Presentations and Authors

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Full Oral Presentation Papers

Path Planning with Inventory-Driven Jump-Point-Search PDF
Davide Aversa, Sebastian Sardina, Stavros Vassos
Puppet Search: Enhancing Scripted Behavior by Look-Ahead Search with Applications to Real-Time Strategy Games PDF
Nicolas Arturo Barriga, Marius Stanescu, Michael Buro
Hierarchical Portfolio Search: Prismata's Robust AI Architecture for Games with Large Search Spaces PDF
David Churchill, Michael Buro
Width-Based Planning for General Video-Game Playing PDF
Tomas Geffner, Hector Geffner
Evaluating the Pairwise Event Salience Hypothesis in Indexter PDF
Christopher Kives, Stephen G. Ware, Lewis J. Baker
Targeting Horror via Level and Soundscape Generation PDF
Phil Lopes, Antonios Liapis, Georgios N. Yannakakis
An Empirical Evaluation of Evaluation Metrics of Procedurally Generated Mario Levels PDF
Julian R. H. Mariño, Willian M. P. Reis, Levi H. S. Lelis
Ceptre: A Language for Modeling Generative Interactive Systems PDF
Chris Martens
Generating Relaxed, Obvious, and Dilemma Choices with Dunyazad PDF
Peter Andrew Mawhorter, Michael Mateas, Noah Wardrip-Fruin
Keeping the Player on an Emotional Trajectory in Interactive Storytelling PDF
Sergio Poo Hernandez, Vadim Bulitko, Marcia Spetch
Automated Gameplay Generation from Declarative World Representations PDF
Justus Robertson, R. Michael Young
Predicting Purchase Decisions in Mobile Free-to-Play Games PDF
Rafet Sifa, Fabian Hadiji, Julian Runge, Anders Drachen, Kristian Kersting, Christian Bauckhage
Using Lanchester Attrition Laws for Combat Prediction in StarCraft PDF
Marius Adrian Stanescu, Nicolas Barriga, Michael Buro
Exploring Player Trace Segmentation for Dynamic Play Style Prediction PDF
Josep Valls-Vargas, Santiago Ontañón, Jichen Zhu
Optimizing Players’ Expected Enjoyment in Interactive Stories PDF
Hong Yu, Mark O. Riedl

Poster Papers

Path Planning on Grids: The Effect of Vertex Placement on Path Length PDF
James Bailey, Craig Tovey, Tansel Uras, Sven Koenig, Alex Nash
Multi-Level Evolution of Shooter Levels PDF
William Cachia, Antonios Liapis, Georgios N. Yannakakis
Automated Decomposition of Game Maps PDF
Kári Halldórsson, Yngvi Björnsson
Refining the Paradigm of Sketching in AI-Based Level Design PDF
Antonios Liapis, Georgios N. Yannakakis
A Data-Driven Approach for Computationally Modeling Players' Avatar Customization Behaviors PDF
Chong-U Lim, D. Fox Harrell
A Lightweight Algorithm for Procedural Generation of Emotionally Affected Behavior and Appearance PDF
Yathirajan Brammadesam Manavalan, Vadim Bulitko, Marcia Spetch
Maximizing Flow as a Metacontrol in Angband PDF
Thorey Maria Mariusdottir, Vadim Bulitko, Matthew Brown
HeapCraft: Quantifying and Predicting Collaboration in Minecraft PDF
Stephan Müller, Seth Frey, Mubbasir Kapadia, Severin Klingler, Richard P. Mann, Barbara Solenthaler, Robert W. Sumner, Markus Gross
Bayesian Clustering of Player Styles for Multiplayer Games PDF
Aline Normoyle, Shane T. Jensen
Playspecs: Regular Expressions for Game Play Traces PDF
Joseph Carter Osborn, Ben Samuel, Michael Mateas, Noah Wardrip-Fruin
Tuning Belief Revision for Coordination with Inconsistent Teammates PDF
Trevor Sarratt, Arnav Jhala
Capturing the Essence: Towards the Automated Generation of Transparent Behavior Models PDF
Patrick Schwab, Helmut Hlavacs
Towards Generic Models of Player Experience PDF
Noor Shaker, Mohammad Shaker, Mohamed Abou-Zleikha
Large-Scale Cross-Game Player Behavior Analysis on Steam PDF
Rafet Sifa, Anders Drachen, Christian Bauckhage
A Hierarchical MdMC Approach to 2D Video Game Map Generation PDF
Sam Snodgrass, Santiago Ontanon
Automatic Learning of Combat Models for RTS Games PDF
Alberto Uriarte, Santiago Ontañón

Demonstration Papers

Automatic Real-Time Music Generation for Games PDF
Steve Engels, Tiffany Tong, Fabian Chan
Ian D. Horswill

Playable Experiences

Playable Experiences at AIIDE 2015 PDF
Michael Cook, Squirrel Eiserloh, Justus Robertson, R. Michael Young, Tommy Thompson, David Churchill, Martin Cerny, Sergio Poo Hernandez, Vadim Bulitko

Artificial Intelligence in Adversarial Real-Time Games

Planning in RTS Games with Incomplete Action Definitions via Answer Set Programming PDF
Marcello Balduccini, Alberto Uriarte, Santiago Ontañón
Robustness and Flexibility of GHOST PDF
Julien Fradin, Florian Richoux
StarCraft Unit Motion: Analysis and Search Enhancements PDF
Douglas Philip Schneider, Michael Buro
A Benchmark for StarCraft Intelligent Agents PDF
Alberto Uriarte, Santiago Ontañón

Experimental AI in Games

Sarah and Sally: Creating a Likeable and Competent AI Sidekick for a Videogame PDF
Martin Cerny
Would You Look At That! Vision-Driven Procedural Level Design PDF
Michael Cook
Towards Generating Novel Games Using Conceptual Blending PDF
Jeremy Gow, Joseph Corneli
Fiascomatic: A Framework for Automated Fiasco Playsets PDF
Ian D. Horswill
Exploring the Use of Role Model Avatars in Educational Games PDF
Dominic Kao, D. Fox Harrell
Intelligent Content Generation via Abstraction, Evolution and Reinforcement PDF
Dean M. LeBaron, Logan A. Mitchell, Dan Ventura
Map Sketch Generation as a Service PDF
Antonios Liapis
The Marginal: A Game for Modeling Players' Perceptions of Gradient Membership in Avatar Categories PDF
Chong-U Lim, D. Fox Harrell
Toward Characters Who Observe, Tell, Misremember, and Lie PDF
James Owen Ryan, Adam Summerville, Michael Mateas, Noah Wardrip-Fruin
Sampling Hyrule: Multi-Technique Probabilistic Level Generation for Action Role Playing Games PDF
Adam James Summerville, Michael Mateas
MCMCTS PCG 4 SMB: Monte Carlo Tree Search to Guide Platformer Level Generation PDF
Adam James Summerville, Shweta Philip, Michael Mateas
An Algorithmic Approach to Decorative Content Placement PDF
Jonathan Tremblay, Clark Verbrugge

Intelligent Narrative Technologies and Social Believability in Games

A Tripartite Plan-Based Model of Narrative for Narrative Discourse Generation PDF
Camille Barot, Colin Murray Potts, R. Michael Young
Increasing the Engagement of Conversational Agents through Co-Constructed Storytelling PDF
Cristina Battaglino, Timothy Bickmore
Symbolic Plan Recognition in Interactive Narrative Environments PDF
Rogelio Enrique Cardona-Rivera, Robert Michael Young
Merits of a Temporal Modal Logic for Narrative Discourse Generation PDF
Markus Eger, Camille Barot, R. Michael Young
Plotter: Operationalizing the Master Book of All Plots PDF
Markus Eger, Colin M. Potts, Camille Barot, R. Michael Young
Designing Story-Centric Games for Player Emotion: A Theoretical Perspective PDF
Jason Matthew Harley, Jonathan P. Rowe, James C. Lester, Claude Frasson
Toward an Automated Measure of Narrative Complexity PDF
Sarah Harmon, Arnav Jhala
Towards an Accessible Interface for Story World Building PDF
Steven Poulakos, Mubbasir Kapadia, Andrea Schüpfer, Fabio Zünd, Robert W. Sumner, Markus Gross
Interactive Narrative Intervention Alibis through Domain Revision PDF
Justus Robertson, R. Michael Young
Toward Natural Language Generation by Humans PDF
James Owen Ryan, Andrew Max Fisher, Taylor Owen-Milner, Michael Mateas, Noah Wardrip-Fruin
Aesthetic Interleaving of Character Performance Requests PDF
Daniel G. Shapiro, Larry LeBron, Andrew Stern, Michael Mateas
Cinematic, Ambient, Inhabitable Narrative Environments: Story Systems in Search of an Artificial Intelligence Engine PDF
Steven Nicholas Wingate
Culturally Appropriate Behavior in Virtual Agents: A Review PDF
Mashael AlSaleh, Daniela M Romano
Implementing Injunctive Social Norms Using Defeasible Reasoning PDF
Joseph A. Blass, Ian D. Horswill
Modelling Social Network Interactions in Games PDF
Edgar Omar Cebolledo Gutierrez, Olga De Troyer
NPCs as Social Mediators in Massively Multiplayer Online Games PDF
Nicole Crenshaw, Bonnie Nardi
Automated Generation of Conversational Non Player Characters PDF
Grant Pickett, Foaad Khosmood, Allan Fowler
Social Play in Non-Player Character Dialog PDF
Mike Treanor, Josh McCoy, Anne Sullivan

Player Modeling

Modeling Individual Differences through Frequent Pattern Mining on Role-Playing Game Actions PDF
Zhengxing Chen, Magy Seif El Nasr, Alessandro Canossa, Jeremy Badler, Stefanie Tignor, Randy Colvin
Monte-Carlo Tree Search for Persona Based Player Modeling PDF
Christoffer Holmgård, Antonios Liapis, Julian Togelius, Georgios N. Yannakakis
Comparing Player Skill, Game Variants, and Learning Rates Using Survival Analysis PDF
Aaron Isaksen, Andy Nealen
Comparing Clustering Approaches for Modeling Players' Values through Avatar Construction PDF
Chong-U Lim, D. Fox Harrell
Modeling Leadership Behavior of Players in Virtual Worlds PDF
Samira Shaikh, Tomek Strzalkowski, Jennifer Stromer-Galley, George Aaron Broadwell, Ting Liu, Rosa Mikeal Martey
A Factor-Based Exploration of Player's Continuation Desire in Free-to-Play Mobile Games PDF
Deividas Stankevicius, Hawraa Amira Jady, Anders Drachen, Henrik Schoenau-Fog