Presentations and Authors


Last name A B C D E F G H I J K L M N O P Q R S T U V W X Y Z All
Track:
 

Full Oral Presentation Papers

Co-Creative Drawing Agent with Object Recognition PDF
Nicholas Mark Davis, Chih-Pin Hsiao, Kunwar Yashraj Singh, Brian Magerko
Combining Gameplay Data with Monte Carlo Tree Search to Emulate Human Play PDF
Sam Devlin, Anastasija Anspoka, Nick Sephton, Peter I. Cowling, Jeff Rollason
Rapid Prediction of Player Retention in Free-to-Play Mobile Games PDF
Anders Drachen, Eric Thurston Lundquist, Yungjen Kung, Pranav Rao, Rafet Sifa, Julian Runge, Diego Klabjan
Demonstration-Based Training of Non-Player Character Tactical Behaviors PDF
John Drake, Alla Safonova, Maxim Likhachev
Data Driven Sokoban Puzzle Generation with Monte Carlo Tree Search PDF
Bilal Kartal, Nick Sohre, Stephen J. Guy
Staying Hidden: An Analysis of Hiding Strategies in a 2D Level with Occlusions PDF
Navjot Singh, Clark Verbrugge
An Approach to Domain Transfer in Procedural Content Generation of Two-Dimensional Videogame Levels PDF
Sam Snodgrass, Santiago Ontanon
Mystical Tutor: A Magic: The Gathering Design Assistant via Denoising Sequence-to-Sequence Learning PDF
Adam James Summerville, Michael Mateas
Rock, Paper, StarCraft: Strategy Selection in Real-Time Strategy Games PDF
Anderson Tavares, Hector Azp├║rua, Amanda Santos, Luiz Chaimowicz

Poster Papers

A Generic Approach for Player Modeling Using Event-Trait Mapping and Feature Weighting PDF
M. Akif Gunes, Gokhan Solak, Ugur Akin, Omer Erden, Sanem Sariel
Recognizing Actions in Motion Trajectories Using Deep Neural Networks PDF
Kunwar Yashraj Singh, Nicholas Davis, Chih-Pin Hsiao, Mikhail Jacob, Krunal Patel, Brian Magerko
Generate Believable Causal Plots with User Preferences Using Constrained Monte Carlo Tree Search PDF
Von-Wun Soo, Chi-Mou Lee, Tai-Hsun Chen
Procedural Generation of Levels for Angry Birds Style Physics Games PDF
Matthew Stephenson, Jochen Renz
A Framework for Playable Social Dialogue PDF
Mike Treanor, Josh McCoy, Anne Sullivan

Demonstration Papers

Procedural Level Generation for Augmented Reality Games PDF
Sasha Azad, Carl Saldanha, Cheng-Hann Gan, Mark O. Riedl

Playable Experiences

Playable Experiences at AIIDE 2016 PDF
Alexander E. Zook, Michael Cook, Eric Butler, Kristin Siu, Matthew Guzdial, Mark Riedl, James Ryan, Ben Samuel, Adam Summerville, Michael Mateas, Noah Wardrip-Fruin

W1: Artificial Intelligence in Adversarial Games

StarCraft Winner Prediction PDF
Yaser Norouzzadeh Ravari, Snader Bakkes, Pieter Spronck

W2: Experimental AI in Games

Mixed Reality Meets Procedural Content Generation in Video Games PDF
Sasha Azad, Carl Saldanha, Cheng-Hann Gan, Mark O. Riedl
Deep Static and Dynamic Level Analysis: A Study on Infinite Mario PDF
Matthew James Guzdial, Nathan Sturtevant, Boyang Li
Proceduralist Readings, Procedurally PDF
Chris Martens, Adam Summerville, Michael Mateas, Joseph Osborn, Sarah Harmon, Noah Wardrip-Fruin, Arnav Jhala
Computatrum Personae: Toward a Role-Based Taxonomy of (Computationally Assisted) Performance PDF
Ben Samuel, James Ryan, Adam Summerville, Michael Mateas, Noah Wardrip-Fruin
A Programming Model for Boss Encounters in 2D Action Games PDF
Kristin Siu, Eric Butler, Alexander Zook
ClueGen: An Exploration of Procedural Storytelling in the Format of Murder Mystery Games PDF
Andrew Stockdale
Draft-Analysis of the Ancients: Predicting Draft Picks in DotA 2 using Machine Learning PDF
Adam Summerville, Michael Cook, Ben Steenhuisen
Learning Player Tailored Content From Observation: Platformer Level Generation from Video Traces using LSTMs PDF
Adam Summerville, Matthew Guzdial, Michael Mateas, Mark O. Riedl