José Font

ORCID: 0000-0003-3924-7484
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About
Contact & Profiles
Research Areas
  • Artificial Intelligence in Games
  • Digital Games and Media
  • Evolutionary Algorithms and Applications
  • Educational Games and Gamification
  • Innovative Human-Technology Interaction
  • Metaheuristic Optimization Algorithms Research
  • Gene Regulatory Network Analysis
  • Video Analysis and Summarization
  • Human Motion and Animation
  • Data Visualization and Analytics
  • Virtual Reality Applications and Impacts
  • Interactive and Immersive Displays
  • Reinforcement Learning in Robotics
  • Fuzzy Logic and Control Systems
  • Persona Design and Applications
  • Online and Blended Learning
  • Design Education and Practice
  • Neural Networks and Applications
  • Augmented Reality Applications
  • Technology Adoption and User Behaviour
  • Adventure Sports and Sensation Seeking
  • Ethics and Social Impacts of AI
  • Evolution and Genetic Dynamics
  • Gambling Behavior and Treatments
  • Advanced Multi-Objective Optimization Algorithms

Malmö University
2017-2024

Lund University
2017

Centro Universitario de Tecnología y Arte Digital
2014-2016

Universidad Politécnica de Madrid
2009-2014

Procedural Content Generation (PCG) can be a useful tool for aiding creativity in the process of designing game levels. Mixed-initiative level generation tools where designer and an algorithm collaborate to iteratively generate levels have been used this purpose. However, it difficult designers work with that do not respond common language games: design patterns. We present Evolutionary Dungeon Designer, first step towards mixed-initiative dungeon which evolves rooms using patterns, as well...

10.1109/cig.2017.8080411 article EN 2017-08-01

Mixed-initiative systems highlight the collaboration between humans and computers in fostering generation of more interesting content game design. In light ever-increasing cost development, providing mixed-initiative tools can not only significantly reduce but also encourage creativity amongst designers.

10.1145/3235765.3235815 article EN 2018-08-07

We propose the use of quality-diversity algorithms for mixed-initiative game content generation. This idea is implemented as a new feature Evolutionary Dungeon Designer, system design type levels you typically find in computer role playing games. The uses MAP-Elites algorithm, an illumination algorithm which divides population into number cells depending on their values along several behavioral dimensions. Users can flexibly and dynamically choose relevant dimensions variation, incorporate...

10.1109/cig.2019.8848022 article EN 2021 IEEE Conference on Games (CoG) 2019-08-01

Mixed-initiative Procedural Content Generation uses algorithms to assist human designers in the collaborative creation of game content. Different mixed-initiative approaches use different methods engage with design material while supporting designer's intentions. However, designer runs risk misunderstanding system's abilities and how control them. In order limit miscommunication during process, heuristics could be applied.

10.1145/3102071.3110572 article EN 2017-08-14

We propose the Interactive Constrained MAP-Elites, a quality-diversity solution for game content generation, implemented as new feature of Evolutionary Dungeon Designer: mixed-initiative co-creativity tool designing dungeons. The uses MAP-Elites algorithm, an illumination algorithm that segregates population among several cells depending on their scores with respect to different behavioral dimensions. Users can flexibly and dynamically alternate between these dimensions anytime, thus guiding...

10.1109/tg.2020.3046133 article EN IEEE Transactions on Games 2020-12-21

The Evolutionary Dungeon Designer (EDD) [1] is as a mixed-initiative tool for creating dungeons adventure games. Results from user study with game developers positively evaluated EDD suitable framework collaboration between human designers and PCG suggestions, highlighting these time-saving inspiring [2].

10.1145/3235765.3235810 article EN 2018-08-07

Multiplayer online battle arena (MOBA) games are a recent huge success both in the video game industry and international eSports scene. These encourage team coordination cooperation, short long-term planning, within real-time combined action strategy gameplay. Artihcial intelligence (AI) computational (CI) research competitions offer wide variety of challenges regarding study application AI techniques to different genres. events widely accepted by AI/CI community as sort benchmarking that...

10.1109/tg.2018.2834566 article EN IEEE Transactions on Games 2018-05-09

Games are complex, multi-faceted systems that share common elements and underlying narratives, such as the conflict between a hero big bad enemy or pursuing goal requires overcoming challenges. However, identifying describing these together is non-trivial they might differ in certain properties how players encounter narratives. Likewise, generating narratives also pose difficulties when encoding, interpreting, evaluating them. To address this, we present TropeTwist, trope-based system can...

10.1145/3555858.3563271 article EN 2022-09-05

In Mixed-Initiative Co-Creative tools, the human is mostly in control of what will and can be created, delegating AI to a more suggestive role instead colleague co-creative process. Allowing agency for might an interesting path scenarios where could direct take initiative within task. However, relationship between designers creative processes delicate, as adjusting or negatively affect user experience. this paper, different degrees are explored Evolutionary Dungeon Designer (EDD) further...

10.1609/aiide.v18i1.21957 article EN Proceedings of the AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment 2022-10-11

10.1016/j.eswa.2010.04.070 article EN Expert Systems with Applications 2010-05-08

We propose modeling designer style in mixed-initiative game content creation tools as archetypical design traces. These traces are formulated transitions between styles; these styles turn found through clustering all intermediate designs along the way to making a complete design. This method is implemented Evolutionary Dungeon Designer, research platform for systems create adventure and dungeon crawler games. present results both form of rooms, which can be analyzed better understand kind...

10.1109/tg.2022.3143800 article EN IEEE Transactions on Games 2022-01-18

Narratives are a predominant part of games, and their design poses challenges when identifying, encoding, interpreting, evaluating, generating them. One way to address this would be approach narrative in more abstract layer, such as structures. This paper presents Story Designer, mixed-initiative co-creative structure tool built on top the Evolutionary Dungeon Designer (EDD) that uses tropes, conventions found across many media types, these tropes building blocks for designers compose...

10.1145/3555858.3555929 article EN 2022-09-05

Mobile Virtual Reality (MVR) makes games more accessible to a broader audience. Interaction design guidelines and best practices for MVR experiences are available developers. In this paper, we specifically explore interactions in games, particular subset of that is becoming popular. A set analyzed with special focus on head gaze, categorizing isolating their mechanics implemented common technique. This analysis the basis test application later compared traditional game pad controller three...

10.1145/3235765.3235772 article EN 2018-08-07

This paper presents a grammar-guided evolutionary automatic system (GGEAS) that is capable of autonomously building special-purpose problem-solving programs. GGEAS uses genetic programming (GGGP) core generates solutions to given problem from scratch, evolving them via selection, crossover and replacement obtain the near-optimal solution problem. The GGGP solves closure avoids code bloat. only outputs valid able freely determine their size architecture. supplemented by three external modules...

10.1109/cec.2010.5586377 article EN 2010-07-01

Ethiopia has one of the highest maternal and child mortality rates in world, partly due to low accessibility educational content regarding nutrition healthcare rural regions. This paper presents first step for tackling this problem by means a serious game, Easycare, designed teaching illiterate users, with almost no previous experience digital games, good practices nutrition. Promising results from field study conducted are also presented, showing potential tool education developing countries.

10.1145/3130859.3131291 article EN 2017-10-10

Quests are a core element in many games, especially role-playing and adventure where quests drive the gameplay story, engage player game's narrative, most cases, act as bridge between different game elements. The automatic generation of objectives is an interesting challenge since this can extend lifetime games such Skyrim, or help create unique experiences AI Dungeon. This work presents Questgram [Qg], mixed-initiative prototype tool for creating using grammars combined level design tool....

10.1145/3472538.3472544 article EN 2021-08-03

MAP-Elites has been successfully applied to the generation of game content and robot behaviors. However, its behavior performance when interacted with in co-creative systems is underexplored. This paper analyzes implications synthetic interaction for stability adaptability such scenarios. We use pre-recorded human-made level design sessions Interactive Constrained (IC MAP-Elites). To analyze effect each edition step search space over time using different feature dimensions, we introduce...

10.1609/aiide.v17i1.18899 article EN Proceedings of the AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment 2021-10-04
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