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Travelled to:
1 × France
1 × USA
Collaborated with:
Matthew Guzdial B.Li Brent Harrison Nicholas Liao Zijin Luo C.León G.Sukthankar Hong Yu 0010 Spencer Frazier A.Zook Stephen Lee-Urban Zhiyu Lin Kyle Xiao Hua Ai A.Ram Christopher Purdy X.Wang Larry He S.Robertson R.Solomon T.W.Gillespie T.Chociemski V.Master A.Mohan N.M.Davis B.O'Neill B.Headrick A.Grosz M.Nitsche Alexander E. Zook Michael Cook 0001 E.Butler Kristin Siu James Owen Ryan Ben Samuel Adam Summerville M.Mateas N.Wardrip-Fruin
Talks about:
interact (3) generat (3) experi (3) video (3) crowdsourc (2) gameplay (2) extract (2) player (2) narrat (2) design (2)

Person: Mark Riedl

DBLP DBLP: Riedl:Mark

Facilitated 1 volumes:

AIIDE 2012Ed

Contributed to:

HCI/LCT 20152015
CHI 20132013
AIIDE 20092009
AIIDE 20112011
AIIDE 20122012
FDG 20132013
FDG 20152015
AIIDE 20162016
FDG 20172017
AIIDE 20182018
AIIDE 20192019
FDG 20192019

Wrote 17 papers:

LCT-2015-RobertsonSRGCMM #design #implementation #visual notation
The Visual Design and Implementation of an Embodied Conversational Agent in a Shared Decision-Making Context (eCoach) (SR, RS, MR, TWG, TC, VM, AM), pp. 427–437.
CHI-2013-DavisZOHRGN
Creativity support for novice digital filmmaking (NMD, AZ, BO, BH, MR, AG, MN), pp. 651–660.
AIIDE-2009-RiedlL #generative
Generating Story Analogues (MR, CL).
AIIDE-2011-RiedlLAR #case study #experience #multi #robust
Robust and Authorable Multiplayer Storytelling Experiences (MR, BL, HA, AR).
AIIDE-2012-RiedlS
Preface (MR, GS).
FDG-2013-LiLR #crowdsourcing #game studies #interactive
Crowdsourcing interactive fiction games (BL, SLU, MR), pp. 431–432.
FDG-2013-YuR #interactive #personalisation #towards
Toward personalized guidance in interactive narratives (HY0, MR), pp. 457–458.
FDG-2015-GuzdialHLR #crowdsourcing #interactive
Crowdsourcing Open Interactive Narrative (MG, BH, BL, MR).
FDG-2015-ZookHR #analysis #game studies #monte carlo
Monte-Carlo Tree Search for Simulation-based Play Strategy Analysis (AZ, BH, MR).
AIIDE-2016-ZookCBSGRRSSMW #case study #experience
Playable Experiences at AIIDE 2016 (AEZ, MC0, EB, KS, MG, MR, JOR, BS, AS, MM, NWF), p. 251–?.
FDG-2017-LiaoGR #modelling
Deep convolutional player modeling on log and level data (NL, MG, MR), p. 4.
AIIDE-2018-GuzdialR #automation #concept #design #game studies
Automated Game Design via Conceptual Expansion (MG, MR), pp. 31–37.
AIIDE-2018-LuoGLR #experience #video
Player Experience Extraction from Gameplay Video (ZL, MG, NL, MR), pp. 52–58.
AIIDE-2018-PurdyWHR #metric #predict #quality
Predicting Generated Story Quality with Quantitative Measures (CP, XW, LH, MR), pp. 95–101.
AIIDE-2019-FrazierR #learning
Improving Deep Reinforcement Learning in Minecraft with Action Advice (SF, MR), pp. 146–152.
AIIDE-2019-LinXR #learning #named #semantics
GenerationMania: Learning to Semantically Choreograph (ZL, KX, MR), pp. 52–58.
FDG-2019-LuoGR #network #parsing #using #video
Making CNNs for video parsing accessible: event extraction from DOTA2 gameplay video using transfer, zero-shot, and network pruning (ZL, MG, MR), p. 10.

Bibliography of Software Language Engineering in Generated Hypertext (BibSLEIGH) is created and maintained by Dr. Vadim Zaytsev.
Hosted as a part of SLEBOK on GitHub.