Analyzing Graphical Logic in 2D Games:
This is a paper where I analyze the crap out of Activision's Kaboom! and use what I learned to develop a systematic interpretation and design methodology for simple 2D games.
Social Games (The Prom):
These papers describe various perspectives on the AI and design of the soon to be released game The Prom
Josh McCoy, Mike Treanor, Ben Samuel, Brandon Tearse, Michael Mateas, and Noah Wardrip-Fruin. Authoring Game-based Interactive Narrative using Social Games and Comme il Faut. The 4th International Conference & Festival of the Electronic Literature Organization (ELO_AI: Archive & Innovate). Providence, Rhode Island. 2010.
Josh McCoy, Mike Treanor, Ben Samuel, Brandon Tearse, Michael Mateas, and Noah Wardrip-Fruin. Comme il Faut 2: A fully realized model for socially-oriented gameplay. To appear in Proceedings of Foundations of Digital Games (FDG 2010) Intelligent Narrative Technologies III Workshop (INT3). Monterey, California, USA, 18 June 2010.
Comparison between political cartoons and games created about current events.
Mike Treanor, Michael Mateas. Newsgames: Procedural Rhetoric meets Political Cartoons. Conference of the Digital Games Research Association - DIGRA. 2009.
Mike Treanor, Michael Mateas. The Rhetoric of Newsgaming. Transliteracies New Reading Interfaces Group Symposium, Santa Barbara, CA, USA. May 12, 2007.
Automatic level generation for 2D platformers:
A generator for platformer levels where a designer is able to specify at the style level what sort of level he or she wants and the generator will take care of the rest.
Ideologically biased Game Generation