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Travelled to:
1 × Germany
1 × Israel
1 × USA
Collaborated with:
Jichen Zhu Sam Snodgrass Alberto Uriarte Josep Valls-Vargas E.Plaza Brandon Packard Zuozhi Yang Pavan Kantharaju Christopher W. Geib A.Ram Adam Summerville A.Trusty Brad Lewter F.Richoux Bruce Char B.K.Smith Suhas Virmani Yatin Kanetkar Manish Mehta 0001 Julian R. H. Mariño Levi H. S. Lelis Katelyn Bright Alderfer Rook Liu Claire Christopher Chris Martens Piotr Mirowski Kory Wallace Mathewson Thomas Winters Shaun Farrugia Katelyn Alderfer Anushay Furqan Jessica Nebolsky Jennifer Villareale
Talks about:
game (21) generat (15) learn (10) base (10) strategi (8) stori (7) time (7) real (7) map (6) search (5)

Person: Santiago Ontañón

DBLP DBLP: Onta=ntilde==oacute=n:Santiago

Contributed to:

ICML 20102010
ICML 20052005
ICML 20032003
AIIDE 20082008
AIIDE 20102010
CIG 20102010
AIIDE 20112011
FDG 20112011
AIIDE 20132013
CIG 20132013
AIIDE 20142014
FDG 20142014
AIIDE 20152015
FDG 20152015
AIIDE 20162016
CIG 20162016
AIIDE 20172017
CIG 20172017
FDG 20172017
AIIDE 20182018
CIG 20182018
AIIDE 20192019
FDG 20192019
CoG 20192019

Wrote 42 papers:

ICML-2010-OntanonP #approach #induction #learning #multi
Multiagent Inductive Learning: an Argumentation-based Approach (SO, EP), pp. 839–846.
ICML-2005-OntanonP #learning #multi
Recycling data for multi-agent learning (SO, EP), pp. 633–640.
ICML-2003-OntanonP #learning #multi
Justification-based Multiagent Learning (SO, EP), pp. 576–583.
AIIDE-2008-TrustyOR #game studies #optimisation #probability #realtime
Stochastic Plan Optimization in Real-Time Strategy Games (AT, SO, AR).
AIIDE-2008-VirmaniKMOR #authoring #behaviour #game studies #ide #realtime
An Intelligent IDE for Behavior Authoring in Real-Time Strategy Games (SV, YK, MM0, SO, AR).
AIIDE-2010-OntanonZ #generative
Story and Text Generation through Computational Analogy in the Riu System (SO, JZ).
CIG-2010-ZhuO #generative #representation
Story representation in analogy-based story generation in Riu (JZ, SO), pp. 435–442.
AIIDE-2011-OntanonZ #algorithm #generative
The SAM Algorithm for Analogy-Based Story Generation (SO, JZ).
FDG-2011-ZhuOL #game studies #representation
Representing game characters' inner worlds through narrative perspectives (JZ, SO, BL), pp. 204–210.
AIIDE-2013-Ontanon #combinator #game studies #multi #problem #realtime
The Combinatorial Multi-Armed Bandit Problem and Its Application to Real-Time Strategy Games (SO).
AIIDE-2013-ZhuO #empirical #generative
Evaluating Analogy-Based Story Generation: An Empirical Study (JZ, SO).
CIG-2013-UriarteO #generative #named
PSMAGE: Balanced map generation for StarCraft (AU, SO), pp. 1–8.
CIG-2013-Valls-VargasOZ #generative #towards
Towards story-based content generation: From plot-points to maps (JVV, SO, JZ), pp. 1–8.
AIIDE-2014-RichouxUO #constraints #game studies #optimisation
Walling in Strategy Games via Constraint Optimization (FR, AU, SO).
AIIDE-2014-SnodgrassO #approach #generative #markov #using
A Hierarchical Approach to Generating Maps Using Markov Chains (SS, SO).
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).
FDG-2014-SnodgrassO #generative #markov #using
Experiments in map generation using Markov chains (SS, SO).
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-Valls-VargasOZ #game studies #predict #segmentation
Exploring Player Trace Segmentation for Dynamic Play Style Prediction (JVV, SO, JZ), pp. 93–99.
FDG-2015-PackardO #behaviour #learning #metric #similarity
Learning Behavior form Demonstration in Minecraft via Symbolic Similarity Measures (BP, SO).
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-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.
CIG-2016-Ontanon #game studies #monte carlo #realtime
Informed Monte Carlo Tree Search for Real-Time Strategy games (SO), pp. 1–8.
AIIDE-2017-SnodgrassSO #generative #machine learning
Studying the Effects of Training Data on Machine Learning-Based Procedural Content Generation (SS, AS, SO), pp. 122–128.
CIG-2017-SnodgrassO #generative #multi #using
Procedural level generation using multi-layer level representations with MdMCs (SS, SO), pp. 280–287.
CIG-2017-UriarteO #game studies #generative #realtime
Single believe state generation for partially observable real-time strategy games (AU, SO), pp. 296–303.
FDG-2017-SummervilleMSOL #comprehension #design #evaluation #metric #platform
Understanding mario: an evaluation of design metrics for platformers (AS, JRHM, SS, SO, LHSL), p. 10.
FDG-2017-Valls-VargasZO #game studies #generative #grammarware #graph grammar #learning #parallel #programming
Graph grammar-based controllable generation of puzzles for a learning game about parallel programming (JVV, JZ, SO), p. 10.
FDG-2017-Valls-VargasZO17a #analysis #generative #overview #perspective
From computational narrative analysis to generation: a preliminary review (JVV, JZ, SO), p. 4.
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-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-PackardO #case study #learning #user study
A User Study on Learning from Human Demonstration (BP, SO), pp. 208–214.
CIG-2018-KantharajuOG #game studies
μCCG, a CCG-based Game-Playing Agent for μRTS (PK, SO, CWG), pp. 1–8.
CIG-2018-YangO #evaluation #game studies #independence #learning #realtime
Learning Map-Independent Evaluation Functions for Real-Time Strategy Games (ZY, SO), pp. 1–7.
AIIDE-2019-LiuCMOMMWF #case study #experience #interactive
Playable Experiences at the 15th AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment (RL, CC, CM, SO, PM, KWM, TW, SF), pp. 234–238.
AIIDE-2019-YangO #game studies #monte carlo #realtime
Guiding Monte Carlo Tree Search by Scripts in Real-Time Strategy Games (ZY, SO), pp. 100–107.
FDG-2019-ZhuAFNCSVO #concept #education #game studies #how #parallel #programming
Programming in game space: how to represent parallel programming concepts in an educational game (JZ, KA, AF, JN, BC, BKS, JV, SO), p. 10.
CoG-2019-KantharajuOG #monte carlo #recognition #scalability
Scaling up CCG-Based Plan Recognition via Monte-Carlo Tree Search (PK, SO, CWG), pp. 1–8.
CoG-2019-ZhuO #experience #game studies #multi
Experience Management in Multi-player Games (JZ, SO), pp. 1–6.

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