Proceedings of the 14th Conference on Artificial Intelligence and Interactive Digital Entertainment
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Jonathan P. Rowe, Gillian Smith
Proceedings of the 14th Conference on Artificial Intelligence and Interactive Digital Entertainment
AIIDE-2018, 2018.

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@proceedings{AIIDE-2018,
	editor        = "Jonathan P. Rowe and Gillian Smith",
	ee            = "http://www.aaai.org/Library/AIIDE/aiide18contents.php",
	isbn          = "978-1-57735-804-6",
	publisher     = "{AAAI Press}",
	title         = "{Proceedings of the 14th Conference on Artificial Intelligence and Interactive Digital Entertainment}",
	year          = 2018,
}

Contents (46 items)

AIIDE-2018-BaierC #flexibility
Evolutionary MCTS with Flexible Search Horizon (HB, PIC), pp. 2–8.
AIIDE-2018-ChenG #domain-specific language #generative #named
GIGL: A Domain Specific Language for Procedural Content Generation with Grammatical Representations (TC, SJG), pp. 9–16.
AIIDE-2018-DobreL
POMCP with Human Preferences in Settlers of Catan (MSD, AL), pp. 17–23.
AIIDE-2018-EgerM #comparison #deduction #game studies #social
Keeping the Story Straight: A Comparison of Commitment Strategies for a Social Deduction Game (ME, CM), pp. 24–30.
AIIDE-2018-GuzdialR #automation #concept #design #game studies
Automated Game Design via Conceptual Expansion (MG, MR), pp. 31–37.
AIIDE-2018-Horswill #embedded #named #runtime #satisfiability
CatSAT: A Practical, Embedded, SAT Language for Runtime PCG (IDH), pp. 38–44.
AIIDE-2018-Horswill18a #game studies #named
Postmortem: MKULTRA, An Experimental AI-Based Game (IDH), pp. 45–51.
AIIDE-2018-LuoGLR #experience #video
Player Experience Extraction from Gameplay Video (ZL, MG, NL, MR), pp. 52–58.
AIIDE-2018-MathewsonM #game studies #named #using
Improbotics: Exploring the Imitation Game Using Machine Intelligence in Improvised Theatre (KWM, PM), pp. 59–66.
AIIDE-2018-MoraesML #game studies #realtime
Nested-Greedy Search for Adversarial Real-Time Games (ROM, JRHM, LHSL), pp. 67–73.
AIIDE-2018-MoraesMLN #abstraction #combinator #multi
Action Abstractions for Combinatorial Multi-Armed Bandit Tree Search (ROM, JRHM, LHSL, MAN), pp. 74–80.
AIIDE-2018-OliveiraNSR #behaviour #evolution #interactive
Evolving Behaviors for an Interactive Cube-Based Artifact (VMO, HADdN, FAAMNS, CSR), pp. 81–87.
AIIDE-2018-PartlanCSKSHE #analysis #automation #interactive
Exploratory Automated Analysis of Structural Features of Interactive Narrative (NP, EC, SS, EK, GS, CH, MSEN), pp. 88–94.
AIIDE-2018-PurdyWHR #metric #predict #quality
Predicting Generated Story Quality with Quantitative Measures (CP, XW, LH, MR), pp. 95–101.
AIIDE-2018-SifaYRB #architecture #bottom-up #comparative #evaluation #game studies #matrix #online #recommendation
Matrix and Tensor Factorization Based Game Content Recommender Systems: A Bottom-Up Architecture and a Comparative Online Evaluation (RS, RY, RR, CB), pp. 102–108.
AIIDE-2018-SturtevantO #generative
Exhaustive and Semi-Exhaustive Procedural Content Generation (NRS, MJO), pp. 109–115.
AIIDE-2018-Summerville #evaluation #generative
Expanding Expressive Range: Evaluation Methodologies for Procedural Content Generation (AS), pp. 116–122.
AIIDE-2018-SummervilleMSOW #analysis #bidirectional #game studies #generative #named
Gemini: Bidirectional Generation and Analysis of Games via ASP (AS, CM, BS, JCO, NWF, MM), pp. 123–129.
AIIDE-2018-ThueB #comprehension #experience #towards
Toward a Unified Understanding of Experience Management (DT, VB), pp. 130–137.
AIIDE-2018-AytemizKHSW #framework #named
Talin: A Framework for Dynamic Tutorials Based on the Skill Atoms Theory (BA, IK, JH, AMS, JW), pp. 138–144.
AIIDE-2018-BeaupreWBS #approach #design pattern #generative #multi
A Design Pattern Approach for Multi-Game Level Generation (SB, TW, SB, GS), pp. 145–151.
AIIDE-2018-CanossaMTD #profiling #string
Like a DNA String: Sequence-Based Player Profiling in Tom Clancy's The Division (AC, SM, JT, AD), pp. 152–158.
AIIDE-2018-SilvaBKAZ
Exploring Gameplay With AI Agents (FdMS, IB, JK, NA, KAZ), pp. 159–165.
AIIDE-2018-HornMSC #approach #automation #monte carlo
A Monte Carlo Approach to Skill-Based Automated Playtesting (BH, JAM, GS, SC), pp. 166–172.
AIIDE-2018-KantharajuAZCSO #education #game studies #parallel #programming
Tracing Player Knowledge in a Parallel Programming Educational Game (PK, KBA, JZ, BC, BKS, SO), pp. 173–179.
AIIDE-2018-KunanusontLP #algorithm #experience #modelling
Modeling Player Experience with the N-Tuple Bandit Evolutionary Algorithm (KK, SML, DPL), pp. 180–186.
AIIDE-2018-LeeTZXDA #architecture #composition #learning
Modular Architecture for StarCraft II with Deep Reinforcement Learning (DL, HT, JOZ, HX, TD, PA), pp. 187–193.
AIIDE-2018-MobramaeinBW #design #interface
CADI - A Conversational Assistive Design Interface for Discovering Pong Variants (AM, MB, JW), pp. 194–200.
AIIDE-2018-NeufeldMB #approach #behaviour #execution #hybrid #network
A Hybrid Approach to Planning and Execution in Dynamic Environments Through Hierarchical Task Networks and Behavior Trees (XN, SM, SB), pp. 201–207.
AIIDE-2018-PackardO #case study #learning #user study
A User Study on Learning from Human Demonstration (BP, SO), pp. 208–214.
AIIDE-2018-SawyerRAL #modelling
Modeling Player Engagement with Bayesian Hierarchical Models (RS, JPR, RA, JCL), pp. 215–221.
AIIDE-2018-ShirvaniFW
Combining Intentionality and Belief: Revisiting Believable Character Plans (AS, RF, SGW), pp. 222–228.
AIIDE-2018-SmejkalG #game studies
Engaging Turn-Based Combat in the Children of the Galaxy Videogame (PS, JG), pp. 229–235.
AIIDE-2018-StefnissonT #authoring #interactive #named
Mimisbrunnur: AI-Assisted Authoring for Interactive Storytelling (ISS, DT), pp. 236–242.
AIIDE-2018-WigginsKMMBWL #education #game studies #predict
Affect-Based Early Prediction of Player Mental Demand and Engagement for Educational Games (JBW, MK, WM, BWM, KEB, ENW, JCL), pp. 243–249.
AIIDE-2018-YoonAHK #architecture #design #mining
Design Mining for Minecraft Architecture (EY, EA, BH, RAK), pp. 250–256.
AIIDE-2018-ZhangV #comprehension #modelling
Modelling Player Understanding of Non-Player Character Paths (MXZ, CV), pp. 257–264.
AIIDE-2018-GainaLP #algorithm #named #visualisation
VERTIGØ: Visualisation of Rolling Horizon Evolutionary Algorithms in GVGAI (RDG, SML, DPL), pp. 265–267.
AIIDE-2018-Ontanon #comprehension #game studies #named #natural language #prototype
SHRDLU: A Game Prototype Inspired by Winograd's Natural Language Understanding Work (SO), pp. 268–270.
AIIDE-2018-ScurtiV #generative
Generating Paths with WFC (HS, CV), pp. 271–274.
AIIDE-2018-SamuelRSHRWSTMS #case study #experience
Playable Experiences at AIIDE 2018 (BS, AAR, ES, SH, BDR, LW, TS, MT, JM, AS, AS, ETG, RF, SGW, KC), pp. 275–281.
AIIDE-2018-Azad #generative #towards
Towards Generating Narratives for the Real World (SA), pp. 282–284.
AIIDE-2018-Canaan #game studies
Games as Co-Creative Cooperative Systems (RC), pp. 285–287.
AIIDE-2018-Card #editing
Structure Editors and Autonomous Agents (AC), pp. 288–289.
AIIDE-2018-Farrell #experience
Experience Management with Beliefs, Desires, and Intentions for Virtual Agents (RF), pp. 290–292.
AIIDE-2018-Sanghrajka #authoring #modelling
Leveraging Cognitive Models in Planning to Assist Narrative Authoring (RS), p. 293–?.

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