Publications
Riemer van Rozen. "Languages of Games and Play: Automating Game Design & Enabling Live Programming". PhD Thesis. University of Amsterdam, Feb. 2020. HDL:
11245.1/5b899657-b786-46e0-815b-be669f002514
Journal Articles
- Jean-Baptiste Döderlein, Riemer van Rozen, and Tijs van der Storm. “LiveRec: Prototyping Probes by Framing Debug Protocols”. In: The Art, Science, and Engineering of Programming 8.3 (2024). DOI: 10.22152/programming-journal.org/2024/8/16
- Riemer van Rozen. “Languages of Games and Play: A Systematic Mapping Study”. In: ACM Computing Surveys 53.6 (Dec. 2020). URL: https://vrozen.github.io/LoGaP. DOI: 10.1145/3412843
- Riemer van Rozen and Tijs van der Storm. “Toward Live Domain-Specific Languages: From Text Differencing to Adapting Models at Run Time”. In: Software & Systems Modeling 18.1 (Feb. 2019). DOI: 10.1007/s10270-017-0608-7
Conference Papers
- Riemer van Rozen. “Cascade: A Meta-Language for Change, Cause and Effect”. In: Proceedings of the International Conference on Software Language Engineering. ACM, 2023. DOI: 10.1145/3623476.3623515
- Riemer van Rozen, Anders Bouwer, and Karel Millenaar. “Towards a Unified Language for Card Game Design”. In: Proceedings of the International Conference on the Foundations of Digital Games. ACM, 2023. DOI: 10.1145/3582437.3587185
- Clement Julia and Riemer van Rozen. “ScriptButler serves an Empirical Study of PuzzleScript”. In: Proceedings of the International Conference on the Foundations of Digital Games. ACM, 2023. DOI: 10.1145/3582437.3582467
- Riemer van Rozen and Tijs van der Storm. “Origin Tracking + Text Differencing = Textual Model Differencing”. In: Theory and Practice of Model Transformations. Vol. 9152. LNCS. Springer, 2015. DOI: 10.1007/978-3-319-21155-8_2
- Riemer van Rozen. “A Pattern-Based Game Mechanics Design Assistant”. In: Proceedings of the International Conference on the Foundations of Digital Games. SASDG, 2015. URL: http://www.fdg2015.org/papers/fdg2015_paper_79.pdf
- Riemer van Rozen and Joris Dormans. “Adapting Game Mechanics with Micro-Machinations”. In: Proceedings of the International Conference on the Foundations of Digital Games. SASDG, 2014. URL: http://www.fdg2014.org/papers/fdg2014_paper_34.pdf
- Paul Klint and Riemer van Rozen. “Micro-Machinations: A DSL for Game Economies”. In: Proceedings of the International Conference on Software Language Engineering. Vol. 8225. LNCS. Springer, 2013. DOI: 10.1007/978-3-319-02654-1_3
Workshop Papers
- Elisabeth Kletsko and Riemer van Rozen. “Advanced Game Engine Wizardry for Visual Programming Environments”. In: Proceedings of the Workshop on Programming Abstractions and Interactive Notations, Tools, and Environments, PAINT. ACM, 2024. DOI: 10.1145/3689488.3689992 Preprint: PDF
- Dennis Vet and Riemer van Rozen. “The Puzzle Forecast: Tutorial Analytics Predict Trial and Error”. In: Proceedings of the International Conference on the Foundations of Digital Games, FDG 2024 – as part of the Workshop on Procedural Content Generation, PCG 2024. ACM, 2024. DOI: 10.1145/3649921.3659854
- Riemer van Rozen. “Game Engine Wizardry for Programming Mischief”. In: Proceedings of the Workshop on Programming Abstractions and Interactive Notations, Tools, and Environments, PAINT. ACM, 2023. DOI: 10.1145/3623504.3623570
- Riemer van Rozen, Georgia Samaritaki, and Joris Dormans. “Debugging Procedural Level Designs with Mental Maps”. In: In: Proceedings of the International Conference on the Foundations of Digital Games, FDG 2022 – as part of the Workshop on Procedural Content Generation, PCG 2022. ACM, 2022. DOI: 10.1145/3555858.3564252
- Riemer van Rozen. “Cascade: A Meta-Language for Change Cause and Effect”. In: Workshop on Live Programming, LIVE 2022. Note: An extended version of this paper appears in SLE 2023. liveprog.org, 2022. URL: https://ir.cwi.nl/pub/32568/32568.pdf
- Riemer van Rozen, Youri Reijne, Clement Julia, and Georgia Samaritaki. “First-Person Realtime Collaborative Metaprogramming Adventures”. In: Joint Proceedings of the AIIDE 2021 Workshops – as part of the 1st Workshop on Programming Languages and Interactive Entertainment, PLIE. Vol. 3217. CEUR WS. 2021. URL: https://ceur-ws.org/Vol-3217/paper20.pdf
- Riemer van Rozen and Quinten Heijn. “Measuring Quality of Grammars for Procedural Level Generation”. In: Proceedings of the International Conference on Foundations of Digital Games, FDG 2018 – as part of the Workshop on Procedural Content Generation, PCG 2018. ACM, 2018. DOI: 10.1145/3235765.3235821
- Rosa Corstjens, Anders Bouwer, Joris Dormans, and Riemer van Rozen. “Wonderful Design: Applying Appraisal Theory to Procedural Level Generation”. In: Joint Proceedings of the AIIDE 2018 Workshops – as part of the Workshop on Experimental AI in Games, EXAG 2018. Vol. 2282. CEUR WS. 2018. URL: https://ceur-ws.org/Vol-2282/EXAG_106.pdf
- Riemer van Rozen and Tijs van der Storm. “Model Differencing for Textual DSLs”. In: Software Evolution in Belgium and the Netherlands, BENEVOL 2014. CWI, 2014. URL: https://ir.cwi.nl/pub/23133/23133B.pdf
- Paul Klint, Loren Roosendaal, and Riemer van Rozen. “Game Developers Need Lua AiR: Static Analysis of Lua Using Interface Models”. In: Entertainment Computing – as part of the 2nd Workshop on Game Development and Model-Driven Software Development, GD&MDSD. Vol. 7522. LNCS. Springer, 2012. DOI: 10.1007/978-3-642-33542-6_69
Technical Reports
- Riemer van Rozen, Paul Sottosanti, Joris Dormans, and Mike Treanor. “A Note on Depth of Game Rules”. In: BIRS Workshop on Computational Modeling in Games, May 15–20 2016, Banff International Research Station, Banff, Canada. Technical report. 2016
Tutorials
- Riemer van Rozen. “Zelf Leuke Spelregels Ontwerpen”. In: CWI Open Dag, Weekend van de Wetenschap, 5 Oktober 2024. Lecture, demo and workshop. 2024. [PDF]
- Riemer van Rozen. “Live Game Design: You Make The Rules”. In: CWI Open Day, Science Weekend, October 5th 2024. Lecture, demo and workshop. 2024 [PDF]