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Cameron Browne



CV

Currently Vice-Chancellor's Senior Research Fellow at Queensland University of Technology (QUT) in Brisbane, Australia.

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. #1 CS student for 1993 (Honours thesis awarded 96%).
Bachelor of Arts (Computer Science), University of Queensland, Brisbane.
Bachelor of Science (Psychology), University of Queensland, Brisbane.

Work
2014-
2013-2014
2010-2013
2009-2010
2009
2003-2008
1999-2003
1998-1999
1997-1998
1996
1995
1994
Vice-Chancellor's Senior Research Fellow, QUT, Brisbane.
Research Fellow, Goldsmiths College, London.
Research Fellow, Computational Creativity Group, Imperial College, London.
Research Assistant, AI & Games Network, Imperial College, London.
Research Associate, Imperial College, London, and University of Edinburgh: Automated modelling for casual game design.
Developer, SWiSHzone.com, Sydney: SwishMax, the world's second most popular Flash editor.
Senior Software Engineer, Canon Research Australia (CISRA), Sydney: Artistic effects and animation.
Software Engineer, Microsoft, Seattle: Windows 2000, GDI+ fonts for the NT Team.
Software Engineer, Canon Research Australia (CISRA), 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
2010-2014

2009

2009
EPSRC grant, UCT for Games and Beyond (EP/I001964), Imperial College, London.
£546,000: Instigator/author of proposal and named researcher (part of larger £1.5m project).
TSB grant, Board Game Generation for the iPhone (AK318J), Imperial College, London.
£15,000: Instigator/author of proposal and named researcher.
Flexibility Funding, Automated Mathematical Modelling for Casual Game Design, University of Edinburgh.
£12,000: Instigator/author of proposal and named researcher.

Awards
2012
2009
2005
1998
GECCO "Humies" gold medal for human-competitive results in evolutionary computation.
Dean's Award for Outstanding Thesis, QUT, Brisbane.
Australian Postgraduate Award (APA).
Canon Research Australia Inventor of the Year for 1998.

Patents
1997-2003
40 Patents for Canon Research Australia (CISRA) in Australia, USA and Europe. First or single author of most.

Books
2012

2011
2005
2000
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.

Book Chapters
2014



2013
M. Nelson, J. Togelius, C. Browne and M. Cook, "Rules and Mechanics", in Procedural Content Generation in Games:
    A Textbook and an Overview of Current Research
, Springer, Berlin, 97-117.
C. Browne, S. Colton, M. Cook, J. Gow and R. Baumgarten, "Towards the Adaptive Generation of Bespoke Game Content",
    in The IEEE Handbok of Digital Games, H. Agius and M. Angelides (eds), IEEE Press, 17-64.
C. Browne, “Metrics for Better Puzzles”, in Game Analytics: Maximizing the Value of Player Data,
    M. S. El-Nasr, A. Drachen, A. Canossa and K. Isbister (eds), Springer, Berlin, 769-800.

Articles
2017

C. Browne, "Back to the Past: Ancient Games as a New AI Frontier", AAAI'17, workshop on What's Next for AI in Games?, San Francisco, 1-2.
2016




C. Browne, "Make the Design do the Work", Game & Puzzle Design, 2:2, 27-40.
C. Browne, "A Game Design Approach to a Real World Problem", Game & Puzzle Design, 2:2, 76-80.
C. Browne, "Editorial: Nothing New Under the Sun", Game & Puzzle Design, 2:2, 3-4.
C. Browne, "A Class Grammar for General Games", Computers and Games (CG 2016), Springer LNCS 10068, 169-184.
C. Browne, "Algorithms for Interactive Sprouts", Theoretical Computer Science, Special Issue on Computer Games, 644:C, 29-42.
C. Browne, "Editorial: Game Design in the Age of AI", Game & Puzzle Design, 2:1, 3-4.
N. Romeral Andrés and C. Browne, "Eco-Friendly Game Design", Game & Puzzle Design, 2:1, 19-27.
C. Browne, "Bug or Feature?", Game & Puzzle Design, 2:1, 61-69.

2015










C. Browne and F. Maire, "Monte Carlo Analysis of a Puzzle Game", Advances in Artificial Intelligence (AI 2015), Springer LNAI 9457, 83-95.
C. Browne, "Editorial: Mixing and Fixing Games", Game & Puzzle Design, 1:2, 3-4.
C. Browne, "Try: A Hybrid Puzzle/Game", Game & Puzzle Design, 1:2, 21-27.
C. Browne, "Coalition Control Through Forced Betrayal", Game & Puzzle Design, 1:2, 50-52.
C. Browne, "Explore the Design Space", Game & Puzzle Design, 1:2, 71-83.
C. Browne, "Boundary Matching for Interactive Sprouts", Advances in Computer Games (ACG 2015), Springer LNCS 9525, 147-159.
C. Browne, "Editorial: Welcome to Game & Puzzle Design", Game & Puzzle Design, 1:1, 3-4.
C. Browne, "The Nature of Puzzles", Game & Puzzle Design, 1:1, 23-34.
C. Browne, "Uniqueness in Logic Puzzles", Game & Puzzle Design, 1:1, 35-37.
C. Browne, "Embed the Rules", Game & Puzzle Design, 1:1, 60-70.
2014

C. Browne, J. Togelius and N. Sturtevant, “Guest Editorial: General Games”, IEEE T-CIAIG, 6:4, 1-3.
C. Browne, "What Can Game AI Teach Us?", ICGA Journal, 37:3, 171-175.
C. Browne, "Bitboard Methods for Games", ICGA Journal, 37:2, 67-84.
C. Browne, "Evolutionary Game Design: Automated Game Design Comes of Age", SIGEVOlution Newsletter, 6:2, 3-16 (cover story).
R. Riveret, C. Browne, D. Busquets and J. Pitt, "Monte Carlo Tree Search in Argumentation", ArgMAS Workshop, Paris.
2013

C. Browne, “A Problem Case for UCT”, IEEE T-CIAIG, 5:1, 69-74.
C. Browne, "UCT for PCG", IEEE CIG 2013, 137-144.
C. Browne, "Deductive Search for Logic Puzzles", IEEE CIG 2013, 359-366.
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 T-CIAIG, 4:1, 1-43.
C. Browne and S. Colton, "Computational Creativity in a Closed Game System", IEEE CIG 2012, 296-303.
C. Browne, "Evolutionary Game Design", "Humies" competition entry, GECCO 2012, Philadelphia (gold medal winner). [slides]
C. Browne, G. Yannakakis and S. Colton, “Guest Editorial: Computational Aesthetics and Games”, IEEE T-CIAIG, 4:3, 1-2.
C. Browne, “Elegance in Game Design”, IEEE T-CIAIG, 4:3, 229-240.
C. Browne, “Yavalath: Sample Chapter from Evolutionary Game Design”, ICGA Journal, 35:1, 20-27.
C. Browne, “Go Without Ko on Hexagonal Grids”, ICGA Journal, 35:1, 37-40.
C. Browne and S. Tavener, “Bitwise-Parallel Reduction for Connection Tests”, IEEE T-CIAIG, 4:2, 112-119.
C. Browne and S. Tavener, "Life in the Fast Lane", AIFactory Newsletter, Winter 2012, Issue 2.
2011

J. Togelius, G. Yannakakis, K. Stanley and C. Browne, “Search-based Procedural Content Generation: A Taxonomy and Survey”,
    IEEE T-CIAIG
, 3:3, 172-186.
C. Browne, “Towards MCTS for Creative Domains”, ICCC-11, Mexico City, 96-101.
C. Browne, “On the Dangers of Random Playouts”, ICGA Journal, 34:1, 25-26.
2010
C. Browne and F. Maire, “Evolutionary Game Design”, IEEE T-CIAIG, 2:1, 1-16.
J. Togelius, G. Yannakakis, K. Stanley and C. Browne, "Search-Based Procedural Content Generation",
    EvoApplications, Springer LNCS 2024, 141-150.
A. Howlett, S. Colton and C. Browne, “Evolving Pixel Shaders for the Prototype Video Game Subversion”, AI and Games (AISB'10).
A. Martin, A. Lim, S. Colton and C. Browne, “Evolving 3D Buildings for the Prototype Video Game Subversion”,
    EvoGames, Springer LNCS 2024, 111-120.
2009
2008



2007



2006


2005

2003
2002

2001

2000


1998

1996





S. Colton and C. Browne, “Evolving Simple Art-based Games", EvoGames, Springer LNCS 5485, 283-292.
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.
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.
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.
C. Browne, “Cantor knots”, Computers & Graphics, 29:6, 998-1003.
C. Browne, “Rep-tiles with woven horns”, Computers & Graphics, 29:4, 625-629.
C. Browne, “Akron: Connections in a Higher Dimension”, Abstract Games Magazine, 1:14.
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.
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.
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.
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, Berlin, 23-43.
C. Browne, J. Hogan, and J. Hynd, “Prediction of Student Performance Using Neurocomputing Techniques”,
    Proc. 1st Australasian Conference on Computer Science Education
, ACM, 57-72.

h-Index: 14. 
Erdõs: 3.
orcid.org/0000-0003-2997-3255

Editorships

2015 –
2013 –
2012 –
2011 –

Founder and Editor-in-Chief of Game & Puzzle Design journal.
Associate Editor of the Electronic Journal of Computer Science and Information Technology (eJCSIT).
Section Editor of the International Computer Games Association (ICGA) journal.
Associate Editor of the IEEE Transactions on Computational Intelligence and AI in Games (T-CIAIG):
 • Guest Editor of T-CIAIG special issue on "General Games" (2014).
 • Guest Editor of T-CIAIG special issue on "Computational Aesthetics and Games" (2012).


Reviwer For
2010 –
IEEE Transactions on Computational Intelligence and AI in Games (T-CIAIG).
Journal of AI Research (JAIR).
International Computer Games Association Journal
.
Journal of Mathematics and the Arts (Taylor & Francis).
Journal of Entertainment Computing (Elsevier).
Neural Computing & Applications (Springer journal).
IEEE Transactions on Systems, Man and Cybernetics - Part B.
Springer (book proposals).
ACM Special Interest Group on Computer Graphics and Interactive Techniques (SIGGRAPH).
European Conference on the Applications of Evolutionary Computation (EvoApps and EvoGames).
European Conference on Artificial Intelligence (ECAI).
Association for the Advancement of Artificial Intelligence (AAAI).

Programme Committees
2017




2016






2015



2014
2013





2012


2011

2010






2009
Computational Creativity and Games Workshop (CCGW 2017), Atlanta, USA.
Digital Games Research Association (DiGRA 2017), Melbourne, Australia.
Foundations of Digital Games (FDG 2017), Cape Cod, USA.
AI & Games Symposium (AISB '17), Bath, UK.
GECCO Digital Entertainment Technologies and Arts (GECCO-2017 DETA), Berlin, Germany.
Procedural Content Geneation (PCG @ DiGRA/FDG 2016), Dundee, Scotland.
Foundations of Digital Games (DiGRA/FDG 2016), Dundee, Scotland.
IEEE Computational Intelligence in Games (CIG 2016), Santorini, Greece.
Advances in Computer Games (ACG 2016), Leiden, Netherlands.
Computational Creativity & Games Workshop (CCGW 2016), Paris, France.
GECCO Digital Entertainment Technologies and Arts (GECCO-2016 DETA), Denver, USA.
Technologies and Applications of Artificial Intelligence (TAAI 2016), Hsinchu, Taiwan.
Foundations of Digital Games (FDG 2015), Pacific Grove, USA.
IEEE Computational Intelligence in Games (CIG 2015), Tainan, Taiwan.
Advances in Computer Games (ACG 2015), Leiden, Netherlands.
Technologies and Applications of Artificial Intelligence (TAAI 2015), Tainan, Taiwan.
IEEE Computational Intelligence in Games (CIG 2014), Dortmund, Germany.
AAAI Conference on AI and Interactive Digital Entertainment (AIIDE 2013), Boston, USA.
International Conference on Technologies and Applications of Artificial Intelligence (TAAI '13), Taipei, Waiwan.
IEEE Computational Intelligence in Games (CIG 2013), Niagara Falls, Canada.
IEEE Symposium on Computational Intelligence, Singapore.
IEEE Congress on Evolutionary Computation (CEC 2013), Cancun, Mexico.
International Computer Games Association Conference (CG 2013), Yokohama, Japan.
Third Workshop on Procedural Generation in Games (PCG2012), Raleigh, USA.
IEEE Computational Intelligence in Games (CIG 2012), Granada, Spain. Chair of "PCG for Games" special session and co-chair of "MCTS for Games" special session.
AISB Symposium: AI & Games (AI-4-Games), Birgmingham, UK.
IEEE Computational Intelligence in Games (CIG 2011), Seoul, South Korea.
AI & Games Symposium (AISB '11), York, UK.
IEEE Games Innovation Conference (GIC'2010), Hong Kong.
11th annual European GAMEON Conference (GAMEON'2010), Leicester, UK.
IEEE Conference on Computational Intelligence in Games (CIG'2010), Copenhagen, Denmark.
Workshop on Procedural Content for Computer Games (PC Games 2010), Monterey, USA.
4th International Conference on the Foundations of Digital games (ICFDG 2010), Sydney, Australia.
AIBS Symposium on AI & Games (AI&GAMES 2010), Leicester, UK.
Fourth International Conference on the Foundations of Digital Games (ICFDG 2009), Florida, USA.

Invited Talks
2013
2010-2011

2010

2008

"Games Without Frontiers", QUT, Brisbane, Australia.
"Monte Carlo Tree Search", Imperial College, London, UK.
“Fast Playouts for Connection Games”, Friedrich-Schiller-Universitaet, Jena, Germany.
“Truchet Curves and Surfaces”, London Knowledge Lab, UK.
“Evolutionary Game Design”, Jet Propulsion Lab, Cambridge University, UK.

Workshop and Event Organisation
2013
2010-2013

2010

AI & Game Aesthetics, AIIDE 2013 workshop co-organiser, Boston, USA.
UCT for Games and Beyond
, joint project meetings.
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
2015-
2015
2012




2011

J. West, Deep Learning for General Games: Towards Artificial General Intelligence, PhD, QUT, Brisbane, co-supervisor.
D. Jakes, GPU Acceleration for General Games, VRES 4th year Engineering project, QUT, Brisbane, supervisor.
I. Zushinskiy, Computer Aided Kitchen Sink Game Design via Artificial Intelligence, MEng 4 project, Imperial College, London, supervisor.
M. A. Hafiz, Automatically Generating Interesting Monsters in Roguelikes, MEng 4 project, Imperial College, London, supervisor.
H.-W. Wai, Automated Transcription for Piano Music, MEng 4 project, Imperial College, London, co-supervisor.
J. Wong, Turning Music into a Game, MEng 4 project, Imperial College, London, co-supervisor.
S. Tavener, Benevolent AI for Games, PhD, Imperial College, London, co-supervisor.
G. Williams, Determining Game Quality Through UCT Tree Shape Analysis, MSc thesis, Imperial College, London, co-supervisor.

Published Board Games
2016
2012



2011
2010



2009


2008


2006
Akron, Nestorgames, Spain.
Shibumi,
Nestorgames, Spain.
Margo
, Nestorgames, Spain.
Yavalath Deluxe,
Nestorgames, Spain.
Pentalath,
Nestorgames, Spain.
Stax, 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
2011
2010
2009

2008


2007
2006
2005
2003
2000

J.-P. Delahaye, "Infini et impossible!" Pour la Science, 203, 88-93 (illustrations).
Publicity art for the 10th anniversary of the California Mathematics Council.
C. Pickover, The Math Book, Sterling (contributor).
H. Gilbert and J. Lo, Performance and Cosmopolitics, Palgrave Macmillan (cover image).
A. Tiedermann, Pythagoras' Firkant: Matemagi for talfreaks, Forlaget Matematik, Nordby (contributor).
Bridges 2008, 11th annual Bridges Conference, Leeuwarden, Netherlands (exhibitor).
Computers & Graphics, all 2008 issues (cover image).
Fractals: Complex Geometry, Patterns, and Scaling in Nature and Society, September issue (cover image).
C. Pickover, The Mobius Strip, Thunder's Mouth Press, New York City (contributor).
C. Browne, Connection Games: Variations on a Theme, AK Peters (cover image and illustrations).
H. Gilbert and A. Johnston, In Transit: Travel, Text, Empire, Peter Lang (cover image).
C. Browne, Hex Strategy: Making The Right Connections, AK Peters (cover image and illustrations).

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