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21st Century

20th Century

1. Procedural Content Generation 1. Parallel Computing
2. Game Programming 2. Circuit Complexity
3. Game Programming Education 3. Neural Networks
4. Video Game Assessment 4. Sorting Networks
5. Path Planning 5. Mathematical Puzzles
5. Miscellaneous 6. Computer Science Education
7. Academic Guides

How One Thing Followed Another

(Until Suddenly It Didn't)

Theoretical Computer Science was my chosen research field from my first RA position in 1981 until tenure in 1991. But in 1993 I suffered what I can only describe as an academic midlife crisis. A happy accident inspired me to change my research and teaching focus to game programming.

To say "this was not easy" is an understatement. This was 1993, remember. Game programming in academia was a new idea, it was groundbreaking, it was a paradigm shift of epic proportions. It was so far out of the box that I couldn't see the box at all from where I was standing. Not only did I not have the required skill-set, it wasn't even clear what the skill-set was. As a theoretician I was totally unprepared, but then so was the rest of the world. What the hell, I had tenure.

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