Proceedings of the 13th Conference on Artificial Intelligence and Interactive Digital Entertainment
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Brian Magerko, Jonathan P. Rowe
Proceedings of the 13th Conference on Artificial Intelligence and Interactive Digital Entertainment
AIIDE-2017, 2017.

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@proceedings{AIIDE-2017,
	editor        = "Brian Magerko and Jonathan P. Rowe",
	ee            = "http://www.aaai.org/Library/AIIDE/aiide17contents.php",
	isbn          = "978-1-57735-791-9",
	publisher     = "{AAAI Press}",
	title         = "{Proceedings of the 13th Conference on Artificial Intelligence and Interactive Digital Entertainment}",
	year          = 2017,
}

Contents (51 items)

AIIDE-2017-AzadXYL #interactive #linear #programming #scheduling
Scheduling Live Interactive Narratives with Mixed-Integer Linear Programming (SA, JX, HY, BL), pp. 2–8.
AIIDE-2017-BarrigaSB #game studies #learning #realtime
Combining Strategic Learning with Tactical Search in Real-Time Strategy Games (NAB, MS, MB), pp. 9–15.
AIIDE-2017-CampbellV #learning
Learning Combat in NetHack (JC, CV), pp. 16–22.
AIIDE-2017-CorreiaA0MP #game studies #social
A Social Robot as a Card Game Player (FC, PAO, TR0, FSM, AP), pp. 23–29.
AIIDE-2017-EgerM #game studies #specification
Practical Specification of Belief Manipulation in Games (ME, CM), pp. 30–36.
AIIDE-2017-FarrellW #interactive #using
Influencing User Choices in Interactive Narratives Using Indexter's Pairwise Event Salience Hypothesis (RF, SGW), pp. 37–42.
AIIDE-2017-HankeC #game studies #recommendation
A Recommender System for Hero Line-Ups in MOBA Games (LH, LC), pp. 43–49.
AIIDE-2017-LinGKS #dataset #named #research
STARDATA: A StarCraft AI Research Dataset (ZL, JG, VK, GS), pp. 50–56.
AIIDE-2017-LiuM #game studies
Balancing Zero-Sum Games with One Variable per Strategy (AJL, SM), pp. 57–65.
AIIDE-2017-MathewsonM
Improvised Theatre Alongside Artificial Intelligences (KWM, PM), pp. 66–72.
AIIDE-2017-MazeikaW #3d #game studies #generative
Solving for Bespoke Game Assets: Applying Style to 3D Generative Artifacts (JM, JW), pp. 73–79.
AIIDE-2017-MinMRTWBL #game studies #multimodal #recognition
Multimodal Goal Recognition in Open-World Digital Games (WM, BWM, JPR, RGT, ENW, KEB, JCL), pp. 80–86.
AIIDE-2017-OsbornLM #game studies #hybrid #modelling #named
HyPED: Modeling and Analyzing Action Games as Hybrid Systems (JCO, BL, MM), pp. 87–93.
AIIDE-2017-PowleyCW #bound #memory management #monte carlo
Memory Bounded Monte Carlo Tree Search (EJP, PIC, DW), pp. 94–100.
AIIDE-2017-ShirvaniWF
A Possible Worlds Model of Belief for State-Space Narrative Planning (AS, SGW, RF), pp. 101–107.
AIIDE-2017-SigurdsonB #algorithm #heuristic #learning #realtime
Deep Learning for Real-Time Heuristic Search Algorithm Selection (DS, VB), pp. 108–114.
AIIDE-2017-Smith #challenge #design #generative
Generative Design for Textiles: Opportunities and Challenges for Entertainment AI (GS), pp. 115–121.
AIIDE-2017-SnodgrassSO #generative #machine learning
Studying the Effects of Training Data on Machine Learning-Based Procedural Content Generation (SS, AS, SO), pp. 122–128.
AIIDE-2017-WinstonM
Turn-Taking with Improvisational Co-Creative Agents (LW, BM), pp. 129–136.
AIIDE-2017-OskouieB #algorithm #fault #heuristic #realtime #robust
Robustness of Real-Time Heuristic Search Algorithms to Read/Write Error in Externally Stored Heuristics (MAO, VB), pp. 137–143.
AIIDE-2017-BahamonY #empirical #evaluation #generative
An Empirical Evaluation of a Generative Method for the Expression of Personality Traits through Action Choice (JCB, RMY), pp. 144–150.
AIIDE-2017-BrownLK #interactive
Reputation Systems for Non-Player Character Interactions Based on Player Actions (JAB, JL, NK), pp. 151–157.
AIIDE-2017-BunianCCE #behaviour #difference #game studies #modelling #using
Modeling Individual Differences in Game Behavior Using HMM (SB, AC, RCC, MSEN), pp. 158–164.
AIIDE-2017-ClarkF #performance #random #scalability #search-based
Fast Random Genetic Search for Large-Scale RTS Combat Scenarios (CC, AF), pp. 165–171.
AIIDE-2017-DongB #education #evaluation #game studies #generative #programming
Evaluation of a Template-Based Puzzle Generator for an Educational Programming Game (YD, TB), pp. 172–178.
AIIDE-2017-DrakeSL #adaptation #behaviour #towards
Towards Adaptability of Demonstration-Based Training of NPC Behavior (JD, AS, ML), pp. 179–185.
AIIDE-2017-JuniorMMP #generative #music #novel
Emerging Sounds Through Implicit Cooperation: A Novel Model for Dynamic Music Generation (MEJ, GRM, LSM, YTdP), pp. 186–192.
AIIDE-2017-FarrellW17a #semantics #using
Causal Link Semantics for Narrative Planning Using Numeric Fluents (RF, SGW), pp. 193–199.
AIIDE-2017-HartHGOXW #architecture #simulation
Dante Agent Architecture for Force-On-Force Wargame Simulation and Training (BH, DH, RG, FJO, PGX, JW), pp. 200–206.
AIIDE-2017-RavariSSD #game studies #hybrid #online #predict
Predicting Victory in a Hybrid Online Competitive Game: The Case of Destiny (YNR, PS, RS, AD), pp. 207–213.
AIIDE-2017-PadovaniFL #game studies #music #named #recommendation
Bardo: Emotion-Based Music Recommendation for Tabletop Role-Playing Games (RRP, LNF, LHSL), pp. 214–220.
AIIDE-2017-SanghrajkaHCK #named
LISA: Lexically Intelligent Story Assistant (RS, DH, PPC, MK), pp. 221–227.
AIIDE-2017-SarkarC #game studies #predict
Level Difficulty and Player Skill Prediction in Human Computation Games (AS, SC), pp. 228–233.
AIIDE-2017-StephensonR
Creating a Hyper-Agent for Solving Angry Birds Levels (MS, JR), pp. 234–240.
AIIDE-2017-StephensonRG #complexity #game studies
The Computational Complexity of Angry Birds and Similar Physics-Simulation Games (MS, JR, XG), pp. 241–247.
AIIDE-2017-ViljanenAHP #using
A/B-Test of Retention and Monetization Using the Cox Model (MV, AA, JH, TP), pp. 248–254.
AIIDE-2017-WangRMML #behaviour #data-driven #interactive #personalisation #simulation
Simulating Player Behavior for Data-Driven Interactive Narrative Personalization (PW, JPR, WM, BWM, JCL), pp. 255–261.
AIIDE-2017-WinerY
Merits of Hierarchical Story and Discourse Planning with Merged Languages (DRW, RMY), pp. 262–269.
AIIDE-2017-0001Y0KK #game studies #video
Feasibility Study: Moving Non-Homogeneous Teams in Congested Video Game Environments (HM0, JY, LC0, TKSK, SK), pp. 270–272.
AIIDE-2017-PowleyNGCFSIC #design #game studies #named
Wevva: Democratising Game Design (EJP, MJN, SEG, SC, BPF, RS, PI, MC0), pp. 273–276.
AIIDE-2017-Berov #modelling
Character Focused Narrative Models for Computational Storytelling (LB), pp. 277–279.
AIIDE-2017-Eger #game studies
Intentional Agents for Epistemic Games (ME), pp. 280–282.
AIIDE-2017-Junior
Dream Machine: A Creative and Autonomous Machine for Creating Stories and Worlds (MEJ), pp. 283–285.
AIIDE-2017-FerreiraW #composition #game studies #music #named
MTG: Context-Based Music Composition for Tabletop Role-Playing Games (LNF, JW), pp. 286–288.
AIIDE-2017-Grow #tool support
Cooperative Creativity Support Tools for Computational Crafting (AG), pp. 289–291.
AIIDE-2017-Horn #education #framework #game studies #generative
A Skill-Based Framework for the Generation and Presentation of Educational Videogame Content (BH), pp. 292–294.
AIIDE-2017-Lamb #crowdsourcing #social #social media
Crowdsourced Social Media Poetry (CEL), pp. 295–297.
AIIDE-2017-Long #case study #experience
Pre-Learning Experiences with Co-Creative Agents in Museums (DL), pp. 298–300.
AIIDE-2017-Tavares #algorithm #game studies
Algorithm Selection in Zero-Sum Computer Games (ART), pp. 301–303.
AIIDE-2017-Winer #automation #towards
Towards Expressive Automated Storytelling Systems (DRW), pp. 304–307.
AIIDE-2017-TreanorWRSOCSCV #case study #experience
Playable Experiences at AIIDE 2017 (MT, NW, MR, AMS, PO, LC, LS, EC, NV, DFH, PM, AG, JD, BDR, SG, SH, LW, TS), p. 308–?.

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