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Max Kreminski
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Max Kreminski

@maxkreminski

PhD student in the Expressive Intelligence Studio @UCSC, using computers to augment human creativity. AI, HCI, procgen, games & play. (they/them)

Santa Cruz, CA
mkremins.github.io
Vrijeme pridruživanja: prosinac 2011.

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    Max Kreminski‏ @maxkreminski 19. ruj 2019.
    • Prijavi Tweet

    ⏳ Felt: A Simple Story Sifter @meldckn & I built a query language-based system that uses “sifting patterns” to automatically identify narratively compelling emergent situations in simulated storyworlds. to be presented @icids this November! https://mkremins.github.io/publications/Felt_SimpleStorySifter.pdf …pic.twitter.com/GMrWzFYRPZ

    15:06 - 19. ruj 2019.
    • 53 proslijeđena tweeta
    • 184 oznake „sviđa mi se”
    • Mike Stringer GIANT ROBOT FROM FUTURE connor | 10e-2x engineer get those grads some COLA Dario 🏜️🧀 but there is a sense in which Deniz Kural Eddie Melcer Josh Miller
    Korisnici Max Kreminski, Melanie Dickinson i Noah Wardrip-Fruin
    53 proslijeđena tweeta 184 korisnika označavaju da im se sviđa
      1. Novi razgovor
      2. Max Kreminski‏ @maxkreminski 19. ruj 2019.
        • Prijavi Tweet

        the core idea of story sifting: simulation-driven emergent narrative games (e.g. Dwarf Fortress, The Sims, Crusader Kings II) produce massive profusions of simulated events, most of which are relatively uninteresting, & it’s hard to sift through them to find the good bits…

        1 reply 0 proslijeđenih tweetova 16 korisnika označava da im se sviđa
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      3. Max Kreminski‏ @maxkreminski 19. ruj 2019.
        • Prijavi Tweet

        …but if we could automatically identify sequences of events that make for interesting story building blocks, we could deliberately surface these sequences to the player to ensure they have a storyful play experience overall

        1 reply 0 proslijeđenih tweetova 18 korisnika označava da im se sviđa
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      4. Max Kreminski‏ @maxkreminski 19. ruj 2019.
        • Prijavi Tweet

        Max Kreminski je proslijedio/a tweet korisnika/ceJames Ryan

        this is what @xfoml calls “curationist emergent narrative”: we build simulations that generate tons of events, then curate these events to produce stories that highlight specific sequences of interesting events. for more on this, see James’s dissertation:https://twitter.com/xfoml/status/1096463136297832448 …

        Max Kreminski je dodan/na,

        James Ryan @xfoml
        my PhD thesis _CURATING SIMULATED STORYWORLDS_ is out now at http://researchgate.net/publication/330855103_Curating_Simulated_Storyworlds …—it's a manifesto for emergent narrative, and the first dissertation in the nascent Computational Media program at UC Santa Cruz (I'll periodically summarize portions of it below ☟) pic.twitter.com/CdcGIJjGPp
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        1 reply 0 proslijeđenih tweetova 11 korisnika označava da im se sviđa
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      5. Max Kreminski‏ @maxkreminski 19. ruj 2019.
        • Prijavi Tweet

        one way to curate events is to write lots of “sifting patterns”: parametrized specifications that describe sets of storyful events in relation to one another. e.g. a sifting pattern could match a sequence of events describing a betrayal, or the formation of a love triangle

        1 reply 0 proslijeđenih tweetova 9 korisnika označava da im se sviđa
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      6. Max Kreminski‏ @maxkreminski 19. ruj 2019.
        • Prijavi Tweet

        a number of existing story sifting systems, including those developed by @xfoml, use a sifting pattern-based approach. in existing systems, however, sifting patterns have generally been pretty boilerplate-y & complicated to write, creating a content authoring bottleneck

        1 reply 0 proslijeđenih tweetova 8 korisnika označava da im se sviđa
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      7. Max Kreminski‏ @maxkreminski 19. ruj 2019.
        • Prijavi Tweet

        our system, Felt, tries to deal with this problem. our key insight: by using a “real” query language (actually a thin layer of syntax sugar over Datalog) to define sifting patterns, we can make our pattern definitions much more concise & easier to write than in previous systemspic.twitter.com/BZWhEDS2Mb

        A moderately complicated Felt sifting pattern that will match a sequence of two betrayals perpetrated by the same impulsive character, with no other actions perpetrated by the same character (but arbitrarily many other events) in between.
        1 reply 0 proslijeđenih tweetova 9 korisnika označava da im se sviđa
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      8. Max Kreminski‏ @maxkreminski 19. ruj 2019.
        • Prijavi Tweet

        Max Kreminski je proslijedio/a tweet korisnika/ceMax Kreminski

        there’s a lot of other stuff going on in this paper too. we briefly discuss a few case studies of in-development playable experiences that make use of Felt, including Cozy Mystery Construction Kit, which you might remember from the PCG Workshop this year…https://twitter.com/maxkreminski/status/1138602323922395142 …

        Max Kreminski je dodan/na,

        Max Kreminski @maxkreminski
        🔍 Cozy Mystery Construction Kit: Prototyping Toward an AI-Assisted Collaborative Storytelling Mystery Game documenting the design process for my lab’s main project this past year: using AI & PCG to support player creativity in collaborative storytelling https://mkremins.github.io/publications/CozyMysteryConstructionKit.pdf … pic.twitter.com/nOaiaOghQg
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        1 reply 0 proslijeđenih tweetova 5 korisnika označava da im se sviđa
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      9. Max Kreminski‏ @maxkreminski 19. ruj 2019.
        • Prijavi Tweet

        …& we’re also excited about how story sifting can be used to implement character subjectivity if incorporated into simulation: characters can run sifting patterns to “tell themselves stories about” past events, & then act based on their subjective interpretations of these eventspic.twitter.com/JeVX1Fu2jz

        CMCK characters engage in retroactive interpretation of events through the sifting of their own stories, one another’s stories, and the stories of the world around them. Moreover, in CMCK, the differential interpretations that result from this process of sifting serve as the main driver of character conflict.
        1 reply 0 proslijeđenih tweetova 12 korisnika označava da im se sviđa
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      10. Max Kreminski‏ @maxkreminski 19. ruj 2019.
        • Prijavi Tweet

        but the #1 reason I’m excited about this paper in particular is because it describes a computational system (Felt) that embodies the “main argument” of my current research direction: emergent narrative game design is a creativity support problem!

        1 reply 0 proslijeđenih tweetova 10 korisnika označava da im se sviđa
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      11. Max Kreminski‏ @maxkreminski 19. ruj 2019.
        • Prijavi Tweet

        Max Kreminski je proslijedio/a tweet korisnika/ceMax Kreminski

        this argument runs through almost all of my recent work – especially Generative Games as Storytelling Partners (https://twitter.com/maxkreminski/status/1146468103766736896 …) & Evaluating AI-Based Games Through Retellings (https://twitter.com/maxkreminski/status/1159874248774569984 …) – & Felt as a system is designed around this ethos from the bottom up

        Max Kreminski je dodan/na,

        Max Kreminski @maxkreminski
        ✍️ Evaluating AI-Based Games Through Retellings we propose a new way to evaluate AI-based games via analysis of player-written stories about play experiences, & demonstrate application of our method to three existing games: Stellaris, Civ VI, & Prom Week https://mkremins.github.io/publications/EvaluatingViaRetellings.pdf … pic.twitter.com/r6AFTXyZ1d
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        1 reply 0 proslijeđenih tweetova 8 korisnika označava da im se sviđa
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      12. Max Kreminski‏ @maxkreminski 19. ruj 2019.
        • Prijavi Tweet

        specifically, Felt is designed for use in mixed-initiative contexts, to surface raw story material to the player in a way that helps players assemble stories of their own. rather than generating stories, we aim to provide computational support for story construction

        0 proslijeđenih tweetova 7 korisnika označava da im se sviđa
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