Wednesday 28 May 2008

Penelope (Penny) Sweetser

Designer on Medieval II: Total War - Kingdoms and Medieval II: Total War at Creative Assembly (Sega Brisbane). Now with 2K Oz.

Moby Games
DBLP

PhD. Thesis, "An Emergent Approach to Game Design - Development and Play"
Emergence in Games, supervised by Janet Wiles.


Publications:

"Player-Centered Game Environments: Assessing Player Opinions, Experiences, and Issues"
@misc{ and-playercentered,
author = "Penelope Sweetser And",
title = "Player-Centered Game Environments: Assessing Player Opinions, Experiences and Issues",
url = "http://citeseer.ist.psu.edu/704590.html" }

Sweetser, P. (in press) Emergence in Games. Hingham, MA: Charles River Media, Inc.
Sweetser, P. (2006) An Emergent Approach to Game Design - Development and Play. Ph.D. Thesis. University of Queensland, Australia.

Sweetser, P. (2006) Environmental Awareness in Game Agents. In Rabin, S. (Ed.), AI Game Programming Wisdom 3, Hingham, MA: Charles River Media, Inc.

Sweetser, P. & Wiles, J. (2005) Scripting versus Emergence: Issues for Game Developers and Players in Game Environment Design. International Journal of Intelligent Games and Simulations 4 (1), pp. 1-9.

Sweetser, P. & Wiles, J. (2005) Combining Influence Maps and Cellular Automata for Reactive Game Agents. 6th International Conference on Intelligent Data Engineering and Automated Learning, Lecture Notes in Computer Science, 3578, pp. 524-531.

Sweetser, P. (2004). How to Build Neural Networks for Games. In Rabin, S. (Ed.), AI Game Programming Wisdom 2.
Hingham , MA : Charles River Media, Inc.

Sweetser, P. (2004). How to Build Evolutionary Algorithms for Games. In Rabin, S. (Ed.), AI Game Programming Wisdom 2.
Hingham , MA : Charles River Media, Inc.

Sweetser, P. (2004). Strategic Decision-Making with Neural Networks and Influence Maps. In Rabin, S. (Ed.), AI Game Programming Wisdom 2.
Hingham , MA : Charles River Media, Inc.

Sweetser, P. (2004) Using Cellular Automata and Influence Maps in Games. Presented at the Australian Game Developers Conference, Melbourne, Australia (2-4 December, 2004).

Sweetser, P. (2002) Learning AI in Games. Presented at the Australian Game Developers Conference, Melbourne, Australia (6-8 December, 2002).

Sweetser, P. & Wyeth, P. (2005) GameFlow: A Method for Evaluating Player Enjoyment in Games. ACM Computers in Entertainment 3 (3).
@article{1077253,
author = {Penelope Sweetser and Peta Wyeth},
title = {GameFlow: a model for evaluating player enjoyment in games},
journal = {Comput. Entertain.},
volume = {3},
number = {3},
year = {2005},
issn = {1544-3574},
pages = {3--3},
doi = {http://doi.acm.org/10.1145/1077246.1077253},
publisher = {ACM},
address = {New York, NY, USA},
}
Peta Wyeth, HCI (learning) and games lecturer at Nottingham.



Sweetser, P. & Johnson, D. (2004) Player-Centred Game Environments: Assessing Playing Opinions, Experiences and Issues. Entertainment Computing - ICEC 2004: Third International Conference, Lecture Notes in Computer Science, 3166, pp. 321-332.

Sweetser, P., Johnson, D., Sweetser, J., & Wiles, J. (2003) Creating Engaging Artificial Characters for Games. Proceedings of the Second International Conference on Entertainment Computing.
Pittsburgh , PA : Carnegie Mellon University .
@inproceedings{958734,
author = {Penelope Sweetser and Daniel Johnson and Jane Sweetser and Janet Wiles},
title = {Creating engaging artificial characters for games},
booktitle = {ICEC '03: Proceedings of the second international conference on Entertainment computing},
year = {2003},
pages = {1--8},
location = {Pittsburgh, Pennsylvania},
publisher = {Carnegie Mellon University},
address = {Pittsburgh, PA, USA},
}

Sweetser, P. & Dennis, S. (2003). Facilitating Learning in a Real Time Strategy Computer Game. Entertainment Computing: Technologies and Applications (eds. Ryohei Nakatsu and Junichi Hoshino). Kluwer Academic Publishers, Boston.

Sweetser, P. & Drennan, P. (2003) User-Centred Design in Games. Presented at the Australian Game Developers Conference Academic Summit, Melbourne, Australia (20-23 November, 2003).

Johnson, D., Gardner, J., Wiles, J., Sweetser, P. & Hollingsworth, K. (2003). The Inherent Appeal of Physically Controlled Peripherals. Entertainment Computing: Technologies and Applications (eds. Ryohei Nakatsu and Junichi Hoshino). Kluwer Academic Publishers, Boston.

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