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Dr Cameron Browne |
Research Fellow in Simon Colton's Computational Creativity Group at Imperial College, London. My current work involves Monte Carlo Tree Search (MCTS) for procedural content generation in creative domains. I am investigating ways in which MCTS — typically used for move planning in games — can instead be harnessed to analyse, optimise and design new games, music and artwork.
Call for Papers: Monte Carlo Tree Search for Games, special session at CIG 2012.
| Education |
| 2008 1993 1991 1989 |
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 world's second most popular Flash editor. Researcher/Developer, CISRA (Canon Research, Sydney): Artistic effects and animation. Developer, Microsoft (Seattle): Windows 2000, GDI+ fonts for the NT Team. Developer, CISRA (Canon Research, Sydney): 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. |
| Books |
2011 |
C. Browne, Evolutionary Game Design, Springer, Berlin. C. Browne, Connection Games: Variations on a Theme, AK Peters, Massachusetts. C. Browne, Hex Strategy: Making The Right Connections, AK Peters, Massachusetts. |
| Thesis |
2008 |
C. Browne, Automatic Generation and Evaluation of Recombination Games, PhD Thesis, QUT. |
| Papers |
| 2012 | C. Browne, E. Powley, D. Whitehouse, S. Lucas, P. I. Cowling, P. Rohlfshagen, S. Tavener, D. Perez, S. Samothrakis and S. Colton, “A Survey of Monte Carlo Tree Search Methods,” IEEE Transactions on Computational Intelligence and AI in Games, 4:1, 1-43. |
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 (in press). C. Browne, “Metrics for Better Puzzles,” in Game Metrics: Maximizing the Value of Player Data, M. S. El-Nasr, A. Drachen, A. Canossa and K. Isbister (eds), Springer, Berlin (to appear). C. Browne, “Counting Creatures,” Entertainment Computing (to appear). G. Williams, C. Browne, S. Colton, S. Tavener, “Predicting Game Quality from MCTS Trees,” (in preparation). |
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 (thanks Paul!) |
| Guest Editorship |
2011 |
"Computational Aesthetics in Games," special issue of IEEE Transactions on Computational Intelligence and AI in Games. |
| Invited Talks |
2010 |
"Monte Carlo Tree Search," Imperial College London (UK). |
| Programme Committees |
2011 |
Computers in Games (CIG 2011), Seoul (South Korea). |
| Workshop and Event Organisation |
2010 |
Android programming workshop, Imperial College London. 3rd Networking Event, AI & Games Network, Dana Centre (London). MCTS: State of the Art, Imperial College London. The world's first international symposium on MCTS! iPad programming workshop, Imperial College London. |
| Supervisions |
2011 |
Stephen Tavener, PhD, Imperial College London, co-supervisor. Gareth Williams, MSc, Imperial College London, co-supervisor. |
| Board Games |
2010 |
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). Yavalath, Nestorgames (Spain). Limit, Nestorgames (Spain). Trilith, IQideas (NZ). BoardGameGeek entry listing most of my game designs (55 at last count). |
| Artwork |
2010 |
Publicity art for the 10th anniversary of the California Mathematics Council. |
| Samples |
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September 2007 cover for Fractals. |
2008 cover for Computers & Graphics. |
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