Automated and assisted game design

Most work in procedural content generation (PCG) focuses on generating individual assets or levels for an existing, fixed game design. A broader and challenge is generating or assisting in the design of complete games, including abstract rules, mechanics, dynamic behavior, and the orchestration of different creative facets.

This was the main subject of my PhD, and forms a common thread through a number of other projects. Generating complete games, especially in a controlled way (versus just vibe-coding them) requires addressing several foundational questions:

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Collaborators: Pippin Barr, Gabriella A. B. Barros, Rafael Bidarra, Rilla Khaled, Antonios Liapis, Michael Mateas, Thorbjørn S. Nielsen, Mike Preuss, Noor Shaker, Adam M. Smith, Julian Togelius, Georgios N. Yannakakis