Amy K Hoover

Amy K Hoover
New Jersey Institute of Technology | NJIT · Informatics

Doctor of Philosophy

About

35
Publications
8,199
Reads
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609
Citations
Education
August 2009 - August 2014
University of Central Florida
Field of study
  • Computer Science
August 2003 - August 2009
University of Central Florida
Field of study
  • Computer Science
August 2003 - August 2009
University of Central Florida
Field of study
  • Mathematics

Publications

Publications (35)
Preprint
Full-text available
This paper proposes a framework called Watts for implementing, comparing, and recombining open-ended learning (OEL) algorithms. Motivated by modularity and algorithmic flexibility, Watts atomizes the components of OEL systems to promote the study of and direct comparisons between approaches. Examining implementations of three OEL algorithms, the pa...
Preprint
Full-text available
PINSKY is a system for open-ended learning through neuroevolution in game-based domains. It builds on the Paired Open-Ended Trailblazer (POET) system, which originally explored learning and environment generation for bipedal walkers, and adapts it to games in the General Video Game AI (GVGAI) system. Previous work showed that by co-evolving levels...
Preprint
Full-text available
We study the problem of efficiently generating high-quality and diverse content in games. Previous work on automated deckbuilding in Hearthstone shows that the quality diversity algorithm MAP-Elites can generate a collection of high-performing decks with diverse strategic gameplay. However, MAP-Elites requires a large number of expensive evaluation...
Preprint
Recent advancements in procedural content generation via machine learning enable the generation of video-game levels that are aesthetically similar to human-authored examples. However, the generated levels are often unplayable without additional editing. We propose a generate-then-repair framework for automatic generation of playable levels adherin...
Preprint
Recent developments in machine learning techniques have allowed automatic generation of video game levels that are stylistically similar to human-designed examples. While the output of machine learning models such as generative adversarial networks (GANs) is notoriously hard to control, the recently proposed latent variable evolution (LVE) techniqu...
Preprint
Quality Diversity (QD) algorithms like Novelty Search with Local Competition (NSLC) and MAP-Elites are a new class of population-based stochastic algorithms designed to generate a diverse collection of quality solutions. Meanwhile, variants of the Covariance Matrix Adaptation Evolution Strategy (CMA-ES) are among the best-performing derivative-free...
Conference Paper
Deep learning is a form of neural-network based machine learning that is becoming prevalent in many IT endeavors. It is therefore important to expose IT undergraduate students to it somewhere in the curriculum. However, deep learning has mathematical foundations that may be beyond the reach of the average undergraduate student. A course focusing on...
Article
Full-text available
Since the inception of artificial intelligence, games have benchmarked algorithmic advances. Recent success in classic board games such as Chess and Go have left space for video games that pose related yet different sets of challenges. With this shifted focus, the set of AI problems associated with video games has expanded from simply playing these...
Article
Full-text available
Balancing an ever growing strategic game of high complexity, such as Hearthstone is a complex task. The target of making strategies diverse and customizable results in a delicate intricate system. Tuning over 2000 cards to generate the desired outcome without disrupting the existing environment becomes a laborious challenge. In this paper, we discu...
Conference Paper
Full-text available
Balancing an ever growing strategic game of high complexity, such as Hearthstone is a complex task. The target of making strategies diverse and customizable results in a delicate intricate system. Tuning over 2000 cards to generate the desired outcome without disrupting the existing environment becomes a laborious challenge. In this paper, we discu...
Preprint
Full-text available
Games have benchmarked AI methods since the inception of the field, with classic board games such as Chess and Go recently leaving room for video games with related yet different sets of challenges. The set of AI problems associated with video games has in recent decades expanded from simply playing games to win, to playing games in particular styl...
Conference Paper
Quality diversity (QD) algorithms such as MAP-Elites have emerged as a powerful alternative to traditional single-objective optimization methods. They were initially applied to evolutionary robotics problems such as locomotion and maze navigation, but have yet to see widespread application. We argue that these algorithms are perfectly suited to the...
Preprint
Balancing an ever growing strategic game of high complexity, such as Hearthstone is a complex task. The target of making strategies diverse and customizable results in a delicate intricate system. Tuning over 2000 cards to generate the desired outcome without disrupting the existing environment becomes a laborious challenge. In this paper, we discu...
Preprint
Full-text available
Quality diversity (QD) algorithms such as MAP-Elites have emerged as a powerful alternative to traditional single-objective optimization methods. They were initially applied to evolutionary robotics problems such as locomotion and maze navigation, but have yet to see widespread application. We argue that these algorithms are perfectly suited to the...
Conference Paper
Full-text available
A significant issue in game balancing is understanding the game itself. For simple games end-to-end optimization approaches can help explore the game's design space, but for more complex games it is necessary to isolate and explore its parts. Hearthstone, Blizzard's popular two-player turn-taking adversarial card game, has two distinct game-playing...
Conference Paper
Full-text available
While scholarly interest typically focuses on what student designers learn from creating digital games, there has been little investigation into what student designers make. This paper analyzes what design patterns emerge within a set of games from student designers who were instructed to design educational games about climate change using a partic...
Conference Paper
Full-text available
Presenting levels commensurate with players' current understanding of game mechanics and level design is a significant challenge in designing games. Often game designers create levels by hand intending for the levels to increase in difficulty over the the course of the game while relying on their intuition or extensive user feedback, reiteration, a...
Article
Full-text available
This survey explores Procedural Content Generation via Machine Learning (PCGML), defined as the generation of game content using machine learning models trained on existing content. As the importance of PCG for game development increases, researchers explore new avenues for generating high-quality content with or without human involvement; this pap...
Conference Paper
A significant issue in research on educational games lies in evaluating their educational impact. Although game analytics is often leveraged in the game industry, it can also provide insight into player actions, strategy development, and the learning process in educational games separate from external evaluation measures. This paper explores the po...
Conference Paper
Full-text available
Designing games requires a complex sequence of planning and executing actions. This paper suggests that game design requires computational thinking, and discusses two methods for analyzing computational thinking in games designed by students in the visual programming language Scratch. We present how these two analyses produce different narratives o...
Conference Paper
Full-text available
The use of games for education has attracted a lot of attention in developed nations worldwide, and is gradually penetrating the developing world. Despite that there are educational and efficiency benefits from the cross-­cultural implementation of educational games, most educational games are not designed for cross-­cultural usage. This paper seek...
Conference Paper
Full-text available
While the success of electronic music often relies on the uniqueness and quality of selected timbres, many musicians struggle with complicated and expensive equipment and techniques to create their desired sounds. Instead, this paper presents a technique for producing novel timbres that are evolved by the musician through interactive evolutionary c...
Conference Paper
Computer games are unique creativity domains in that they elegantly fuse several facets of creative work including visuals, narrative, music, architecture and design. While the exploration of possibilities across facets of creativity offers a more realistic approach to the game design process, most existing autonomous (or semi-autonomous) game cont...
Patent
Full-text available
Various embodiments are disclosed for generating an image from a Compositional Pattern Producing Network (CPPN). One such method includes receiving, in the CPPN, a series of polar coordinates {r,θ}; outputting, by the CPPN, a series of pixel values, each of the pixel values corresponding to one of the polar coordinates; and displaying the pixel val...
Article
Many tools for computer-assisted composition contain built-in music-theoretical assumptions that may constrain the output to particular styles. In contrast, this article presents a new musical representation that contains almost no built-in knowledge, but that allows even musically untrained users to generate polyphonic textures that are derived fr...
Article
This demonstration presents MaestroGenesis, a program that helps users create complete polyphonic musical pieces from as little as a simple, human composed monophonic melody. MaestroGenesis creates music by exploiting two key ideas behind the functional scaffolding for musical composition (FSMC) approach: (1) that music a function of time and (2) t...
Conference Paper
Full-text available
While the real-time focus of today's automated accompaniment generators can benefit instrumentalists and vocalists in their practice, improvisation, or performance, an opportunity remains specifically to assist novice composers. This paper introduces a novel such approach based on evolutionary computation called functional scaffolding for musical c...
Article
Full-text available
A popular approach to music generation in recent years is to extract rules and statistical relationships by analyzing a large corpus of musical data. The aim of this paper is to present an alternative to such data-intensive techniques. The main idea, called functional scaffolding for musical composition (FSMC), exploits a simple yet powerful prop-e...
Article
The ability of gifted composers like Mozart to create complex multipart musical compositions with relative ease suggests a highly efficient mechanism for generating multiple parts simultaneously. Computational models of human music composition can potentially shed light on how such rapid creativity is possible. This article proposes such a model ba...
Conference Paper
Full-text available
A major challenge in computer-generated music is to pro- duce music that sounds natural. This paper introduces NEAT Drummer, which takes steps toward natural creativity. NEAT Drummer evolves a kind of artiflcial neural network called a Compositional Pattern Produc- ing Network (CPPN) with the NeuroEvolution of Augmenting Topologies (NEAT) method to...
Article
A major challenge in computer generated music is breaking the barrier between musical novelty and musical quality. Typically, computer music generators produce either genre-specific patterns that lack innovation or patterns that are given too much freedom and lack cohesion. In an attempt to both constrain the musical search space and produce novel...

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