Proceedings of the Sixteenth AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment (AIIDE-20)
Sponsored by the Association for the Advancement of Artificial Intelligence
Levi Lelis, General Chair
David Thue, Program Chair
October 19–23, 2020 held virtually
Published by The AAAI Press, Palo Alto, California.
360 pp., illus.
ISBN 978-1-57735-849-7
ISSN 2334-0924 (online)
ISSN 2326-909X (print)
Please Note: Abstracts are linked to individual titles, and will appear in a separate browser window. Full-text versions of the papers are linked to the abstract text. Access to full text may be restricted to AAAI members. PDF file sizes may be large!
Contents
Full Oral Papers
Bringing Stories Alive: Generating Interactive Fiction Worlds
Prithviraj Ammanabrolu, Wesley Cheung, Dan Tu, William Broniec, Mark O. Riedl
Pages 3-9
TOAD-GAN: Coherent Style Level Generation from a Single Example
Maren Awiszus, Frederik Schubert, Bodo Rosenhahn
Pages 10-16
Your Buddy, the Grandmaster: Repurposing the Game-Playing AI Surplus for Inclusivity
Batu Aytemiz, Xueer Shu, Eric Hu, Adam M. Smith
Pages 17-23
Tree Search versus Optimization Approaches for Map Generation
Debosmita Bhaumik, Ahmed Khalifa, Michael Cerny Green, Julian Togelius
Pages 24-30
Behavioral Evaluation of Hanabi Rainbow DQN Agents and Rule-Based Agents
Rodrigo Canaan, Xianbo Gao, Youjin Chung, Julian Togelius, Andy Nealen, Stefan Menzel
Pages 31-37
Using Domain Compilation to Add Belief to Narrative Planners
Matthew Christensen, Jennifer M. Nelson, Rogelio E. Cardona-Rivera
Pages 38-44
Generating Explorable Narrative Spaces with Answer Set Programming
Chinmaya Dabral, Chris Martens
Pages 45-51
Narrative Planning for Belief and Intention Recognition
Rachelyn Farrell, Stephen G. Ware
Pages 52-58
Computer-Generated Music for Tabletop Role-Playing Games
Lucas N. Ferreira, Levi H. S. Lelis, Jim Whitehead
Pages 59-65
Using Deep Convolutional Neural Networks to Detect Rendered Glitches in Video Games
Carlos García Ling, Konrad Tollmar, Linus Gisslén
Pages 66-73
Watershed Graphs for Faster Path Planning in Binary Occupancy Grids
Patrick Chisan Hew
Pages 74-80
A Declarative PCG Tool for Casual Users
Ian Horswill
Pages 81-87
"It's Unwieldy and It Takes a Lot of Time" — Challenges and Opportunities for Creating Agents in Commercial Games
Mikhail Jacob, Sam Devlin, Katja Hofmann
Pages 88-94
PCGRL: Procedural Content Generation via Reinforcement Learning
Ahmed Khalifa, Philip Bontrager, Sam Earle, Julian Togelius
Pages 95-101
Germinate: A Mixed-Initiative Casual Creator for Rhetorical Games
Max Kreminski, Melanie Dickinson, Joseph C. Osborn, Adam Summerville, Michael Mateas, Noah Wardrip-Fruin
Pages 102-108
Generating Game Levels for Multiple Distinct Games with a Common Latent Space
Vikram Kumaran, Bradford W. Mott, James C. Lester
Pages 109-115
A Formalization of Emotional Planning for Strong-Story Systems
Alireza Shirvani, Stephen G. Ware
Pages 116-122
A Good Story Is One in a Million: Solution Density in Narrative Generation Problems
Cory Siler, Stephen G. Ware
Pages 123-129
The Unexpected Consequence of Incremental Design Changes
Nathan R. Sturtevant, Nicolas Decroocq, Aaron Tripodi, Matthew Guzdial
Pages 130-136
Game Level Clustering and Generation Using Gaussian Mixture VAEs
Zhihan Yang, Anurag Sarkar, Seth Cooper
Pages 137-143
Are Strong Policies Also Good Playout Policies? Playout Policy Optimization for RTS Games
Zuozhi Yang, Santiago Ontañón
Pages 144-150
Video Game Level Repair via Mixed Integer Linear Programming
Hejia Zhang, Matthew C. Fontaine, Amy K. Hoover, Julian Togelius, Bistra Dilkina, Stefanos Nikolaidis
Pages 151-158
Poster Papers
Dynamic Guard Patrol in Stealth Games
Wael Al Enezi, Clark Verbrugge
Pages 160-166
Foundations of a Computational Science of Game Design: Abstractions and Tradeoffs
Rogelio E. Cardona-Rivera
Pages 167-174
Differentia: Visualizing Incremental Game Design Changes
Kenneth Chang, Adam Smith
Pages 175-181
Say "Sul Sul!" to SimSim, A Sims-Inspired Platform for Sandbox Game AI
Megan Charity, Dipika Rajesh, Rachel Ombok, L. B. Soros
Pages 182-188
Image-to-Level: Generation and Repair
Eugene Chen, Christoph Sydora, Brad Burega, Anmol Mahajan, Abdullah, Matthew Gallivan, Matthew Guzdial
Pages 189-195
Chaos Cards: Creating Novel Digital Card Games through Grammatical Content Generation and Meta-Based Card Evaluation
Tiannan Chen, Stephen J. Guy
Pages 196-202
Co-Generation of Game Levels and Game-Playing Agents
Aaron Dharna, Julian Togelius, L. B. Soros
Pages 203-209
Murder Mysteries: The White Whale of Narrative Generation?
Markus Eger
Pages 210-216
Studying General Agents in Video Games from the Perspective of Player Experience
Cristina Guerrero-Romero, Shringi Kumari, Diego Perez-Liebana, Sebastian Deterding
Pages 217-223
Multimodal Player Affect Modeling with Auxiliary Classifier Generative Adversarial Networks
Nathan Henderson, Wookhee Min, Jonathan Rowe, James Lester
Pages 224-230
Word Autobots: Using Transformers for Word Association in the Game Codenames
Catalina M. Jaramillo, Megan Charity, Rodrigo Canaan , Julian Togelius
Pages 231-237
Towards Action Model Learning for Player Modeling
Abhijeet Krishnan, Aaron Williams, Chris Martens
Pages 238-244
Reinforcement Learning with Quantum Variational Circuit
Owen Lockwood, Mei Si
Pages 245-251
Tribes: A New Turn-Based Strategy Game for AI Research
Diego Perez-Liebana, Yu-Jhen Hsu, Stavros Emmanouilidis, Bobby Dewan Akram Khaleque, Raluca D. Gaina
Pages 252-258
TwitchChat: A Dataset for Exploring Livestream Chat
Charles Ringer, Mihalis A. Nicolaou, James Alfred Walker
Pages 259-265
Contrast Motif Discovery in Minecraft
Samaneh Saadat, Gita Sukthankar
Pages 266-272
Evaluating and Comparing Skill Chains and Rating Systems for Dynamic Difficulty Adjustment
Anurag Sarkar, Seth Cooper
Pages 273-279
Exploring Level Blending Across Platformers via Paths and Affordances
Anurag Sarkar, Adam Summerville, Sam Snodgrass, Gerard Bentley, Joseph Osborn
Pages 280-286
PAIndemic: A Planning Agent for Pandemic
Pablo Sauma-Chacón, Markus Eger
Pages 287-293
Trouncing in Dota 2: An Investigation of Blowout Matches
Markos Viggiato, Cor-Paul Bezemer
Pages 294-300
Combinatorial Q-Learning for Dou Di Zhu
Yang You, Liangwei Li, Baisong Guo, Weiming Wang, Cewu Lu
Pages 301-307
Learning to Reason in Round-Based Games: Multi-Task Sequence Generation for Purchasing Decision Making in First-Person Shooters
Yilei Zeng, Deren Lei, Beichen Li, Gangrong Jiang, Emilio Ferrara, Michael Zyda
Pages 308-314
Demonstrations
Geometry of Hiding: Generating Visibility Manifolds
Adrian Koretski, Clark Verbrugge
Pages 316-318
A Sketch-Based Tool for Authoring and Analyzing Emergent Narratives
Ben Kybartas, Clark Verbrugge, Jonathan Lessard
Pages 319-321
Deep Learning Bot for League of Legends
Aishwarya Lohokare, Aayush Shah, Michael Zyda
Pages 322-324
A Demonstration of Mechanic Maker: An AI for Mechanics Co-Creation
Vardan Saini, Matthew Guzdial
Pages 325-327
A Demonstration of Anhinga: A Mixed-Initiative EPCG Tool for Snakebird
Nathan R. Sturtevant, Nicolas Decroocq, Aaron Tripodi, Carolyn Yang, Matthew Guzdial
Pages 328-330
Doctoral Consortium Abstracts
Towards Designing Out Helplessness: AI Interventions for Videogame Learnability
Batu Aytemiz
Pages 332-334
Principles for AI Co-Creative Game Design Assistants
Alex Elton-Pym
Pages 335-336
Artificial Intelligence as an Art Director
Adrian Gonzalez
Pages 337-339
Towards Transferrable Affective Models for Educational Play
Samuel Spaulding
Pages 340-342
Personalized Procedural Content Generation for Increased Player Agency
Kristen K. Yu
Pages 343-345
Playable Experiences
Playable Experiences at the 16th AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment
Melanie Dickinson, Max Kreminski, Michael Mateas, Noah Wardrip-Fruin, Sabine Wieluch
Pages 347-349
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