Jacob Schrum

Associate Professor of Math and Computer Science Jacob Schrum has had two peer-reviewed submissions accepted to the Genetic and Evolutionary Computation Conference, which will be held virtually in July 2021. Both submissions were written by undergraduate coauthors who participated in SCOPE during the summer of 2020: Benjamin Capps ’23 had a full paper, titled “Using Multiple Generative Adversarial Networks to Build Better-Connected Levels for Mega Man,” accepted for publication in the proceedings and will present the paper orally at the conference. Kirby Steckel ’21 had a poster paper accepted to the conference. A two-page extended abstract of his paper, “Illuminating the Space of Beatable Lode Runner Levels Produced by Various Generative Adversarial Networks,” will appear in the companion to the proceedings and will be presented at the conference’s virtual poster session.

—April 2021

Assistant Professor of Computer Science Jacob Schrum has had two peer-reviewed papers accepted to appear in the proceedings of the 2020 Genetic and Evolutionary Computation Conference. Both papers were sparked by research collaborations with coauthors that began at the 2017 Dagstuhl Seminar on AI-Driven Game Design. SU computer science major Jake Gutierrez ’22 later contributed to this line of research as part of SCOPE 2019, and major work finalizing the projects occurred as part of the 2019 Dagstuhl Seminar on Revolutions in Computational Game AI.

  • “Interactive Evolution and Exploration within Latent Level–Design Space of Generative Adversarial Networks” was written along with Gutierrez and four other collaborators: Vanessa Volz, Jialin Liu, Simon Lucas, and Sebastian Risi. It presents a method for interactively designing video-game levels for Super Mario Bros. and The Legend of Zelda using techniques that emulate the style of levels from the original games.
  • “CPPN2GAN: Combining Compositional Pattern–Producing Networks and GANs for Large-Scale Pattern Generation” was written with Vanessa Volz and Sebastian Risi and focuses on a way of scaling up the levels generated by our method to very large spaces. This particular approach to encoding game levels still emulates levels from Mario and Zelda but can generate content of arbitrary size that is connected in a cohesive way.
—March 2020

Computer science major Jake Gutierrez ’22 and Assistant Professor of Computer Science Jacob Schrum have had their peer-reviewed paper “Generative Adversarial Network Rooms in Generative Graph Grammar Dungeons for The Legend of Zelda” accepted for publication in the proceedings of the 2020 IEEE (Institute of Electrical and Electronics Engineers) Congress on Evolutionary Computation, which will be part of this year’s World Congress on Computational Intelligence. This research started as part of SCOPE 2019 and continued into fall 2019 with a human-subject study, which involved members of the SU community evaluating video-game dungeons created by the artificial-intelligence methods developed for the paper.

—March 2020

Computer science majors Anna Krolikowski ’20, Sarah Friday ’20, and Alice Quintanilla ’20 coauthored a peer-reviewed paper with Assistant Professor of Computer Science Jacob Schrum that was accepted to the EvoMUSART: International Conference on Computational Intelligence in Music, Sound, Art, and Design. Their paper, “Quantum Zentanglement: Combining Picbreeder and Wave Function Collapse to Create Zentangles,” presents a computational approach to generating art reminiscent of Zentangles. Examples of generated art are available here.

—January 2020

Assistant Professor of Computer Science Jacob Schrum attended the Institute of Electrical and Electronics Engineers Conference on Games in London, U.K., to present the paper “Desirable Behaviors for Companion Bots in First-Person Shooters,” coauthored with Adina Friedman ’19. Friedman started this research as part of her 2018 SCOPE experience. The full paper has been published in the conference proceedings.

—September 2019