Vol. 11 No. 1 (2015): Eleventh Artificial Intelligence and Interactive Digital Entertainment Conference
Papers
Capturing the Essence: Towards the Automated Generation of Transparent Behavior Models
PDFRefining the Paradigm of Sketching in AI-Based Level Design
PDFA Data-Driven Approach for Computationally Modeling Players’ Avatar Customization Behaviors
PDFA Lightweight Algorithm for Procedural Generation of Emotionally Affected Behavior and Appearance
PDFMaximizing Flow as a Metacontrol in Angband
PDFHeapCraft: Quantifying and Predicting Collaboration in Minecraft
PDFBayesian Clustering of Player Styles for Multiplayer Games
PDFPlayspecs: Regular Expressions for Game Play Traces
PDFTuning Belief Revision for Coordination with Inconsistent Teammates
PDFAutomated Decomposition of Game Maps
PDFTowards Generic Models of Player Experience
PDFLarge-Scale Cross-Game Player Behavior Analysis on Steam
PDFA Hierarchical MdMC Approach to 2D Video Game Map Generation
PDFAutomatic Learning of Combat Models for RTS Games
PDFAutomatic Real-Time Music Generation for Games
PDFMKULTRA (Demo)
PDFPlayable Experiences at AIIDE 2015
PDFMulti-Level Evolution of Shooter Levels
PDFKeeping the Player on an Emotional Trajectory in Interactive Storytelling
PDFGenerating Relaxed, Obvious, and Dilemma Choices with Dunyazad
PDFAutomated Gameplay Generation from Declarative World Representations
PDFPredicting Purchase Decisions in Mobile Free-to-Play Games
PDFUsing Lanchester Attrition Laws for Combat Prediction in StarCraft
PDFExploring Player Trace Segmentation for Dynamic Play Style Prediction
PDFOptimizing Players’ Expected Enjoyment in Interactive Stories
PDFPath Planning on Grids: The Effect of Vertex Placement on Path Length
PDFCeptre: A Language for Modeling Generative Interactive Systems
PDFAn Empirical Evaluation of Evaluation Metrics of Procedurally Generated Mario Levels
PDFTargeting Horror via Level and Soundscape Generation
PDFEvaluating the Pairwise Event Salience Hypothesis in Indexter
PDFWidth-Based Planning for General Video-Game Playing
PDFPath Planning with Inventory-Driven Jump-Point-Search
PDFHierarchical Portfolio Search: Prismata’s Robust AI Architecture for Games with Large Search Spaces
PDFPuppet Search: Enhancing Scripted Behavior by Look-Ahead Search with Applications to Real-Time Strategy Games
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