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

Full Oral Presentation Papers

PlotShot: Generating Discourse-Constrained Stories Around Photos PDF
Rogelio Enrique Cardona-Rivera, Boyang Li
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
Fast and Diverse Narrative Planning through Novelty Pruning PDF Erratum
Rachelyn Farrell, Stephen G. Ware
Game Level Generation from Gameplay Videos PDF
Matthew Guzdial, Mark Riedl
Implementation of an Automated Fire Support Planner PDF
Byron R. Harder, Imre Balogh, Chris Darken
Data Driven Sokoban Puzzle Generation with Monte Carlo Tree Search PDF
Bilal Kartal, Nick Sohre, Stephen J. Guy
A Computational Model Based on Symmetry for Generating Visually Pleasing Maps of Platform Games PDF
Julian R. H. Mariño, Levi H. S. Lelis
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 Azpúrua, Amanda Santos, Luiz Chaimowicz
Improving Monte Carlo Tree Search Policies in StarCraft via Probabilistic Models Learned from Replay Data PDF
Alberto Uriarte, Santiago Ontañón
Predicting Proppian Narrative Functions from Stories in Natural Language PDF
Josep Valls-Vargas, Jichen Zhu, Santiago Ontañón
Portfolio Online Evolution in StarCraft PDF
Che Wang, Pan Chen, Yuanda Li, Christoffer Holmgård, Julian Togelius

Poster Papers

Matching Games and Algorithms for General Video Game Playing PDF
Philip Bontrager, Ahmed Khalifa, Andre Mendes, Julian Togelius
Analyzing Stealth Games with Distractions PDF
Alexander Borodovski, Clark Verbrugge
Object-Model Transfer in the General Video Game Domain PDF
Alexander Eric Braylan, Risto Miikkulainen
Per-Map Algorithm Selection in Real-Time Heuristic Search PDF
Vadim Bulitko
Contained: Using Multiplayer Online Games to Quantify Success of Collaborative Group Behavior PDF
Damian Debkowski, Andrew Marrero, Nicole Yson, Li Yin, Yichen Yue, Seth Frey, Mubbasir Kapadia
An Environment for Transforming Game Character Animations Based on Nationality and Profession Personality Stereotypes PDF
Funda Durupinar, Kuan Wang, Ani Nenkova, Norman Badler
Building Helpful Virtual Agents Using Plan Recognition and Planning PDF
Christopher Geib, Janith Weerasinghe, Sergey Matskevich, Pavan Kantharaju, Bart Craenen, Ronald P. A. Petrick
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
An Expressive Dilemma Generation Model for Players and Artificial Agents PDF
Sarah Harmon
Learning From Stories: Using Crowdsourced Narratives to Train Virtual Agents PDF
Brent Harrison, Mark O. Riedl
Best-Fit Action-Cost Domain Model Acquisition and Its Application to Authorship in Interactive Narrative PDF
Thomas Hayton, Peter Gregory, Alan Lindsay, Julie Porteous
A Generalized Multidimensional Evaluation Framework for Player Goal Recognition PDF
Wookhee Min, Alok Baikadi, Bradford Mott, Jonathan Rowe, Barry Liu, Eun Young Ha, James Lester
Characters Who Speak Their Minds: Dialogue Generation in Talk of the Town PDF
James Ryan, Michael Mateas, Noah Wardrip-Fruin
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
A Cognitive-Based Model of Flashbacks for Computational Narratives PDF
Hui-Yin Wu, Michael Young, Marc Christie

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
Experiments on Learning Unit-Action Models from Replay Data from RTS Games PDF
Santiago Ontanon
Improving Terrain Analysis and Applications to RTS Game AI PDF
Alberto Uriarte, Santiago Ontañón

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
Intelligent Physiotherapy Through Procedural Content Generation PDF
Shabnam Sadeghi Esfahlani, Tommy Thompson
Deep Static and Dynamic Level Analysis: A Study on Infinite Mario PDF
Matthew James Guzdial, Nathan Sturtevant, Boyang Li
Dear Leader’s Happy Story Time: A Party Game Based on Automated Story Generation PDF
Ian D. Horswill
Predicting Resource Locations in Game Maps Using Deep Convolutional Neural Networks PDF
Scott Lee, Aaron Isaksen, Christoffer Holmgård, Julian Togelius
Proceduralist Readings, Procedurally PDF
Chris Martens, Adam Summerville, Michael Mateas, Joseph Osborn, Sarah Harmon, Noah Wardrip-Fruin, Arnav Jhala
What Does Bach Have in Common with World 1-1: Automatic Platformer Gestalt Analysis PDF
Johnathan Pagnutti
A Model of Superposed States PDF
Justus Robertson, R. Michael Young
Juke Joint: Characters Who Are Moved By Music PDF
James Ryan, Tyler Brothers, Michael Mateas, Noah Wardrip-Fruin
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

W3: Player Analytics

Play With Me? Understanding and Measuring the Social Aspect of Casual Gaming PDF
Adam Alsén, Julian Runge, Anders Drachen, Daniel Klapper
MimicA: A Framework for Self-Learning Companion AI Behavior PDF
Travis Angevine, Foaad Khosmood
The Sensitivity of Retention to In-Game Advertisements: An Exploratory Analysis PDF
Zachary Burns, Isaac Roseboom, Nicholas Ross
Presenting Believable Choices PDF
Justus Robertson, R. Michael Young
Predicting Disengagement in Free-to-Play Games with Highly Biased Data PDF
Hanting Xie, Sam Devlin, Daniel Kudenko