Joseph C. Osborn

Orcid: 0000-0003-0025-9525

Affiliations:
  • University of California, Santa Cruz, CA, USA


According to our database1, Joseph C. Osborn authored at least 42 papers between 2013 and 2021.

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Bibliography

2021
From the Presupposition of Doom to the Manifestation of Code: Using Emulated Citation in the Study of Games and Cultural Software.
Digit. Humanit. Q., 2021

MappyLand: Fast, Accurate Mapping for Console Games.
Proceedings of the Seventeenth AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment, 2021

Asterism: Operational Logics as a Game Engine Engine.
Proceedings of the Joint Proceedings of the AIIDE 2021 Workshops co-located with 17th AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment (AIIDE 2021)(AAAI 2021), 2021

2020
Extracting Physics from Blended Platformer Game Levels.
Proceedings of the Joint Proceedings of the AIIDE 2020 Workshops co-located with 16th AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment (AIIDE 2020), 2020

Exploring Level Blending Across Platformers via Paths and Affordances.
Proceedings of the Sixteenth AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment, 2020

Germinate: A Mixed-Initiative Casual Creator for Rhetorical Games.
Proceedings of the Sixteenth AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment, 2020

Synthesizing Retro Game Screenshot Datasets for Sprite Detection.
Proceedings of the Joint Proceedings of the AIIDE 2020 Workshops co-located with 16th AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment (AIIDE 2020), 2020

2019
From Mechanics to Meaning.
IEEE Trans. Games, 2019

Reports of the Workshops Held at the 2019 AAAI Conference on Artificial Intelligence.
AI Mag., 2019

Analyzing action games: a hybrid systems approach.
Proceedings of the 14th International Conference on the Foundations of Digital Games, 2019

S<sup>4</sup>LVE: shareable videogame analysis and visualization.
Proceedings of the 14th International Conference on the Foundations of Digital Games, 2019

Is Your Game Generator Working? Evaluating Gemini, an Intentional Generator.
Proceedings of the Fifteenth AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment, 2019


2018
Operationalizing Operational Logics.
PhD thesis, 2018

Visualizing the strategic landscape of arbitrary games.
Inf. Vis., 2018

A Resourceful Reframing of Behavior Trees.
CoRR, 2018

Reports of the Workshops of the 32nd AAAI Conference on Artificial Intelligence.
AI Mag., 2018

Gemini: Bidirectional Generation and Analysis of Games via ASP.
Proceedings of the Fourteenth AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment, 2018

2017
CHARDA: Causal Hybrid Automata Recovery via Dynamic Analysis.
Proceedings of the Twenty-Sixth International Joint Conference on Artificial Intelligence, 2017

Operationalizing Operational Logics: Semiotic Knowledge Representations for Interactive Systems.
Proceedings of the Twenty-Sixth International Joint Conference on Artificial Intelligence, 2017

Mechanics automatically recognized via interactive observation: jumping.
Proceedings of the International Conference on the Foundations of Digital Games, 2017

Refining operational logics.
Proceedings of the International Conference on the Foundations of Digital Games, 2017

Automatic mapping of NES games with mappy.
Proceedings of the International Conference on the Foundations of Digital Games, 2017

Getting the GISST: a toolkit for the creation, analysis and reference of game studies resources.
Proceedings of the International Conference on the Foundations of Digital Games, 2017

Automated game design learning.
Proceedings of the IEEE Conference on Computational Intelligence and Games, 2017

Evaluating a Solver-Aided Puzzle Design Tool.
Proceedings of the CHI'17 Workshop on Mixed-Initiative Creative Interfaces co-located with ACM CHI Conference on Human Factors in Computing Systems (CHI 2017), 2017

Towards General RPG Playing.
Proceedings of the Workshops of the Thirteenth AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment, 2017

Analyzing Expressionist Grammars by Reduction to Symbolic Visibly Pushdown Automata.
Proceedings of the Workshops of the Thirteenth AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment, 2017

HyPED: Modeling and Analyzing Action Games as Hybrid Systems.
Proceedings of the Thirteenth AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment (AIIDE-17), 2017

Against Forward Models.
Proceedings of the Workshops of the The Thirty-First AAAI Conference on Artificial Intelligence, 2017

2016
Crowdsourcing program preconditions via a classification game.
Proceedings of the 38th International Conference on Software Engineering, 2016

Design Lessons From Binary Fission: A Crowd Sourced Game for Precondition Discovery.
Proceedings of the First Joint International Conference of Digital Games Research Association and Foundation of Digital Games, 2016

2015
The Trojan Player Typology: A cross-genre, cross-cultural, behaviorally validated scale of video game play motivations.
Comput. Hum. Behav., 2015

Visualizing Loops and Data Structures in Xylem: The Code of Plants.
Proceedings of the 4th IEEE/ACM International Workshop on Games and Software Engineering, 2015

Combat in Games.
Proceedings of the 10th International Conference on the Foundations of Digital Games, 2015

Learning from Play: Facilitating Character Design Through Genetic Programming and Human Mimicry.
Proceedings of the Progress in Artificial Intelligence, 2015

Playspecs: Regular Expressions for Game Play Traces.
Proceedings of the Eleventh AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment, 2015

2014
A game-independent play trace dissimilarity metric.
Proceedings of the 9th International Conference on the Foundations of Digital Games, 2014

Software verification games: Designing Xylem, The Code of Plants.
Proceedings of the 9th International Conference on the Foundations of Digital Games, 2014


Evaluating Play Trace (Dis)similarity Metrics.
Proceedings of the Tenth AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment, 2014

2013
Modular Computational Critics for Games.
Proceedings of the Ninth AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment, 2013


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