Michael Cerny Green

Video Games, Artificial Intelligence, and Learning

Contact Me

various ways to stalk me

Email: @

Blog: The Musings

Facebook: My Profile

Twitter: @Bumblebor

LinkedIn: Michael Green

Github: mcgreentn

Soundcloud: ChampChampChamp

Resume

Media

anything that mentions me
Publications

[2018] PR Newswire - "First-of-its-Kind Competition for Minecraft to Probe the Creative Potential of Artificial Intelligence"

[2016] Lehigh Summer Review - "Building Knowledge"

[2016] The Brown and White - "Fourth mobiLEHIGH"

[2015] The Brown and White - "mobiLEHIGH"

Conference Streams

[2017] "Press Space to Fire" @ EXAG

[2017] General Video Game Rule Generation @ CIG

About Me

hi, I'm Mike Green

Born in Poughkeepsie, NY and raised in Cary, NC, I've lived in Memphis, Tennessee for the last 15 years. I studied abroad in Rome, Italy for a semester to obtain global experience. I've studied the past four years in Bethlehem, PA. I'm now based in New York, NY.

I am currently pursuing a PhD in Video Game Design and Artificial Intelligence at New York University. Right now my research is focused around A.I. and Video Games, and how they can be applied to learning. I love video games, coffee, code, dogs, and sailing.

I started a blog at the beginning of my candidacy to record my thoughts and research. I don't know if anyone ever reads it, but check it out sometime.

Research

stuff I've worked on

[2018] Data-driven Design: A Case for Maximalist Game Design – Gabriella Alves Bulhoes Barros, Michael Cerny Green, Antonios Liapis, Julian Togelius – Submitted to ICCC 2018

[2018] Who Killed Albert Einstein? From Open Data to Murder Mystery Games – Gabriella Alves Bulhoes Barros, Michael Cerny Green, Antonios Liapis, Julian Togelius – Published in TOG 2018.

[2018] Automated Playtesting with Procedural Personas with Evolved Heuristics – Christoffer Holmgard, Michael Cerny Green, Antonios Liapis, Julian Togelius – Published in TOG 2018.

[2017] “Press Space To Fire”: Automatic Video Game Tutorial Generation – Michael Cerny Green, Ahmed Khalifa, Gabriella A. B. Barros, and Julian Togelius – Published at EXAG 2017.

[2017] General Video Game Rule Generation – Ahmed Khalifa, Michael Cerny Green, Diego Perez-Liebana, and Julian Togelius – Published at CIG 2017.

DATA Agent was the culmination of a massive research undertaking started by Gabriella Barros. I joined the project in 2016, and together we created this game. TO BE RELEASED SOON!

The beginnings of my thesis research, AtDelfi is a system contained within the GVGAI Framework which reads in source code to output a tutorial.

A incredibly easy and efficient way to test AI against a large variety of simple 2d video games. I have helped develop the Rule-Generation Track together with some of my colleagues.

A text-based, narrative-adventure game about time-travel that I made for my Narrative Game Design Class in Spring 2018.

A cyclical, text-based, narrative-adventure game about my favorite experiences from being a lifeguard in highschool.

I made this game with a team for my final project in my Narrative Game Design class in Spring 2018.

After I created Cubes, I decided I wanted to build another space-themed prototype within a "next-gen" Stay Alive context. Olav Broccoli is not finished in the slightest, but it is fun to mess around with 3d space, and even more fun to optimize it for phones.

The Stay Alive series was one of my very first video games, originally made for mobiLehigh 2014. Although the revamped Evolved has < 100 downloads, it's older brother SS had over 400.

Edu-venture was a protoype I built during Hack NYU 2017 in 36 hours with a team of 3 others. All assets are totally copyrighted, so please don't sue.

Before Spotify, I used to download all my music from youtube (mostly artists that released stuff for free like TheFatRat). Along the way I became exhausted with the heavy application based software and the online, ad-infested apps. So I made my own simple downloading tool.

Cubes was a prototype I built my junior year of college for mobiLehigh 2015. We were interviewed about it. and were awarded the Bethlehem's Choice Award. Cubes was my first exploration into 3d space and physics within the Unity Engine.

The more games I have worked on, the more I've dabbled in audio creation and mixing. Here are the soundtracks I've created so far for my games.

Solo Releases
Stay Alive: Evolved Soundtrack (Album)
Cubes Soundtrack (Album)