Jonathan P. Rowe, Gillian Smith
Proceedings of the 14th Conference on Artificial Intelligence and Interactive Digital Entertainment
AIIDE-2018, 2018.
Contents (46 items)
- AIIDE-2018-BaierC #flexibility
- Evolutionary MCTS with Flexible Search Horizon (HB, PIC), pp. 2–8.
- AIIDE-2018-ChenG #domain-specific language #generative #named
- GIGL: A Domain Specific Language for Procedural Content Generation with Grammatical Representations (TC, SJG), pp. 9–16.
- AIIDE-2018-DobreL
- POMCP with Human Preferences in Settlers of Catan (MSD, AL), pp. 17–23.
- AIIDE-2018-EgerM #comparison #deduction #game studies #social
- Keeping the Story Straight: A Comparison of Commitment Strategies for a Social Deduction Game (ME, CM), pp. 24–30.
- AIIDE-2018-GuzdialR #automation #concept #design #game studies
- Automated Game Design via Conceptual Expansion (MG, MR), pp. 31–37.
- AIIDE-2018-Horswill #embedded #named #runtime #satisfiability
- CatSAT: A Practical, Embedded, SAT Language for Runtime PCG (IDH), pp. 38–44.
- AIIDE-2018-Horswill18a #game studies #named
- Postmortem: MKULTRA, An Experimental AI-Based Game (IDH), pp. 45–51.
- AIIDE-2018-LuoGLR #experience #video
- Player Experience Extraction from Gameplay Video (ZL, MG, NL, MR), pp. 52–58.
- AIIDE-2018-MathewsonM #game studies #named #using
- Improbotics: Exploring the Imitation Game Using Machine Intelligence in Improvised Theatre (KWM, PM), pp. 59–66.
- AIIDE-2018-MoraesML #game studies #realtime
- Nested-Greedy Search for Adversarial Real-Time Games (ROM, JRHM, LHSL), pp. 67–73.
- AIIDE-2018-MoraesMLN #abstraction #combinator #multi
- Action Abstractions for Combinatorial Multi-Armed Bandit Tree Search (ROM, JRHM, LHSL, MAN), pp. 74–80.
- AIIDE-2018-OliveiraNSR #behaviour #evolution #interactive
- Evolving Behaviors for an Interactive Cube-Based Artifact (VMO, HADdN, FAAMNS, CSR), pp. 81–87.
- AIIDE-2018-PartlanCSKSHE #analysis #automation #interactive
- Exploratory Automated Analysis of Structural Features of Interactive Narrative (NP, EC, SS, EK, GS, CH, MSEN), pp. 88–94.
- AIIDE-2018-PurdyWHR #metric #predict #quality
- Predicting Generated Story Quality with Quantitative Measures (CP, XW, LH, MR), pp. 95–101.
- AIIDE-2018-SifaYRB #architecture #bottom-up #comparative #evaluation #game studies #matrix #online #recommendation
- Matrix and Tensor Factorization Based Game Content Recommender Systems: A Bottom-Up Architecture and a Comparative Online Evaluation (RS, RY, RR, CB), pp. 102–108.
- AIIDE-2018-SturtevantO #generative
- Exhaustive and Semi-Exhaustive Procedural Content Generation (NRS, MJO), pp. 109–115.
- AIIDE-2018-Summerville #evaluation #generative
- Expanding Expressive Range: Evaluation Methodologies for Procedural Content Generation (AS), pp. 116–122.
- AIIDE-2018-SummervilleMSOW #analysis #bidirectional #game studies #generative #named
- Gemini: Bidirectional Generation and Analysis of Games via ASP (AS, CM, BS, JCO, NWF, MM), pp. 123–129.
- AIIDE-2018-ThueB #comprehension #experience #towards
- Toward a Unified Understanding of Experience Management (DT, VB), pp. 130–137.
- AIIDE-2018-AytemizKHSW #framework #named
- Talin: A Framework for Dynamic Tutorials Based on the Skill Atoms Theory (BA, IK, JH, AMS, JW), pp. 138–144.
- AIIDE-2018-BeaupreWBS #approach #design pattern #generative #multi
- A Design Pattern Approach for Multi-Game Level Generation (SB, TW, SB, GS), pp. 145–151.
- AIIDE-2018-CanossaMTD #profiling #string
- Like a DNA String: Sequence-Based Player Profiling in Tom Clancy's The Division (AC, SM, JT, AD), pp. 152–158.
- AIIDE-2018-SilvaBKAZ
- Exploring Gameplay With AI Agents (FdMS, IB, JK, NA, KAZ), pp. 159–165.
- AIIDE-2018-HornMSC #approach #automation #monte carlo
- A Monte Carlo Approach to Skill-Based Automated Playtesting (BH, JAM, GS, SC), pp. 166–172.
- AIIDE-2018-KantharajuAZCSO #education #game studies #parallel #programming
- Tracing Player Knowledge in a Parallel Programming Educational Game (PK, KBA, JZ, BC, BKS, SO), pp. 173–179.
- AIIDE-2018-KunanusontLP #algorithm #experience #modelling
- Modeling Player Experience with the N-Tuple Bandit Evolutionary Algorithm (KK, SML, DPL), pp. 180–186.
- AIIDE-2018-LeeTZXDA #architecture #composition #learning
- Modular Architecture for StarCraft II with Deep Reinforcement Learning (DL, HT, JOZ, HX, TD, PA), pp. 187–193.
- AIIDE-2018-MobramaeinBW #design #interface
- CADI - A Conversational Assistive Design Interface for Discovering Pong Variants (AM, MB, JW), pp. 194–200.
- AIIDE-2018-NeufeldMB #approach #behaviour #execution #hybrid #network
- A Hybrid Approach to Planning and Execution in Dynamic Environments Through Hierarchical Task Networks and Behavior Trees (XN, SM, SB), pp. 201–207.
- AIIDE-2018-PackardO #case study #learning #user study
- A User Study on Learning from Human Demonstration (BP, SO), pp. 208–214.
- AIIDE-2018-SawyerRAL #modelling
- Modeling Player Engagement with Bayesian Hierarchical Models (RS, JPR, RA, JCL), pp. 215–221.
- AIIDE-2018-ShirvaniFW
- Combining Intentionality and Belief: Revisiting Believable Character Plans (AS, RF, SGW), pp. 222–228.
- AIIDE-2018-SmejkalG #game studies
- Engaging Turn-Based Combat in the Children of the Galaxy Videogame (PS, JG), pp. 229–235.
- AIIDE-2018-StefnissonT #authoring #interactive #named
- Mimisbrunnur: AI-Assisted Authoring for Interactive Storytelling (ISS, DT), pp. 236–242.
- AIIDE-2018-WigginsKMMBWL #education #game studies #predict
- Affect-Based Early Prediction of Player Mental Demand and Engagement for Educational Games (JBW, MK, WM, BWM, KEB, ENW, JCL), pp. 243–249.
- AIIDE-2018-YoonAHK #architecture #design #mining
- Design Mining for Minecraft Architecture (EY, EA, BH, RAK), pp. 250–256.
- AIIDE-2018-ZhangV #comprehension #modelling
- Modelling Player Understanding of Non-Player Character Paths (MXZ, CV), pp. 257–264.
- AIIDE-2018-GainaLP #algorithm #named #visualisation
- VERTIGØ: Visualisation of Rolling Horizon Evolutionary Algorithms in GVGAI (RDG, SML, DPL), pp. 265–267.
- AIIDE-2018-Ontanon #comprehension #game studies #named #natural language #prototype
- SHRDLU: A Game Prototype Inspired by Winograd's Natural Language Understanding Work (SO), pp. 268–270.
- AIIDE-2018-ScurtiV #generative
- Generating Paths with WFC (HS, CV), pp. 271–274.
- AIIDE-2018-SamuelRSHRWSTMS #case study #experience
- Playable Experiences at AIIDE 2018 (BS, AAR, ES, SH, BDR, LW, TS, MT, JM, AS, AS, ETG, RF, SGW, KC), pp. 275–281.
- AIIDE-2018-Azad #generative #towards
- Towards Generating Narratives for the Real World (SA), pp. 282–284.
- AIIDE-2018-Canaan #game studies
- Games as Co-Creative Cooperative Systems (RC), pp. 285–287.
- AIIDE-2018-Card #editing
- Structure Editors and Autonomous Agents (AC), pp. 288–289.
- AIIDE-2018-Farrell #experience
- Experience Management with Beliefs, Desires, and Intentions for Virtual Agents (RF), pp. 290–292.
- AIIDE-2018-Sanghrajka #authoring #modelling
- Leveraging Cognitive Models in Planning to Assist Narrative Authoring (RS), p. 293–?.