Nathan Sturtevant, Brian Magerko
Proceedings of the 12th Conference on Artificial Intelligence and Interactive Digital Entertainment
AIIDE-2016, 2016.
Contents (37 items)
- AIIDE-2016-Cardona-RiveraL #generative #named
- PlotShot: Generating Discourse-Constrained Stories Around Photos (RECR, BL), pp. 2–8.
- AIIDE-2016-DavisHSM #recognition
- Co-Creative Drawing Agent with Object Recognition (NMD, CPH, KYS, BM), pp. 9–15.
- AIIDE-2016-DevlinASCR #game studies #monte carlo
- Combining Gameplay Data with Monte Carlo Tree Search to Emulate Human Play (SD, AA, NS, PIC, JR), pp. 16–22.
- AIIDE-2016-DrachenLKRSRK #agile #game studies #mobile #predict
- Rapid Prediction of Player Retention in Free-to-Play Mobile Games (AD, ETL, YK, PSR, RS, JR, DK), pp. 23–29.
- AIIDE-2016-DrakeSL #behaviour
- Demonstration-Based Training of Non-Player Character Tactical Behaviors (JD, AS, ML), pp. 30–36.
- AIIDE-2016-FarrellW #performance
- Fast and Diverse Narrative Planning through Novelty Pruning (RF, SGW), pp. 37–43.
- AIIDE-2016-GuzdialR #game studies #generative
- Game Level Generation from Gameplay Videos (MG, MOR), pp. 44–50.
- AIIDE-2016-HarderBD #automation #implementation
- Implementation of an Automated Fire Support Planner (BRH, IB, CJD), pp. 51–57.
- AIIDE-2016-KartalSG #data-driven #generative #monte carlo
- Data Driven Sokoban Puzzle Generation with Monte Carlo Tree Search (BK, NS, SJG), pp. 58–64.
- AIIDE-2016-MarinoL #framework #game studies #generative #modelling #platform #symmetry #visual notation
- A Computational Model Based on Symmetry for Generating Visually Pleasing Maps of Platform Games (JRHM, LHSL), pp. 65–71.
- AIIDE-2016-SinghV #2d #analysis
- Staying Hidden: An Analysis of Hiding Strategies in a 2D Level with Occlusions (NS, CV), pp. 72–78.
- AIIDE-2016-SnodgrassO #2d #approach #game studies #generative
- An Approach to Domain Transfer in Procedural Content Generation of Two-Dimensional Videogame Levels (SS, SO), pp. 79–85.
- AIIDE-2016-SummervilleM #design #learning
- Mystical Tutor: A Magic: The Gathering Design Assistant via Denoising Sequence-to-Sequence Learning (AJS, MM), pp. 86–92.
- AIIDE-2016-TavaresASC #game studies #realtime
- Rock, Paper, StarCraft: Strategy Selection in Real-Time Strategy Games (ART, HA, AS, LC), pp. 93–99.
- AIIDE-2016-UriarteO #modelling #monte carlo #policy #probability
- Improving Monte Carlo Tree Search Policies in StarCraft via Probabilistic Models Learned from Replay Data (AU, SO), pp. 100–106.
- AIIDE-2016-Valls-VargasZO #natural language #predict
- Predicting Proppian Narrative Functions from Stories in Natural Language (JVV, JZ, SO), pp. 107–113.
- AIIDE-2016-WangCLHT #evolution #online
- Portfolio Online Evolution in StarCraft (CW, PC, YL, CH, JT), pp. 114–121.
- AIIDE-2016-BontragerKMT #algorithm #game studies #video
- Matching Games and Algorithms for General Video Game Playing (PB, AK, AM, JT), pp. 122–128.
- AIIDE-2016-BorodovskiV #game studies
- Analyzing Stealth Games with Distractions (AB, CV), pp. 129–135.
- AIIDE-2016-BraylanM #game studies #video
- Object-Model Transfer in the General Video Game Domain (AEB, RM), pp. 136–142.
- AIIDE-2016-Bulitko #algorithm #heuristic #realtime
- Per-Map Algorithm Selection in Real-Time Heuristic Search (VB), pp. 143–148.
- AIIDE-2016-DebkowskiMYYYFK #behaviour #collaboration #game studies #multi #named #online #using
- Contained: Using Multiplayer Online Games to Quantify Success of Collaborative Group Behavior (DD, AM, NY, LY, YY, SF, MK), pp. 149–154.
- AIIDE-2016-DurupinarWNB #animation #game studies
- An Environment for Transforming Game Character Animations Based on Nationality and Profession Personality Stereotypes (FD, KW, AN, NIB), pp. 155–161.
- AIIDE-2016-GeibWMKCP #recognition #using
- Building Helpful Virtual Agents Using Plan Recognition and Planning (CWG, JW, SM, PK, BGWC, RPAP), pp. 162–168.
- AIIDE-2016-GunesSAES #approach #modelling #using
- A Generic Approach for Player Modeling Using Event-Trait Mapping and Feature Weighting (MAG, GS, UA, OE, SS), pp. 169–175.
- AIIDE-2016-Harmon #generative
- An Expressive Dilemma Generation Model for Players and Artificial Agents (SH), pp. 176–182.
- AIIDE-2016-HarrisonR #crowdsourcing #learning #using
- Learning From Stories: Using Crowdsourced Narratives to Train Virtual Agents (BH, MOR), pp. 183–189.
- AIIDE-2016-HaytonGLP #domain model #interactive
- Best-Fit Action-Cost Domain Model Acquisition and Its Application to Authorship in Interactive Narrative (TH, PG, AL, JP), pp. 190–196.
- AIIDE-2016-MinBMRLHL #evaluation #framework #multi #recognition
- A Generalized Multidimensional Evaluation Framework for Player Goal Recognition (WM, AB, BWM, JPR, BL, EH, JCL), pp. 197–203.
- AIIDE-2016-RyanMW #generative
- Characters Who Speak Their Minds: Dialogue Generation in Talk of the Town (JOR, MM, NWF), pp. 204–210.
- AIIDE-2016-SinghDHJPM #network #using
- Recognizing Actions in Motion Trajectories Using Deep Neural Networks (KYS, NMD, CPH, MJ, KP, BM), pp. 211–217.
- AIIDE-2016-SooLC #monte carlo #using
- Generate Believable Causal Plots with User Preferences Using Constrained Monte Carlo Tree Search (VWS, CML, THC), pp. 218–224.
- AIIDE-2016-StephensonR #game studies #generative #physics
- Procedural Generation of Levels for Angry Birds Style Physics Games (MS, JR), pp. 225–231.
- AIIDE-2016-TreanorMS #framework #social
- A Framework for Playable Social Dialogue (MT, JM, AS), pp. 232–238.
- AIIDE-2016-WuYC
- A Cognitive-Based Model of Flashbacks for Computational Narratives (HYW, RMY, MC), pp. 239–246.
- AIIDE-2016-AzadSGR #artificial reality #game studies #generative
- Procedural Level Generation for Augmented Reality Games (SA, CS, CHG, MOR), pp. 247–250.
- AIIDE-2016-ZookCBSGRRSSMW #case study #experience
- Playable Experiences at AIIDE 2016 (AEZ, MC0, EB, KS, MG, MR, JOR, BS, AS, MM, NWF), p. 251–?.