithm, which builds levels for Infinite Mario using a CBR-like method. Slides from my talk at CIG 2010 are also available here.
- For my Fall 2010 AI in games class, I had to give a presentation outlining behavior trees and reactive planning. The slides from that talk are here.