Proceedings of the 11th Conference on Artificial Intelligence and Interactive Digital Entertainment
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Arnav Jhala, Nathan Sturtevant
Proceedings of the 11th Conference on Artificial Intelligence and Interactive Digital Entertainment
AIIDE-2015, 2015.

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@proceedings{AIIDE-2015,
	editor        = "Arnav Jhala and Nathan Sturtevant",
	ee            = "http://www.aaai.org/Library/AIIDE/aiide15contents.php",
	publisher     = "{AAAI Press}",
	title         = "{Proceedings of the 11th Conference on Artificial Intelligence and Interactive Digital Entertainment}",
	year          = 2015,
}

Contents (34 items)

AIIDE-2015-AversaSV
Path Planning with Inventory-Driven Jump-Point-Search (DA, SS, SV), pp. 2–8.
AIIDE-2015-BarrigaSB #behaviour #game studies #realtime
Puppet Search: Enhancing Scripted Behavior by Look-Ahead Search with Applications to Real-Time Strategy Games (NAB, MS, MB), pp. 9–15.
AIIDE-2015-ChurchillB #architecture #game studies #robust #scalability
Hierarchical Portfolio Search: Prismata's Robust AI Architecture for Games with Large Search Spaces (DC, MB), pp. 16–22.
AIIDE-2015-GeffnerG #game studies
Width-Based Planning for General Video-Game Playing (TG, HG), pp. 23–29.
AIIDE-2015-KivesWB
Evaluating the Pairwise Event Salience Hypothesis in Indexter (CK, SGW, LJB), pp. 30–36.
AIIDE-2015-LopesLY #generative
Targeting Horror via Level and Soundscape Generation (PLL, AL, GNY), pp. 37–43.
AIIDE-2015-MarinoRL #empirical #evaluation #metric
An Empirical Evaluation of Evaluation Metrics of Procedurally Generated Mario Levels (JRHM, WMPR, LHSL), pp. 44–50.
AIIDE-2015-Martens #generative #interactive #modelling #named
Ceptre: A Language for Modeling Generative Interactive Systems (CM), pp. 51–57.
AIIDE-2015-MawhorterMW #generative
Generating Relaxed, Obvious, and Dilemma Choices with Dunyazad (PAM, MM, NWF), pp. 58–64.
AIIDE-2015-HernandezBS #interactive
Keeping the Player on an Emotional Trajectory in Interactive Storytelling (SPH, VB, MS), pp. 65–71.
AIIDE-2015-RobertsonY #automation #declarative #generative
Automated Gameplay Generation from Declarative World Representations (JR, RMY), pp. 72–78.
AIIDE-2015-SifaHRDKB #game studies #mobile #predict
Predicting Purchase Decisions in Mobile Free-to-Play Games (RS, FH, JR, AD, KK, CB), pp. 79–85.
AIIDE-2015-StanescuBB #predict #using
Using Lanchester Attrition Laws for Combat Prediction in StarCraft (MAS, NAB, MB), pp. 86–92.
AIIDE-2015-Valls-VargasOZ #game studies #predict #segmentation
Exploring Player Trace Segmentation for Dynamic Play Style Prediction (JVV, SO, JZ), pp. 93–99.
AIIDE-2015-YuR #interactive #optimisation
Optimizing Players' Expected Enjoyment in Interactive Stories (HY0, MOR), pp. 100–107.
AIIDE-2015-BaileyTUKN
Path Planning on Grids: The Effect of Vertex Placement on Path Length (JB0, CAT, TU, SK, AN), pp. 108–114.
AIIDE-2015-CachiaLY #evolution #multi
Multi-Level Evolution of Shooter Levels (WC, AL, GNY), pp. 115–121.
AIIDE-2015-HalldorssonB #automation #composition #game studies
Automated Decomposition of Game Maps (KH, YB), pp. 122–127.
AIIDE-2015-LiapisY #design #paradigm #sketching
Refining the Paradigm of Sketching in AI-Based Level Design (AL, GNY), pp. 128–134.
AIIDE-2015-LimH #approach #behaviour #data-driven #modelling
A Data-Driven Approach for Computationally Modeling Players' Avatar Customization Behaviors (CUL, DFH), pp. 135–141.
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-2015-MullerFKKMSSG #collaboration #named #predict
HeapCraft: Quantifying and Predicting Collaboration in Minecraft (SM0, SF, MK, SK, RPM, BS, RWS, MHG), pp. 156–162.
AIIDE-2015-NormoyleJ #clustering #game studies #multi
Bayesian Clustering of Player Styles for Multiplayer Games (AN, STJ), pp. 163–169.
AIIDE-2015-OsbornSMW #game studies #named #regular expression
Playspecs: Regular Expressions for Game Play Traces (JCO, BS, MM, NWF), pp. 170–176.
AIIDE-2015-SarrattJ #consistency #coordination
Tuning Belief Revision for Coordination with Inconsistent Teammates (TS, AJ), pp. 177–183.
AIIDE-2015-SchwabH #automation #behaviour #generative #modelling #towards
Capturing the Essence: Towards the Automated Generation of Transparent Behavior Models (PS, HH), pp. 184–190.
AIIDE-2015-ShakerSA #experience #modelling #towards
Towards Generic Models of Player Experience (NS, MS, MAZ), pp. 191–197.
AIIDE-2015-SifaDB #analysis #behaviour #scalability
Large-Scale Cross-Game Player Behavior Analysis on Steam (RS, AD, CB), pp. 198–204.
AIIDE-2015-SnodgrassO #2d #approach #game studies #generative #video
A Hierarchical MdMC Approach to 2D Video Game Map Generation (SS, SO), pp. 205–211.
AIIDE-2015-UriarteO #automation #game studies #learning #modelling
Automatic Learning of Combat Models for RTS Games (AU, SO), pp. 212–219.
AIIDE-2015-EngelsTC #automation #game studies #generative #music #realtime
Automatic Real-Time Music Generation for Games (SE, TT, FC), pp. 220–222.
AIIDE-2015-Horswill
MKULTRA (Demo) (IDH), pp. 223–226.
AIIDE-2015-CookERYTCCHB #case study #experience
Playable Experiences at AIIDE 2015 (MC0, SE, JR, RMY, TT, DC, MC0, SPH, VB), p. 227–?.

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