Proceedings of the 10th Conference on Artificial Intelligence and Interactive Digital Entertainment
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Ian Horswill, Arnav Jhala
Proceedings of the 10th Conference on Artificial Intelligence and Interactive Digital Entertainment
AIIDE-2014, 2014.

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@proceedings{AIIDE-2014,
	editor        = "Ian Horswill and Arnav Jhala",
	ee            = "http://www.aaai.org/Library/AIIDE/aiide14contents.php",
	isbn          = "978-1-57735-681-3",
	publisher     = "{AAAI}",
	title         = "{Proceedings of the 10th Conference on Artificial Intelligence and Interactive Digital Entertainment}",
	year          = 2014,
}

Contents (32 items)

AIIDE-2014-Abou-ZleikhaS #authoring #design #matrix #named #using
PaTux: An Authoring Tool for Level Design through Pattern Customisation Using Non-Negative Matrix Factorization (MAZ, NS).
AIIDE-2014-AversaV #abstraction #personalisation
Belief-Driven Pathfinding through Personalized Map Abstraction (DA, SV).
AIIDE-2014-BlackfordL #game studies #multi #order #problem #realtime
The Real-Time Strategy Game Multi-Objective Build Order Problem (JB, GBL).
AIIDE-2014-BlomBTWRVG #game studies #personalisation #recognition #towards
Towards Personalised Gaming via Facial Expression Recognition (PMB, SB, CTT, SW, DMR, RV, TG).
AIIDE-2014-BrinkeLT #generative
Hide and Sneak: Story Generation with Characters that Perceive and Assume (HtB, JL, MT).
AIIDE-2014-BuroC #contest
AIIDE 2014 StarCraft Competition (MB, DC).
AIIDE-2014-Cardona-RiveraRWHRY
Foreseeing Meaningful Choices (RECR, JR, SGW, BEH, DLR, RMY).
AIIDE-2014-CarrEI
Invited Talks (PC0, S(E, PI).
AIIDE-2014-CernyBBA #constraints #exclamation #simulation #using
Spice It Up! Enriching Open World NPC Simulation Using Constraint Satisfaction (MC0, CB, RB, MA).
AIIDE-2014-EricksonB #evaluation
Global State Evaluation in StarCraft (GKSE, MB).
AIIDE-2014-HarrisonR #2d #adaptation #game studies
Analytics-Driven Dynamic Game Adaption for Player Retention in a 2-Dimensional Adventure Game (BEH, DLR).
AIIDE-2014-HernandezBH #interactive
Emotion-Based Interactive Storytelling with Artificial Intelligence (SPH, VB, ESH).
AIIDE-2014-Jacopin #game studies
Game AI Planning Analytics: The Case of Three First-Person Shooters (EJ).
AIIDE-2014-LimH #game studies #modelling #social
Developing Social Identity Models of Players from Game Telemetry Data (CUL, DFH).
AIIDE-2014-MinHRML #game studies #recognition
Deep Learning-Based Goal Recognition in Open-Ended Digital Games (WM, EH, JPR, BWM, JCL).
AIIDE-2014-NogueiraARON #clustering #fuzzy #modelling
Fuzzy Affective Player Models: A Physiology-Based Hierarchical Clustering Method (PAN, RA, RAR, ECO, LEN).
AIIDE-2014-OsbornSMM #game studies #metric #similarity
Evaluating Play Trace (Dis)similarity Metrics (JCO, BS, JAM, MM).
AIIDE-2014-PlchMOCGB #scalability
An AI System for Large Open Virtual World (TP, MM, PO, MC0, JG, CB).
AIIDE-2014-RichouxUO #constraints #game studies #optimisation
Walling in Strategy Games via Constraint Optimization (FR, AU, SO).
AIIDE-2014-RobertsonY
Finding Schrödinger's Gun (JR, RMY).
AIIDE-2014-RoweML #approach #composition #experience #interactive #learning #optimisation
Optimizing Player Experience in Interactive Narrative Planning: A Modular Reinforcement Learning Approach (JPR, BWM, JCL).
AIIDE-2014-ShakerA #approach #combinator #game studies #generative
Alone We Can Do So Little, Together We Can Do So Much: A Combinatorial Approach for Generating Game Content (NS, MAZ).
AIIDE-2014-SnodgrassO #approach #generative #markov #using
A Hierarchical Approach to Generating Maps Using Markov Chains (SS, SO).
AIIDE-2014-StanescuBB #game studies #realtime
Hierarchical Adversarial Search Applied to Real-Time Strategy Games (MS, NAB, MB).
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-2014-Tomai #abduction
Exploring Abductive Event Binding for Opportunistic Storytelling (ET).
AIIDE-2014-UriarteO #game studies
Game-Tree Search over High-Level Game States in RTS Games (AU, SO).
AIIDE-2014-Valls-VargasZO #automation #identification #towards
Toward Automatic Role Identification in Unannotated Folk Tales (JVV, JZ, SO).
AIIDE-2014-WareY #named
Glaive: A State-Space Narrative Planner Supporting Intentionality and Conflict (SGW, RMY).
AIIDE-2014-XuTV #game studies #generative
Generative Methods for Guard and Camera Placement in Stealth Games (QX, JT, CV).
AIIDE-2014-YoungH #game studies #learning
Learning Micro-Management Skills in RTS Games by Imitating Experts (JY, NH).
AIIDE-2014-ZhaoS #behaviour #game studies #scheduling #using
Using Cyclic Scheduling to Generate Believable Behavior in Games (RZ, DS).

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.