Frontmatter
Organization | |
Ian Horswill |
Sponsors | |
Ian Horswill |
Preface | |
Ian Horswill, Arnav Jhala |
AIIDE 2014 StarCraft Competition | |
Michael Buro, David Churchill |
Invited Talks | |
Peter Carr, Squirrel (Brian) Eiserloh, Peter Ingebretson |
Full Papers
Belief-Driven Pathfinding through Personalized Map Abstraction | |
Davide Aversa, Stavros Vassos |
Foreseeing Meaningful Choices | |
Rogelio E. Cardona-Rivera, Justus Robertson, Stephen G. Ware, Brent Harrison, David L. Roberts, R. Michael Young |
Spice It Up! Enriching Open World NPC Simulation Using Constraint Satisfaction | |
Martin Cerny, Cyril Brom, Roman Bartak, Martin Antos |
Analytics-Driven Dynamic Game Adaption for Player Retention in a 2-Dimensional Adventure Game | |
Brent Edward Harrison, David Roberts |
Towards Personalised Gaming via Facial Expression Recognition | |
Paris Mavromoustakos Blom, Sander Bakkes, Chek Tien Tan, Shimon Whiteson, Diederik Roijers, Roberto Valenti, Theo Gevers |
Deep Learning-Based Goal Recognition in Open-Ended Digital Games | |
Wookhee Min, Eun Young Ha, Jonathan Rowe, Bradford Mott, James Lester |
An AI System for Large Open Virtual World | |
Tomas Plch, Matej Marko, Petr Ondracek, Martin Cerny, Jakub Gemrot, Cyril Brom |
Walling in Strategy Games via Constraint Optimization | |
Florian Richoux, Alberto Uriarte, Santiago Ontañón |
A Hierarchical Approach to Generating Maps Using Markov Chains | |
Sam Snodgrass, Santiago Ontanon |
Hierarchical Adversarial Search Applied to Real-Time Strategy Games | |
Marius Stanescu, Nicolas A. Barriga, Michael Buro |
Game-Tree Search over High-Level Game States in RTS Games | |
Alberto Uriarte, Santiago Ontañón |
Glaive: A State-Space Narrative Planner Supporting Intentionality and Conflict | |
Stephen G. Ware, R. Michael Young |
Generative Methods for Guard and Camera Placement in Stealth Games | |
Qihan Xu, Jonathan Tremblay, Clark Verbrugge |
Using Cyclic Scheduling to Generate Believable Behavior in Games | |
Richard Zhao, Duane Szafron |
Poster Papers
PaTux: An Authoring Tool for Level Design through Pattern Customisation Using Non-Negative Matrix Factorization | |
Mohamed Abou-Zleikha, Noor Shaker |
The Real-Time Strategy Game Multi-Objective Build Order Problem | |
Jason Blackford, Gary Lamont |
Global State Evaluation in StarCraft | |
Graham Kurtis Stephen Erickson, Michael Buro |
Game AI Planning Analytics: The Case of Three First-Person Shooters | |
Eric Jacopin |
Developing Social Identity Models of Players from Game Telemetry Data | |
Chong-U Lim, D. Fox Harrell |
Fuzzy Affective Player Models: A Physiology-Based Hierarchical Clustering Method | |
Pedro Alves Nogueira, Rúben Aguiar, Rui Amaral Rodrigues, Eugénio Costa Oliveira, Lennart Nacke |
Evaluating Play Trace (Dis)similarity Metrics | |
Joseph Carter Osborn, Ben Samuel, Joshua Allen McCoy, Michael Mateas |
Emotion-Based Interactive Storytelling with Artificial Intelligence | |
Sergio Poo Hernandez, Vadim Bulitko, Emilie St. Hilaire |
Finding Schrödinger’s Gun | |
Justus Robertson, R. Michael Young |
Optimizing Player Experience in Interactive Narrative Planning: A Modular Reinforcement Learning Approach | |
Jonathan Rowe, Bradford Mott, James Lester |
Alone We Can Do So Little, Together We Can Do So Much: A Combinatorial Approach for Generating Game Content | |
Noor Shaker, Mohamed Abou-Zleikha |
Hide and Sneak: Story Generation with Characters that Perceive and Assume | |
Hans ten Brinke, Jeroen Linssen, Mariët Theune |
Exploring Abductive Event Binding for Opportunistic Storytelling | |
Emmett Tomai |
Toward Automatic Role Identification in Unannotated Folk Tales | |
Josep Valls-Vargas, Jichen Zhu, Santiago Ontañón |
Learning Micro-Management Skills in RTS Games by Imitating Experts | |
Jay Young, Nick Hawes |
Playable Experiences
Playable Experiences at AIIDE 2014 | |
Nathan R. Sturtevant, Jeff Orkin, Robert Zubek, Michael Cook, Stephen G. Ware, Christian Stith, R. Michael Young, Phillip Wright, Squirrel Eiserloh, Alejandro Ramirez-Sanabria, Vadim Bulitko, Kieran Lord |
Doctoral Consortium
Organizer | |
Noor Shaker |
Leveraging Parallel Architectures in AI Search Algorithms for Games | |
Nicolas A. Barriga |
Unsupervised Learning of HTNs in Complex Adversarial Domains | |
Michael A. Leece |
Investigating Collaborative Creativity via Machine-Mediated Game Blending | |
Phil Lopes, Georgios N. Yannakakis |
Leveraging Communication for Player Modeling and Cooperative Play | |
Trevor Sarratt |
Probabilistic Foundations for Procedural Level Generation | |
Sam Snodgrass |
Artificial Intelligence in Adversarial Real-Time Games Workshop
Organizers | |
Michael Buro, Santi Ontañón |
Preface | |
Michael Buro, Santi Ontañón |
Building Placement Optimization in Real-Time Strategy Games | |
Nicolas A. Barriga, Marius Stanescu, Michael Buro |
Sequential Pattern Mining in StarCraft: Brood War for Short and Long-Term Goals | |
Michael A. Leece, Arnav Jhala |
High-Level Representations for Game-Tree Search in RTS Games | |
Alberto Uriarte, Santiago Ontañón |
Experimental AI in Games Workshop
Organizers | |
Alexander E. Zook |
A Rogue Dream: Automatically Generating Meaningful Content For Games | |
Michael Cook, Simon Colton |
Asymmetric Virtual Environments: Exploring the Effects of Avatar Colors on Performance | |
Ignacio X. Domínguez, David L. Roberts |
Towards Computational Co-Creation in Modding Communities | |
Kazjon Grace, Mary Lou Maher |
Toward Generating 3D Games with the Help of Commonsense Knowledge and the Crowd | |
Rania Hodhod, Marc Huet, Mark Riedl |
Game Design for Classical AI | |
Ian D. Horswill |
Towards the Automatic Generation of Fictional Ideas for Games | |
Maria Teresa Llano, Michael Cook, Christian Guckelsberger, Simon Colton, Rose Hepworth |
Gameplay as On-Line Mediation Search | |
Justus Robertson, R. Michael Young |
Educational Neurogaming: EEG-Controlled Videogames as Interactive Teaching Tools For Introductory Neuroscience | |
David Schwarz, Vivek Subramanian, Katie Zhuang, Christine Adamczyk |
The Future of Procedural Content Generation in Games | |
Gillian Smith |
I Can Jump! Exploring Search Algorithms for Simulating Platformer Players | |
Jonathan Tremblay, Alexander Borodovski, Clark Verbrugge |
The General Mediation Engine | |
Justus Robertson, R. Michael Young |
Integrated Pathfinding and Player Analysis for Touch-Driven Games | |
Tommy Thompson, Michele Vinciguerra |
Games and NLP Workshop
Organizers | |
Noriko Tomuro, Kristy Boyer, Yun-Gyung Cheong |
Objective | |
Noriko Tomuro, Kristy Boyer, Yun-Gyung Cheong |
Games as Conversation | |
Rogelio Enrique Cardona-Rivera, Robert Michael Young |
Generating Game Narratives with Focalization and Flashbacks | |
Marissa Hoek, Mariët Theune, Jeroen Linssen |
Architectural Issues for Compositional Dialog in Games | |
Ian D. Horswill |
Automating Direct Speech Variations in Stories and Games | |
Stephanie M. Lukin, James O. Ryan, Marilyn A. Walker |
Using Game Reviews to Recommend Games | |
Michael Meidl, Steven L. Lytinen, Kevin Raison |
Mr. Clue — A Virtual Agent that Can Play Word-Guessing Games | |
Eli Pincus, David DeVault, David Traum |
Domain-Specific Sentiment Classification for Games-Related Tweets | |
Trevor Sarratt, Soja-Marie Morgens, Arnav Jhala |
Exploring Narrative Structure with MMORPG Quest Stories | |
Emmett Tomai, Eric Martinez, Lucian Silcox |
Adapting Automatic Speech Recognition for Foreign Language Learners in a Serious Game | |
Joshua Travis Winebarger |
Musical Metacreation Workshop
Organizers | |
Philippe Pasquier |
Preface | |
Philippe Pasquier, Arne Eigenfeldt, Oliver Roland Bown |
Generating Structure – Towards Large-Scale Formal Generation | |
Arne Eigenfeldt |
Artik: Articulation and Dynamics from Structural Pattern Analysis | |
Eliot Handelman, Andie J. Sigler |
Studying the Effect of Metre Perception on Rhythm and Melody Modelling with LSTMs | |
Andrew John Lambert, Tillman Weyde, Newton Armstrong |
Motivation, Microdrives and Microgoals in Mockingbird | |
Michael Francis Lynch |
A Genetically Generated Drone A/V Composition Using Video Analysis as a ‘Disturbance Factor’ to the Fitness Function | |
Tristan McGuire, Giuseppe Torre |
Implications of Ad Hoc Artificial Intelligence in Music | |
Evan X. Merz |
Ferin Martino: A Small Piano Algorithm and Its Lessons on Creativity, Interaction, and Expression | |
Jeffrey M. Morris |
A Hierarchical System for Autonomous Musical Creation | |
M. Anthony Reimer, Guy E. Garnett |
Genomic: Combining Genetic Algorithms and Corpora to Evolve Sound Treatments | |
Thomas M. Stoll |
Guided Music Synthesis with Variable Markov Oracle | |
Cheng-i Wang, Shlomo Dubnov |