![]() |
Dr Cameron Browne |
Research Fellow in Simon Colton's Computational Creativity Group at Imperial College, London. I'm currently working on the EPSRC-funded project UCT for Games and Beyond, in which I am investigating Monte Carlo Tree Search (MCTS) methods for procedural content generation in creative domains. This involves ways in which MCTS — typically used for move planning in games and other decision problems — can instead be harnessed to analyse, optimise and design new games, music and artwork.
| Education |
| 2008 1993 1992 1990 |
PhD in AI and game design, QUT (Brisbane). Dean's Award for Outstanding Thesis. Computer Science Honours, 1st class, La Trobe University (Melbourne). Bachelor of Arts in Computer Science, University of Queensland (Brisbane). Bachelor of Science in Psychology, University of Queensland (Brisbane). |
| Work |
2010- |
Research Fellow, Computational Creativity Group, Imperial College London. Administrator, AI & Games Network, Imperial College London. Research Associate, University of Edinburgh: Automated modelling for casual game design. Developer, SWiSHzone.com (Sydney): SwishMax, the second most popular Flash editor. Researcher/Developer, CISRA (Canon Research Australia): Artistic effects and animation. Developer, Microsoft (Seattle): Windows 2000, GDI+ fonts for the NT Team. Developer, CISRA (Canon Research Australia): Automatic font decoration. Inventor of the Year 1998. Visiting Researcher, International Computer Science Institute (ICSI), Berkeley, USA. Tutor, Faculty of Information Technology, QUT, Brisbane. Tutor, Department of Computing, La Trobe University, Melbourne. |
| Grants |
2010- |
EPSRC grant, UCT for Games and Beyond (EP/I001964), Imperial College London. £546,000: Author and named researcher (part of larger £1.5m project). TSB grant, Board Game Generation for the iPhone (AK318J), Imperial College London. £15,000: Author and named researcher. Flexibility Funding, Automated Math. Modelling for Casual Game Design, Univ. Edinburgh. £12,000: Author and named researcher. |
| Awards |
2012 |
GECCO "Humies" gold medal for human-competitive results in evolutionary computation. |
| Patents |
1997- |
24 Patents for CISRA (Canon Research Australia). |
| Books |
2012 |
C. Browne, Margo Basics, Lulu.com, POD (ISBN 9781300095156). C. Browne and N. Romeral Andrés, Shibumi Rule Book, Lulu.com, POD (ISBN 1471087298). C. Browne, Evolutionary Game Design, Springer, Berlin (ISBN 1447121783). C. Browne, Connection Games: Variations on a Theme, AK Peters, Massachusetts (ISBN 1568812248). C. Browne, Hex Strategy: Making The Right Connections, AK Peters, Massachusetts (ISBN 1568811179). |
| Thesis |
2008 |
C. Browne, Automatic Generation and Evaluation of Recombination Games, PhD Thesis, QUT, Brisbane. |
| Papers |
| 2013 |
C. Browne, “A Problem Case for UCT,” IEEE Transactions on Computational Intelligence and AI in Games, 5:1, 69-74. |
| 2012 |
C. Browne and S. Tavener, "Life in the Fast Lane", AIFactory Newsletter, Winter 2012, Issue 2. |
2011 |
C. Browne, “On the Dangers of Random Playouts,” ICGA Journal, 34:1. C. Browne, “Towards MCTS for Creative Domains,” ICCC-11, Mexico City. J. Togelius, G. Yannakakis, K. Stanley and C. Browne (2011) “Search-based Procedural Content Generation: A Taxonomy and Survey,” IEEE Transactions on Computational Intelligence and AI in Games, 3:3, 172-186. |
2010 |
C. Browne and F. Maire, “Evolutionary Game Design,” IEEE Transactions on Computational Intelligence and AI in Games, 2:1, 1-16. J. Togelius, G. Yannakakis, K. Stanley and C. Browne, "Search-Based Procedural Content Generation," EvoApplications Workshop, LNCS 2024, 141-150. A. Howlett, S. Colton and C. Browne, “Evolving Pixel Shaders for the Prototype Video Game Subversion,” AI and Games Symposium, AISB'10. A. Martin, A. Lim, S. Colton and C. Browne, “Evolving 3D Buildings for the Prototype Video Game Subversion,” Proceedings of the EvoGames Workshop, 111-120. |
2009 |
S. Colton and C. Browne, “Evolving Simple Art-based Games,” EvoGames Workshop, LNCS 5485, 283-292. |
2008 |
C. Browne, “Duotone Truchet-like Tilings,” Mathematics and the Arts, 2:4, 189-196. C. Browne, “Truchet curves and surfaces,” Computers & Graphics, 32:2, 268-281. C. Browne, “Gaudi's organic geometry,” Computers & Graphics, 32:1, 105-115. C. Browne, “Artistic box trees,” Fractals, 15:3, 249-253. |
2007 |
C. Browne, “Efficient trees: greed is good,” Computers & Graphics, 31:4, 610-616. C. Browne, “Impossible fractals,” Computers & Graphics, 31:4, 659-667. C. Browne, “Harmonograms,” Computers & Graphics, 31:2, 292-300. C. Browne, “Taiji variations: Yin and Yang in multiple dimensions,”Computers & Graphics 31:1, 142-146. |
2006 |
C. Browne, “Wild knots,” Computers & Graphics, 30:6, 1027-1032. C. Browne and P. Wamelen, “Spiral packing,” Computers & Graphics, 30:5, 834-842. C. Browne, “Fractal board games,” Computers & Graphics, 30:1, 126-133. |
2005 |
C. Browne, “Cantor knots,” Computers & Graphics, 29:6, 998-1003. C. Browne, “Rep-tiles with woven horns,” Computers & Graphics, 29:4, 625-629. |
2003 |
C. Browne, “Akron: Connections in a Higher Dimension,” Abstract Games Magazine, 1:14. |
2002 |
C. Browne, “Hex Strategy 5: Opening Theory,” Abstract Games Magazine, 1:10. C. Browne, “Rep-tiles with Woven Horns,” M/C: A Journal of Media and Culture, 5:4. |
2001 |
C. Browne, “Hex Strategy 4: Computer Hex,” Abstract Games Magazine, 1:8. C. Browne, “Gonnect: The Best of Go and Hex,” Abstract Games Magazine, 1:6. |
2000 |
C. Browne, “Hex Strategy 3: Ladders,” Abstract Games Magazine, 1:4. C. Browne, “Hex Strategy 2: Board Analysis,” Abstract Games Magazine, 1:3. C. Browne, “Hex Strategy 1: Introduction and Basic Strategy,” Abstract Games Magazine, 1:2. |
1998 |
C. Browne, “Font Decoration by Automatic Mesh Fitting,” Electronic Publishing, Artistic Imaging,
and Digital Typography, R. D. Hersch, J. Andre and H. Brown (eds), Springer-Verlag, Berlin, 23-43. |
1996 |
C. Browne, J. Hogan, and J. Hynd, “Prediction of Student Performance Using Neurocomputing Techniques,” Proceedings of the 1st Australasian Conference on Computer Science Education, ACM, 57-72. Erdõs number 3. |
| Editorships |
2013 |
Associate Editor of the International Computer Games Association (ICGA) Journal. |
| Invited Talks |
2011 |
"Monte Carlo Tree Search," Imperial College London, UK. |
| Programme Committees |
2013 |
IEEE Symposium on Computational Intelligence, Singapore. |
| Workshop and Event Organisation |
2013 |
AI & Game Aesthetics, AIIDE 2013 workshop, Stanford, USA. |
| Supervisions |
2012 |
Muhammad Ariff Hafiz, MEng4 project, Imperial College London, supervisor. Ilya Zushinskiy, MEng4 project, Imperial College London, supervisor. Gareth Williams, MSc, Imperial College London, co-supervisor. |
| Published Board Games |
2012 |
Shibumi, Nestorgames, Spain. Margo, Nestorgames, Spain. Yavalath Deluxe, Nestorgames, Spain. Pentalath, Nestorgames, Spain. Akron, Pancerola, Poland. Margo, Pancerola, Poland. Triad, Pancerola, Poland. Celtica, Nestorgames, Spain. Cross, Nestorgames, Spain. Mutton, Nestorgames, Spain. Rebel Moon Defense, Nestorgames, Spain. Palago, Colour of Strategy, NZ. Limit, Nestorgames, Spain. Yavalath, Nestorgames, Spain. Trilith, IQideas, NZ. BoardGameGeek entry listing most of my game designs (63 at last count). |
| Artwork |
2010 |
Publicity art for the 10th anniversary of the California Mathematics Council. |
| Samples |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
|
September 2007 cover for Fractals. |
2008 cover for Computers & Graphics. |
Home - Games - Graphics - Other
Site designed by Cameron Browne © 2002-9.