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Collaborated with:
Marcia Spetch David Thue Sergio Poo Hernandez Alejandro Jose Ramirez Devon Sigurdson Stephen Hladky Yngvi Björnsson Mina Abdi Oskouie Kacy Doucet Everton Schumacker Soares A.Geramifard P.Chubak Andrew Cenkner D. Chris Rayner R.Lawrence Greg Lee Elliot A. Ludvig Emilie St. Hilaire Yathirajan Brammadesam Manavalan Thorey Maria Mariusdottir Matthew R. Brown Eric Wasylishen Steve Solomon J.Gratch M.v.Lent Alejandro Isaza Jieshan Lu R.Greiner Michael Webb Trevon Romanuik Dylan R. Ashley Valliappa Chockalingam Braedy Kuzma Joshua Sirota Matthew R. G. Brown William Yeoh 0001 C.Hernández S.Koenig Michael Cook 0001 Robert Michael Young Squirrel Eiserloh Justus Robertson Tommy Thompson David Churchill Martin Cerný 0001 N.R.Sturtevant Jeff Orkin Robert Zubek Stephen G. Ware Christian Stith Phillip Wright Squirrel (Brian) Eiserloh Alejandro Ramirez-Sanabria Kieran Lord
Talks about:
heurist (7) search (7) model (7) time (7) real (7) interact (6) player (6) base (5) algorithm (4) storytel (4)

Person: Vadim Bulitko

DBLP DBLP: Bulitko:Vadim

Facilitated 2 volumes:

AIIDE 2010Ed
AIIDE 2011Ed

Contributed to:

AIIDE 20062006
AIIDE 20072007
AIIDE 20082008
CIG 20082008
AIIDE 20092009
AIIDE 20102010
AIIDE 20112011
AIIDE 20122012
AIIDE 20132013
AIIDE 20142014
AIIDE 20152015
AIIDE 20162016
AIIDE 20172017
AIIDE 20182018
CIG 20182018
CoG 20192019

Wrote 30 papers:

AIIDE-2006-GeramifardCB
Biased Cost Pathfinding (AG, PC, VB), pp. 112–114.
AIIDE-2006-ThueB #game studies #modelling
Modeling Goal-Directed Players in Digital Games (DT, VB), pp. 86–91.
AIIDE-2007-ThueBSW #approach #interactive #modelling
Interactive Storytelling: A Player Modelling Approach (DT, VB, MS, EW), pp. 43–48.
AIIDE-2008-BulitkoSGL #behaviour #modelling
Modeling Culturally and Emotionally Affected Behavior (VB, SS, JG, MvL).
AIIDE-2008-IsazaLBG #approach #multi
A Cover-Based Approach to Multi-Agent Moving Target Pursuit (AI, JL, VB, RG).
AIIDE-2008-ThueBS #interactive #modelling #named
PaSSAGE: A Demonstration of Player Modeling in Interactive Storytelling (DT, VB, MS).
CIG-2008-HladkyB #evaluation #game studies #modelling #predict #video
An evaluation of models for predicting opponent positions in first-person shooter video games (SH, VB), pp. 39–46.
AIIDE-2009-BulitkoB #realtime
kNN LRTA*: Simple Subgoaling for Real-Time Search (VB, YB).
AIIDE-2010-ThueBSW #consistency
Socially Consistent Characters in Player-Specific Stories (DT, VB, MS, MW).
AIIDE-2011-CenknerBS #behaviour #generative
A Generative Computational Model for Human Hide and Seek Behavior (AC, VB, MS).
AIIDE-2011-ThueBSR #game studies #video
A Computational Model of Perceived Agency in Video Games (DT, VB, MS, TR).
AIIDE-2012-BulitkoRL #heuristic #on the #realtime
On Case Base Formation in Real-Time Heuristic Search (VB, DCR, RL).
AIIDE-2012-LeeBL #automation #machine learning #recommendation
Sports Commentary Recommendation System (SCoReS): Machine Learning for Automated Narrative (GL, VB, EAL).
AIIDE-2012-RamirezB #interactive
Telling Interactive Player-specific Stories and Planning for It: ASD + PaSSAGE = PAST (AJR, VB).
AIIDE-2013-RamirezBS #experience #interactive
Evaluating Planning-Based Experience Managers for Agency and Fun in Text-Based Interactive Narrative (AJR, VB, MS).
AIIDE-2014-HernandezBH #interactive
Emotion-Based Interactive Storytelling with Artificial Intelligence (SPH, VB, ESH).
AIIDE-2014-SturtevantOZCWSYWERBL #case study #experience
Playable Experiences at AIIDE 2014 (NRS, JO, RZ, MC0, SGW, CS, RMY, PW, S(E, ARS, VB, KL).
AIIDE-2015-CookERYTCCHB #case study #experience
Playable Experiences at AIIDE 2015 (MC0, SE, JR, RMY, TT, DC, MC0, SPH, VB), p. 227–?.
AIIDE-2015-HernandezBS #interactive
Keeping the Player on an Emotional Trajectory in Interactive Storytelling (SPH, VB, MS), pp. 65–71.
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-2016-Bulitko #algorithm #heuristic #realtime
Per-Map Algorithm Selection in Real-Time Heuristic Search (VB), pp. 143–148.
AIIDE-2017-OskouieB #algorithm #fault #heuristic #realtime #robust
Robustness of Real-Time Heuristic Search Algorithms to Read/Write Error in Externally Stored Heuristics (MAO, VB), pp. 137–143.
AIIDE-2017-SigurdsonB #algorithm #heuristic #learning #realtime
Deep Learning for Real-Time Heuristic Search Algorithm Selection (DS, VB), pp. 108–114.
AIIDE-2018-ThueB #comprehension #experience #towards
Toward a Unified Understanding of Experience Management (DT, VB), pp. 130–137.
CIG-2018-BulitkoD #heuristic #learning #realtime
Anxious Learning in Real-Time Heuristic Search (VB, KD), pp. 1–4.
CIG-2018-SigurdsonB0HK #heuristic #multi #realtime
Multi-Agent Pathfinding with Real-Time Heuristic Search (DS, VB, WY0, CH, SK), pp. 1–8.
CoG-2019-AshleyCKB #evolution #learning
Learning to Select Mates in Evolving Non-playable Characters (DRA, VC, BK, VB), pp. 1–8.
CoG-2019-SirotaBBH #game studies #towards #video
Towards Procedurally Generated Languages for Non-playable Characters in Video Games (JS, VB, MRGB, SPH), pp. 1–4.
CoG-2019-SoaresB #behaviour #classification
Deep Variational Autoencoders for NPC Behaviour Classification (ESS, VB), pp. 1–4.

Bibliography of Software Language Engineering in Generated Hypertext (BibSLEIGH) is created and maintained by Dr. Vadim Zaytsev.
Hosted as a part of SLEBOK on GitHub.