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Travelled to:
3 × USA
Collaborated with:
N.Wardrip-Fruin Mike Treanor M.J.Nelson Joseph C. Osborn Ben Samuel Ben George Weber James Owen Ryan A.M.Smith Aaron A. Reed Andrew Stern Arnav Jhala Adam Summerville Eric Kaltman Peter A. Mawhorter Joshua McCoy Kate Compton J.Whitehead José Pablo Zagal G.Smith April Grow Jacob Garbe Christina R. Strong Sherol Chen Joseph Carter Osborn Brandon Robert Tearse S.Dow Serdar Sali Anne Sullivan Clara Fernández-Vara Timothy Hong K.Hullett David Olsen James Skorupski Bobby Schweizer Ian Bogost Dylan Lederle-Ensign Adam James Summerville Adam J. Summerville John T. Murray M.Mehta B.MacIntyre S.Kurniawan Ronald Liu Calvin Ashmore Dave Grossman Peter Andrew Mawhorter Brian Lambrigger Nick Junius J.Denner Melanie Dickinson S.P.Dow C.Simpkins S.Bhat C.L.I.Jr. E.Andersen Z.Popovic D.G.Shapiro Joshua Allen McCoy William Robinson Johnathan Pagnutti Morteza Behrooz E.Harmon Brian Hochhalter Nolan Lichti Teale Fristoe Matt MacLaurin Swen E. Gaudl P.Gomes Paul Maddaloni Max Kreminski Andrew Deunsing Peter Kong Josh McCoy K.Isbister Chris Martens Andrew Max Fisher Taylor Owen-Milner Reid Swanson Heather Logas Richard Vallejos Lauren Scott Orlando Salvatore Z.Lin H.Sanchez Michael Shavlovsky Chris Lewis 0002 Daniel Cetina Shayne Clementi Barrett R. Anderson David Torres Alexander E. Zook Michael Cook 0001 E.Butler Kristin Siu Matthew Guzdial M.Riedl
Talks about:
game (42) generat (17) design (15) interact (11) stori (8) level (8) tool (8) analysi (7) author (7) model (7)

Person: Michael Mateas

DBLP DBLP: Mateas:Michael

Facilitated 3 volumes:

AIIDE 2007Ed
AIIDE 2008Ed
FDG 2014Ed

Contributed to:

CHI 20102010
OOPSLA 20082008
CHI 20072007
DiGRA 20032003
AIIDE 20052005
DiGRA 20052005
AIIDE 20062006
DiGRA 20072007
AIIDE 20082008
AIIDE 20092009
CIG 20092009
DiGRA 20092009
FDG 20092009
AIIDE 20102010
CIG 20102010
FDG 20102010
AIIDE 20112011
DiGRA 20112011
FDG 20112011
AIIDE 20122012
FDG 20122012
AIIDE 20132013
DiGRA 20132013
FDG 20132013
AIIDE 20142014
FDG 20142014
AIIDE 20152015
FDG 20152015
AIIDE 20162016
DiGRA/FDG 20162016
AIIDE 20172017
CIG 20172017
FDG 20172017
AIIDE 20182018
AIIDE 20192019
FDG 20192019

Wrote 97 papers:

CHI-2010-DowMMM #social
Eliza meets the wizard-of-oz: evaluating social acceptability (SPD, MM, BM, MM), pp. 547–556.
OOPSLA-2008-SimpkinsBIM #adaptation #learning #programming language #towards
Towards adaptive programming: integrating reinforcement learning into a programming language (CS, SB, CLIJ, MM), pp. 603–614.
CHI-2007-DowMHMM #interactive
Presence and engagement in an interactive drama (SD, MM, EH, BM, MM), pp. 1475–1484.
DiGRA-2003-Mateas #game studies
Expressive AI: Games and Artificial Intelligence (MM).
AIIDE-2005-MateasS #architecture #interactive
Structuring Content in the Façade Interactive Drama Architecture (MM, AS), pp. 93–98.
AIIDE-2005-MateasS05a #interactive
The Interactive Drama Façade (MM, AS), pp. 153–154.
AIIDE-2005-NelsonM #interactive #search-based
Search-Based Drama Management in the Interactive Fiction Anchorhead (MJN, MM), pp. 99–104.
DiGRA-2005-MateasS #design #game studies
Build It to Understand It: Ludology Meets Narratology in Game Design Space (MM, AS).
DiGRA-2005-VaraZM #evolution #game studies
Evolution Of Space Configuration In Videogames (CFV, JPZ, MM).
DiGRA-2005-ZagalMFHL #analysis #game studies #ontology #towards
Towards an Ontological Language for Game Analysis (JPZ, MM, CFV, BH, NL).
AIIDE-2006-ComptonM #design #framework #game studies #platform
Procedural Level Design for Platform Games (KC, MM), pp. 109–111.
AIIDE-2006-NelsonAM #authoring #declarative #interactive
Authoring Interactive Narratives with Declarative Optimization-Based Drama Management (MJN, CA, MM), pp. 127–129.
DiGRA-2007-ZagalM #analysis #framework #game studies
Temporal Frames: A Unifying Framework for the Analysis of Game Temporality (JPZ, MM).
AIIDE-2008-NelsonM #automation #design #game studies
Recombinable Game Mechanics for Automated Design Support (MJN, MM).
AIIDE-2008-StrongM #generative #towards
Talking with NPCs: Towards Dynamic Generation of Discourse Structures (CRS, MM).
AIIDE-2008-SullivanCM #game studies
Integrating Drama Management into an Adventure Game (AS, SC, MM).
AIIDE-2009-ChenNM
Evaluating the Authorial Leverage of Drama Management (SC, MJN, MM).
AIIDE-2009-SmithNM #game studies #sketching #testing
Computational Support for Play Testing Game Sketches (AMS, MJN, MM).
AIIDE-2009-SmithNM09a #game studies #prototype
Prototyping Games with BIPED (AMS, MJN, MM).
AIIDE-2009-WeberM #game studies #order #realtime #reasoning
Case-Based Reasoning for Build Order in Real-Time Strategy Games (BGW, MM).
CIG-2009-Mateas #authoring #tool support
AI isn't just for players: AI-based authoring tools (MM).
CIG-2009-WeberM #approach #data mining #mining #predict
A data mining approach to strategy prediction (BGW, MM), pp. 140–147.
DiGRA-2009-Wardrip-FruinM #logic
Defining Operational Logics (NWF, MM).
DiGRA-2009-Wardrip-FruinMD
Agency Reconsidered (NWF, MM, SD, SS).
FDG-2009-HullettM #game studies #generative
Scenario generation for emergency rescue training games (KH, MM), pp. 99–106.
FDG-2009-NelsonM #analysis #design #game studies #requirements #tool support
A requirements analysis for videogame design support tools (MJN, MM), pp. 137–144.
FDG-2009-OlsenM #exclamation #towards
Beep! Beep! Boom!: towards a planning model of Coyote and Road Runner cartoons (DO, MM), pp. 145–152.
FDG-2009-SmithTWM #2d #generative #platform
Rhythm-based level generation for 2D platformers (GS, MT, JW, MM), pp. 175–182.
FDG-2009-StrongMG #game studies #generative
Generative conversation tool for game writers (CRS, MM, DG), pp. 183–190.
AIIDE-2010-McCoyTSTMW
The Prom: An Example of Socially-Oriented Gameplay (JM, MT, BS, BRT, MM, NWF).
AIIDE-2010-SkorupskiM #authoring #interactive
Novice-Friendly Authoring of Plan-Based Interactive Storyboards (JS, MM).
AIIDE-2010-SmithWM #2d #design #named #platform
Tanagra: An Intelligent Level Design Assistant for 2D Platformers (GS, JW, MM).
AIIDE-2010-TearseWM #generative
Minstrel Remixed: Procedurally Generating Stories (BRT, NWF, MM).
AIIDE-2010-WeberMJ
Applying Goal-Driven Autonomy to StarCraft (BGW, MM, AJ).
CIG-2010-MawhorterM #generative #using
Procedural level generation using occupancy-regulated extension (PAM, MM), pp. 351–358.
CIG-2010-SmithM #design #generative
Variations Forever: Flexibly generating rulesets from a sculptable design space of mini-games (AMS, MM), pp. 273–280.
CIG-2010-SmithNM #game studies #logic #modelling #named
LUDOCORE: A logical game engine for modeling videogames (AMS, MJN, MM), pp. 91–98.
CIG-2010-WeberMMJ #game studies #multi
Reactive planning idioms for multi-scale game AI (BGW, PAM, MM, AJ), pp. 115–122.
FDG-2010-SaliWDMKRL #evaluation #game studies #interface #word
Playing with words: from intuition to evaluation of game dialogue interfaces (SS, NWF, SD, MM, SK, AAR, RL), pp. 179–186.
FDG-2010-SmithWM #design #named
Tanagra: a mixed-initiative level design tool (GS, JW, MM), pp. 209–216.
FDG-2010-TreanorMW #design #exclamation #game studies #logic #using #visual notation
Kaboom! is a many-splendored thing: an interpretation and design methodology for message-driven games using graphical logics (MT, MM, NWF), pp. 224–231.
AIIDE-2011-McCoyTSWM #authoring #modelling #social
Comme il Faut: A System for Authoring Playable Social Models (JM, MT, BS, NWF, MM).
AIIDE-2011-TearseMMW #user interface
Minstrel Remixed: User Interface and Demonstration (BRT, PAM, MM, NWF).
AIIDE-2011-WeberMJ #estimation #game studies #realtime
A Particle Model for State Estimation in Real-Time Strategy Games (BGW, MM, AJ).
DiGRA-2011-TreanorM #named
BurgerTime: A Proceduralist Investigation (MT, MM).
FDG-2011-FristoeDMMW
Say it with systems: expanding Kodu's expressive power through gender-inclusive mechanics (TF, JD, MM, MM, NWF), pp. 227–234.
FDG-2011-McCoyTSMW #physics #social
Prom Week: social physics as gameplay (JM, MT, BS, MM, NWF), pp. 319–321.
FDG-2011-TreanorSBM #game studies #how #logic #visual notation
Proceduralist readings: how to find meaning in games with graphical logics (MT, BS, IB, MM), pp. 115–122.
AIIDE-2012-ChenDKJWM #logic #modelling #named #visualisation
RoleModelVis: A Visualization of Logical Story Models (SC, AD, PK, AJ, NWF, MM).
FDG-2012-McCoyTSRWM
Prom week (JM, MT, BS, AAR, NWF, MM), pp. 235–237.
FDG-2012-SaliLWMK #interactive #natural language #word
Getting a word in: adding artificial pauses to natural language interaction (SS, RL, NWF, MM, SK), pp. 57–64.
FDG-2012-SmithAMP #automation #case study #design #game studies #tool support
A case study of expressively constrainable level design automation tools for a puzzle game (AMS, EA, MM, ZP), pp. 156–163.
FDG-2012-SullivanGMW #design #game studies
The design of Mismanor: creating a playable quest-based story game (AS, AG, MM, NWF), pp. 180–187.
FDG-2012-TreanorSBM
The micro-rhetorics of Game-o-Matic (MT, BS, IB, MM), pp. 18–25.
AIIDE-2013-McCoyTSRMW
Prom Week (JM, MT, BS, AAR, MM, NWF).
AIIDE-2013-OsbornGM #composition #game studies
Modular Computational Critics for Games (JCO, AG, MM).
AIIDE-2013-ShapiroMGSSSTM #case study #experience #interactive #social
Creating Playable Social Experiences through Whole-Body Interaction with Virtual Characters (DGS, JM, AG, BS, AS, RS, MT, MM).
DiGRA-2013-TreanorM
An Account of Proceduralist Meaning (MT, MM).
FDG-2013-McCoyTSRMW #design #game studies
Prom Week: Designing past the game/story dilemma (JM, MT, BS, AAR, MM, NWF), pp. 94–101.
AIIDE-2014-OsbornSMM #game studies #metric #similarity
Evaluating Play Trace (Dis)similarity Metrics (JCO, BS, JAM, MM).
FDG-2014-GarbeRDWM #bound #combinator #visualisation
Author assistance visualizations for Ice-Bound, a combinatorial narrative (JG, AAR, MD, NWF, MM).
FDG-2014-GarbeRWM #bound #configuration management #named #novel
Ice-Bound: A novel of reconfiguration (JG, AAR, NWF, MM).
FDG-2014-GrowGGMW #analysis #architecture #authoring #requirements #tool support
A methodology for requirements analysis of AI architecture authoring tools (AG, SEG, PG, MM, NWF).
FDG-2014-LogasWMVSMCOSSL #named
Xylem: The Code of Plants (HL, JW, MM, RV, LS, JTM, KC, JCO, OS, DGS, ZL, HS, MS, CL0, DC, SC).
FDG-2014-LogasWMVSSMCOSL #design #game studies #verification
Software verification games: Designing Xylem, The Code of Plants (HL, JW, MM, RV, LS, DGS, JTM, KC, JCO, OS, ZL, HS, MS, DC, SC, CL0).
FDG-2014-MawhorterMWJ #formal method #towards
Towards a theory of choice poetics (PAM, MM, NWF, AJ).
FDG-2014-OsbornM #difference #game studies #independence #metric
A game-independent play trace dissimilarity metric (JCO, MM).
FDG-2014-ReedGWM #bound #named
Ice-Bound: Combining richly-realized story with expressive gameplay (AAR, JG, NWF, MM).
FDG-2014-SamuelMTRMW #evaluation #interactive
Introducing story sampling: Preliminary results of a new interactive narrative evaluation technique (BS, JM, MT, AAR, MM, NWF).
FDG-2014-TreanorM #comprehension #representation #simulation
Understanding representation in playable simulations (MT, MM).
AIIDE-2015-MawhorterMW #generative
Generating Relaxed, Obvious, and Dilemma Choices with Dunyazad (PAM, MM, NWF), pp. 58–64.
AIIDE-2015-OsbornSMW #game studies #named #regular expression
Playspecs: Regular Expressions for Game Play Traces (JCO, BS, MM, NWF), pp. 170–176.
FDG-2015-ComptonM #generative #named
Tracery: An Author-Focused Generative Text Tool (KC, MM).
FDG-2015-Lederle-EnsignR #approach
A Software Studies Approach to Interpreting Passage (DLE, WR, JP, MM).
FDG-2015-OsbornLWM #game studies
Combat in Games (JCO, DLE, NWF, MM).
FDG-2015-RyanKFHOMW #game studies #interactive #scalability #visualisation
Large-Scale Interactive Visualizations of Nearly 12, 000 Games (JOR, EK, AMF, TH, TOM, MM, NWF).
FDG-2015-RyanKHMW #game studies #people
People Tend to Like Related Games (JOR, EK, TH, MM, NWF).
FDG-2015-RyanKMW #bottom-up #game studies
Bottom-up Game Studies (JOR, EK, MM, NWF).
FDG-2015-RyanKMW15a #analysis #game studies #semantics #tool support #using
Tools for Game Discovery Built Using Latent Semantic Analysis (JOR, EK, MM, NWF).
FDG-2015-SamuelRMMW #physics #social
The Scored Rule Engine: Next-Generation Social Physics (BS, AAR, PM, MM, NWF).
FDG-2015-SummervilleBMJ #data-driven #game studies #generative #learning
The Learning of Zelda: Data-Driven Level Generation for Action Role Playing Games (AS, MB, MM, AJ).
AIIDE-2016-RyanMW #generative
Characters Who Speak Their Minds: Dialogue Generation in Talk of the Town (JOR, MM, NWF), pp. 204–210.
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-ZookCBSGRRSSMW #case study #experience
Playable Experiences at AIIDE 2016 (AEZ, MC0, EB, KS, MG, MR, JOR, BS, AS, MM, NWF), p. 251–?.
DiGRA-FDG-2016-RyanKHIMW #design #game studies
GameNet and GameSage: Videogame Discovery as Design Insight (JOR, EK, TH, KI, MM, NWF).
DiGRA-FDG-2016-RyanMW #game studies #lightweight
A Lightweight Videogame Dialogue Manager (JOR, MM, NWF).
DiGRA-FDG-2016-SummervilleM #generative #platform #string
Super Mario as a String: Platformer Level Generation Via LSTMs (AJS, MM).
AIIDE-2017-OsbornLM #game studies #hybrid #modelling #named
HyPED: Modeling and Analyzing Action Games as Hybrid Systems (JCO, BL, MM), pp. 87–93.
CIG-2017-OsbornSM #automation #design #game studies #learning
Automated game design learning (JCO, AS, MM), pp. 240–247.
FDG-2017-KaltmanOWM #analysis #game studies #tool support
Getting the GISST: a toolkit for the creation, analysis and reference of game studies resources (EK, JCO, NWF, MM), p. 10.
FDG-2017-MurrayMW #graph #interactive #using
Proposal for analyzing player emotions in an interactive narrative using story intention graphs (JTM, MM, NWF), p. 4.
FDG-2017-OsbornSM #automation #game studies
Automatic mapping of NES games with mappy (JCO, AS, MM), p. 9.
FDG-2017-OsbornWM #logic
Refining operational logics (JCO, NWF, MM), p. 10.
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-2019-OsbornDASDTWM #game studies #generative
Is Your Game Generator Working? Evaluating Gemini, an Intentional Generator (JCO, MD, BRA, AS, JD, DT, NWF, MM), pp. 59–65.
FDG-2019-GarbeKSWM #generative #named
StoryAssembler: an engine for generating dynamic choice-driven narratives (JG, MK, BS, NWF, MM), p. 10.
FDG-2019-JuniusMW #game studies #towards
Towards expressive input for character dialogue in digital games (NJ, MM, NWF), p. 11.

Bibliography of Software Language Engineering in Generated Hypertext (BibSLEIGH) is created and maintained by Dr. Vadim Zaytsev.
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