Random Maps with Cellular Automata
Nov 13, 2014
In the spirit of the ProcJam2014 (that unfortunately I have to skip because of a ton of academic duties :<) I’m presenting to you a simple algorithm to generate maps: the cellular automata generator. In particular, cellular automata are very well suited for cave-like environment and, in general, natural maps. It works both in 2D than in 3D and can be easily implemented in no more than 20 minutes.
From the theoretical point of view, a cellular automata is a discrete model that consist in a regular grid of cells.
Oct 31, 2014
Conferences Title Author Conference Year Download Belief-Driven Pathfinding Through Personalized Map Abstraction Davide Aversa, Stavros Vassos AIIDE 2014 … Path Planning With Inventory-Driven Jump-Point-Search Davide Aversa, Sebastian Sardina, Stavros Vassos AIIDE 2015 … Pruning and Preprocessing Methods for Inventory-Aware Pathfinding Davide Aversa, Sebastian Sardina, Stavros Vassos CIG 2016 … Workshops Title Author Workshop Year Download Agent Behavior Composition in Virtual Environments Realized Using Game Engines Giuseppe De Giacomo, Valsamis Ntouskos, Fabio Patrizi, Stavros Vassos, Davide Aversa AI4IE 2014 … Posters Title Author Conference Year Download Smart Pathfinding: Extending Navigation Search with Agent Capabilities Davide Aversa, Stavros Vassos Nucl.
Towards the ProcJam 2014
Oct 30, 2014
Procedural Contents Generation (PCG) is a family of techniques, algorithms and procedures used for generating contents in an automatic way rather than manually. In other words, using PCG, game contents can be created by the host computer instead of pre-design everything at development time.
In recent years, PCG is having an increasing popularity among the academic and game development communities. There are two big reasons behind this success: first, it allow the designer to generate an near-infinite amount of contents without the effort of manually design each element by hand (and that’s why the indie scene love PCG), second it increase the game longevity and replayability value of the game (because, for instance, the game it is always different after each run and so it can be replayed more).
Back from AIIDE 2014
Oct 18, 2014
Hi everyone! Sorry for the long absence but my days are really full of commitments and terrible news. It is still not over, but but I really need write about something before is too late. :) During the last 3th-7th October, the tenth conference on Artificial Intelligence for Interactive Digital Entertainment (AIIDE) was held in Raleigh (North Carolina, USA). It was a very interesting conference on AI and games stuff and I am really happy to have joined such amazing things.
Speccy Jam 2014 Postmortem
Sep 8, 2014
As I said in a previous post, in these days me and my colleague at Noctua were working in the SpeccyJam 2014. The goal of the jam/competition is to make a game with the same look and feel of an original ZX Spectrum game. This introduces a lot of interesting limitations. First, it constrains our resolution to 256 × 192 (that is, however, a really big improvement respect to the LowRezJam :D), second it forces us to use only 15 colors.
Random Goblin Name Generator
Sep 4, 2014
Hi everyone. In these days, me and my friend and colleague at Noctua are working at a new game jam: the SpeccyJam. The goal of this jam is to recreate a game with the same feel and look of an original ZX Spectrum game. We chose to implement a “managerial game” in which the player takes the role of a fantasy blacksmith that have to increase its fame crafting amazing weapons.
Back from ECAI 2014
Aug 25, 2014
Hi everyone! I’m back. In the last week I was in Prague to attend to the 21th European Conerence on Artificial Intelligence (a.k.a. ECAI2014). This was my first real academic conference since I started my Ph.D. in the last November. As I said before, conferences are amazing events where I get stressed like never before but, at the end, I come back home super-excited and full of inspirational ideas. Moreover, in these type of events you are surrounded by amazing people that do what you do.
In search of the “Philosopher’s Code”
Aug 16, 2014
Alchemists and programmers share many things in common. First of all, we both claim to be able to create anything starting from the fundamental elements of our world. For alchemists, these are the seven “roots” _fire, water, air, earth, sulfur _and mercury;while, for us, they are the fundamental essence of information: bits. Second, we need a lot of effort and study on dusty books in order to practice our art. There is no “complete knowledge”, just a continuous life of study.
Lazy, Bloody Summer (starting again)
Aug 13, 2014
I don’t know if my life is starting to be more interesting or just more hard. Anyhow, in this bloody hot August summer I really feel the need to recollect my digital goods and finally put all of them in a single place. Unfortunately, it is too hot here and my will is at historic lows so this “restyling” is taking longer than expected. As I said before, my life is just increasing in complexity and, as a consequence, I need some place for my academic things, a place for my artistic side, a place for my gamedev ambitions, a place for my work, a place for my spare time, a place for my nerdy things.
Apr 9, 2014
Hi! I’m Davide Aversa, a Ph.D. in Computer Science and Artificial Intelligence at “La Sapienza” University of Rome.
In 2013, I was graduated in Artificial Intelligence and Robotics and since then I try to wriggle myself into the amazing world of artificial intelligence and knowledge representation.
In 2017 I’ve got a Ph.D. in Artificial Intelligence, with particular research interests in AI for Games, Game Development technologies and procedural contents generation.