Full Oral Presentation Papers
Path Planning with Inventory-Driven Jump-Point-Search | |
Davide Aversa, Sebastian Sardina, Stavros Vassos |
Puppet Search: Enhancing Scripted Behavior by Look-Ahead Search with Applications to Real-Time Strategy Games | |
Nicolas Arturo Barriga, Marius Stanescu, Michael Buro |
Hierarchical Portfolio Search: Prismata's Robust AI Architecture for Games with Large Search Spaces | |
David Churchill, Michael Buro |
Width-Based Planning for General Video-Game Playing | |
Tomas Geffner, Hector Geffner |
Evaluating the Pairwise Event Salience Hypothesis in Indexter | |
Christopher Kives, Stephen G. Ware, Lewis J. Baker |
Targeting Horror via Level and Soundscape Generation | |
Phil Lopes, Antonios Liapis, Georgios N. Yannakakis |
An Empirical Evaluation of Evaluation Metrics of Procedurally Generated Mario Levels | |
Julian R. H. Mariño, Willian M. P. Reis, Levi H. S. Lelis |
Ceptre: A Language for Modeling Generative Interactive Systems | |
Chris Martens |
Generating Relaxed, Obvious, and Dilemma Choices with Dunyazad | |
Peter Andrew Mawhorter, Michael Mateas, Noah Wardrip-Fruin |
Keeping the Player on an Emotional Trajectory in Interactive Storytelling | |
Sergio Poo Hernandez, Vadim Bulitko, Marcia Spetch |
Automated Gameplay Generation from Declarative World Representations | |
Justus Robertson, R. Michael Young |
Predicting Purchase Decisions in Mobile Free-to-Play Games | |
Rafet Sifa, Fabian Hadiji, Julian Runge, Anders Drachen, Kristian Kersting, Christian Bauckhage |
Using Lanchester Attrition Laws for Combat Prediction in StarCraft | |
Marius Adrian Stanescu, Nicolas Barriga, Michael Buro |
Exploring Player Trace Segmentation for Dynamic Play Style Prediction | |
Josep Valls-Vargas, Santiago Ontañón, Jichen Zhu |
Optimizing Players’ Expected Enjoyment in Interactive Stories | |
Hong Yu, Mark O. Riedl |
Poster Papers
Path Planning on Grids: The Effect of Vertex Placement on Path Length | |
James Bailey, Craig Tovey, Tansel Uras, Sven Koenig, Alex Nash |
Multi-Level Evolution of Shooter Levels | |
William Cachia, Antonios Liapis, Georgios N. Yannakakis |
Automated Decomposition of Game Maps | |
Kári Halldórsson, Yngvi Björnsson |
Refining the Paradigm of Sketching in AI-Based Level Design | |
Antonios Liapis, Georgios N. Yannakakis |
A Data-Driven Approach for Computationally Modeling Players' Avatar Customization Behaviors | |
Chong-U Lim, D. Fox Harrell |
A Lightweight Algorithm for Procedural Generation of Emotionally Affected Behavior and Appearance | |
Yathirajan Brammadesam Manavalan, Vadim Bulitko, Marcia Spetch |
Maximizing Flow as a Metacontrol in Angband | |
Thorey Maria Mariusdottir, Vadim Bulitko, Matthew Brown |
HeapCraft: Quantifying and Predicting Collaboration in Minecraft | |
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 | |
Aline Normoyle, Shane T. Jensen |
Playspecs: Regular Expressions for Game Play Traces | |
Joseph Carter Osborn, Ben Samuel, Michael Mateas, Noah Wardrip-Fruin |
Tuning Belief Revision for Coordination with Inconsistent Teammates | |
Trevor Sarratt, Arnav Jhala |
Capturing the Essence: Towards the Automated Generation of Transparent Behavior Models | |
Patrick Schwab, Helmut Hlavacs |
Towards Generic Models of Player Experience | |
Noor Shaker, Mohammad Shaker, Mohamed Abou-Zleikha |
Large-Scale Cross-Game Player Behavior Analysis on Steam | |
Rafet Sifa, Anders Drachen, Christian Bauckhage |
A Hierarchical MdMC Approach to 2D Video Game Map Generation | |
Sam Snodgrass, Santiago Ontanon |
Automatic Learning of Combat Models for RTS Games | |
Alberto Uriarte, Santiago Ontañón |
Demonstration Papers
Automatic Real-Time Music Generation for Games | |
Steve Engels, Tiffany Tong, Fabian Chan |
MKULTRA (Demo) | |
Ian D. Horswill |
Playable Experiences
Playable Experiences at AIIDE 2015 | |
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 | |
Marcello Balduccini, Alberto Uriarte, Santiago Ontañón |
Robustness and Flexibility of GHOST | |
Julien Fradin, Florian Richoux |
StarCraft Unit Motion: Analysis and Search Enhancements | |
Douglas Philip Schneider, Michael Buro |
A Benchmark for StarCraft Intelligent Agents | |
Alberto Uriarte, Santiago Ontañón |
Experimental AI in Games
Sarah and Sally: Creating a Likeable and Competent AI Sidekick for a Videogame | |
Martin Cerny |
Would You Look At That! Vision-Driven Procedural Level Design | |
Michael Cook |
Towards Generating Novel Games Using Conceptual Blending | |
Jeremy Gow, Joseph Corneli |
Fiascomatic: A Framework for Automated Fiasco Playsets | |
Ian D. Horswill |
Exploring the Use of Role Model Avatars in Educational Games | |
Dominic Kao, D. Fox Harrell |
Intelligent Content Generation via Abstraction, Evolution and Reinforcement | |
Dean M. LeBaron, Logan A. Mitchell, Dan Ventura |
Map Sketch Generation as a Service | |
Antonios Liapis |
The Marginal: A Game for Modeling Players' Perceptions of Gradient Membership in Avatar Categories | |
Chong-U Lim, D. Fox Harrell |
Toward Characters Who Observe, Tell, Misremember, and Lie | |
James Owen Ryan, Adam Summerville, Michael Mateas, Noah Wardrip-Fruin |
Sampling Hyrule: Multi-Technique Probabilistic Level Generation for Action Role Playing Games | |
Adam James Summerville, Michael Mateas |
MCMCTS PCG 4 SMB: Monte Carlo Tree Search to Guide Platformer Level Generation | |
Adam James Summerville, Shweta Philip, Michael Mateas |
An Algorithmic Approach to Decorative Content Placement | |
Jonathan Tremblay, Clark Verbrugge |
Intelligent Narrative Technologies and Social Believability in Games
A Tripartite Plan-Based Model of Narrative for Narrative Discourse Generation | |
Camille Barot, Colin Murray Potts, R. Michael Young |
Increasing the Engagement of Conversational Agents through Co-Constructed Storytelling | |
Cristina Battaglino, Timothy Bickmore |
Symbolic Plan Recognition in Interactive Narrative Environments | |
Rogelio Enrique Cardona-Rivera, Robert Michael Young |
Merits of a Temporal Modal Logic for Narrative Discourse Generation | |
Markus Eger, Camille Barot, R. Michael Young |
Plotter: Operationalizing the Master Book of All Plots | |
Markus Eger, Colin M. Potts, Camille Barot, R. Michael Young |
Designing Story-Centric Games for Player Emotion: A Theoretical Perspective | |
Jason Matthew Harley, Jonathan P. Rowe, James C. Lester, Claude Frasson |
Toward an Automated Measure of Narrative Complexity | |
Sarah Harmon, Arnav Jhala |
Towards an Accessible Interface for Story World Building | |
Steven Poulakos, Mubbasir Kapadia, Andrea Schüpfer, Fabio Zünd, Robert W. Sumner, Markus Gross |
Interactive Narrative Intervention Alibis through Domain Revision | |
Justus Robertson, R. Michael Young |
Toward Natural Language Generation by Humans | |
James Owen Ryan, Andrew Max Fisher, Taylor Owen-Milner, Michael Mateas, Noah Wardrip-Fruin |
Aesthetic Interleaving of Character Performance Requests | |
Daniel G. Shapiro, Larry LeBron, Andrew Stern, Michael Mateas |
Cinematic, Ambient, Inhabitable Narrative Environments: Story Systems in Search of an Artificial Intelligence Engine | |
Steven Nicholas Wingate |
Culturally Appropriate Behavior in Virtual Agents: A Review | |
Mashael AlSaleh, Daniela M Romano |
Implementing Injunctive Social Norms Using Defeasible Reasoning | |
Joseph A. Blass, Ian D. Horswill |
Modelling Social Network Interactions in Games | |
Edgar Omar Cebolledo Gutierrez, Olga De Troyer |
NPCs as Social Mediators in Massively Multiplayer Online Games | |
Nicole Crenshaw, Bonnie Nardi |
Automated Generation of Conversational Non Player Characters | |
Grant Pickett, Foaad Khosmood, Allan Fowler |
Social Play in Non-Player Character Dialog | |
Mike Treanor, Josh McCoy, Anne Sullivan |
Player Modeling
Modeling Individual Differences through Frequent Pattern Mining on Role-Playing Game Actions | |
Zhengxing Chen, Magy Seif El Nasr, Alessandro Canossa, Jeremy Badler, Stefanie Tignor, Randy Colvin |
Monte-Carlo Tree Search for Persona Based Player Modeling | |
Christoffer Holmgård, Antonios Liapis, Julian Togelius, Georgios N. Yannakakis |
Comparing Player Skill, Game Variants, and Learning Rates Using Survival Analysis | |
Aaron Isaksen, Andy Nealen |
Comparing Clustering Approaches for Modeling Players' Values through Avatar Construction | |
Chong-U Lim, D. Fox Harrell |
Modeling Leadership Behavior of Players in Virtual Worlds | |
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 | |
Deividas Stankevicius, Hawraa Amira Jady, Anders Drachen, Henrik Schoenau-Fog |