Collaborated with:
Marcia Spetch David Thue Sergio Poo Hernandez Alejandro Jose Ramirez Devon Sigurdson Stephen Hladky Yngvi Björnsson ∅ Mina Abdi Oskouie Kacy Doucet Everton Schumacker Soares A.Geramifard P.Chubak Andrew Cenkner D. Chris Rayner R.Lawrence Greg Lee Elliot A. Ludvig Emilie St. Hilaire Yathirajan Brammadesam Manavalan Thorey Maria Mariusdottir Matthew R. Brown Eric Wasylishen Steve Solomon J.Gratch M.v.Lent Alejandro Isaza Jieshan Lu R.Greiner Michael Webb Trevon Romanuik Dylan R. Ashley Valliappa Chockalingam Braedy Kuzma Joshua Sirota Matthew R. G. Brown William Yeoh 0001 C.Hernández S.Koenig Michael Cook 0001 Robert Michael Young Squirrel Eiserloh Justus Robertson Tommy Thompson David Churchill Martin Cerný 0001 N.R.Sturtevant Jeff Orkin Robert Zubek Stephen G. Ware Christian Stith Phillip Wright Squirrel (Brian) Eiserloh Alejandro Ramirez-Sanabria Kieran Lord
Talks about:
heurist (7) search (7) model (7) time (7) real (7) interact (6) player (6) base (5) algorithm (4) storytel (4)
Person: Vadim Bulitko
DBLP: Bulitko:Vadim
Facilitated 2 volumes:
Contributed to:
Wrote 30 papers:
- AIIDE-2006-GeramifardCB
- Biased Cost Pathfinding (AG, PC, VB), pp. 112–114.
- AIIDE-2006-ThueB #game studies #modelling
- Modeling Goal-Directed Players in Digital Games (DT, VB), pp. 86–91.
- AIIDE-2007-ThueBSW #approach #interactive #modelling
- Interactive Storytelling: A Player Modelling Approach (DT, VB, MS, EW), pp. 43–48.
- AIIDE-2008-BulitkoSGL #behaviour #modelling
- Modeling Culturally and Emotionally Affected Behavior (VB, SS, JG, MvL).
- AIIDE-2008-IsazaLBG #approach #multi
- A Cover-Based Approach to Multi-Agent Moving Target Pursuit (AI, JL, VB, RG).
- AIIDE-2008-ThueBS #interactive #modelling #named
- PaSSAGE: A Demonstration of Player Modeling in Interactive Storytelling (DT, VB, MS).
- CIG-2008-HladkyB #evaluation #game studies #modelling #predict #video
- An evaluation of models for predicting opponent positions in first-person shooter video games (SH, VB), pp. 39–46.
- AIIDE-2009-BulitkoB #realtime
- kNN LRTA*: Simple Subgoaling for Real-Time Search (VB, YB).
- AIIDE-2010-ThueBSW #consistency
- Socially Consistent Characters in Player-Specific Stories (DT, VB, MS, MW).
- AIIDE-2011-CenknerBS #behaviour #generative
- A Generative Computational Model for Human Hide and Seek Behavior (AC, VB, MS).
- AIIDE-2011-ThueBSR #game studies #video
- A Computational Model of Perceived Agency in Video Games (DT, VB, MS, TR).
- AIIDE-2012-BulitkoRL #heuristic #on the #realtime
- On Case Base Formation in Real-Time Heuristic Search (VB, DCR, RL).
- AIIDE-2012-LeeBL #automation #machine learning #recommendation
- Sports Commentary Recommendation System (SCoReS): Machine Learning for Automated Narrative (GL, VB, EAL).
- AIIDE-2012-RamirezB #interactive
- Telling Interactive Player-specific Stories and Planning for It: ASD + PaSSAGE = PAST (AJR, VB).
- AIIDE-2013-RamirezBS #experience #interactive
- Evaluating Planning-Based Experience Managers for Agency and Fun in Text-Based Interactive Narrative (AJR, VB, MS).
- AIIDE-2014-HernandezBH #interactive
- Emotion-Based Interactive Storytelling with Artificial Intelligence (SPH, VB, ESH).
- AIIDE-2014-SturtevantOZCWSYWERBL #case study #experience
- Playable Experiences at AIIDE 2014 (NRS, JO, RZ, MC0, SGW, CS, RMY, PW, S(E, ARS, VB, KL).
- AIIDE-2015-CookERYTCCHB #case study #experience
- Playable Experiences at AIIDE 2015 (MC0, SE, JR, RMY, TT, DC, MC0, SPH, VB), p. 227–?.
- AIIDE-2015-HernandezBS #interactive
- Keeping the Player on an Emotional Trajectory in Interactive Storytelling (SPH, VB, MS), pp. 65–71.
- AIIDE-2015-ManavalanBS #algorithm #behaviour #generative #lightweight
- A Lightweight Algorithm for Procedural Generation of Emotionally Affected Behavior and Appearance (YBM, VB, MS), pp. 142–148.
- AIIDE-2015-MariusdottirBB
- Maximizing Flow as a Metacontrol in Angband (TMM, VB, MRB), pp. 149–155.
- AIIDE-2016-Bulitko #algorithm #heuristic #realtime
- Per-Map Algorithm Selection in Real-Time Heuristic Search (VB), pp. 143–148.
- 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-SigurdsonB #algorithm #heuristic #learning #realtime
- Deep Learning for Real-Time Heuristic Search Algorithm Selection (DS, VB), pp. 108–114.
- AIIDE-2018-ThueB #comprehension #experience #towards
- Toward a Unified Understanding of Experience Management (DT, VB), pp. 130–137.
- CIG-2018-BulitkoD #heuristic #learning #realtime
- Anxious Learning in Real-Time Heuristic Search (VB, KD), pp. 1–4.
- CIG-2018-SigurdsonB0HK #heuristic #multi #realtime
- Multi-Agent Pathfinding with Real-Time Heuristic Search (DS, VB, WY0, CH, SK), pp. 1–8.
- CoG-2019-AshleyCKB #evolution #learning
- Learning to Select Mates in Evolving Non-playable Characters (DRA, VC, BK, VB), pp. 1–8.
- CoG-2019-SirotaBBH #game studies #towards #video
- Towards Procedurally Generated Languages for Non-playable Characters in Video Games (JS, VB, MRGB, SPH), pp. 1–4.
- CoG-2019-SoaresB #behaviour #classification
- Deep Variational Autoencoders for NPC Behaviour Classification (ESS, VB), pp. 1–4.