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Home / Proceedings / Proceedings of the AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment, 11 /

Vol. 11 No. 1 (2015): Eleventh Artificial Intelligence and Interactive Digital Entertainment Conference

Full Oral Papers

  • Generating Relaxed, Obvious, and Dilemma Choices with Dunyazad

    Peter Mawhorter,Michael Mateas,Noah Wardrip-Fruin

    58-64

    PDF
  • Keeping the Player on an Emotional Trajectory in Interactive Storytelling

    Sergio Poo Hernandez,Vadim Bulitko,Marcia Spetch

    65-71

    PDF
  • Automated Gameplay Generation from Declarative World Representations

    Justus Robertson,R. Michael Young

    72-78

    PDF
  • Predicting Purchase Decisions in Mobile Free-to-Play Games

    Rafet Sifa,Fabian Hadiji,Julian Runge,Anders Drachen,Kristian Kersting,Christian Bauckhage

    79-85

    PDF
  • Using Lanchester Attrition Laws for Combat Prediction in StarCraft

    Marius Stanescu,Nicolas Barriga,Michael Buro

    86-92

    PDF
  • Exploring Player Trace Segmentation for Dynamic Play Style Prediction

    Josep Valls-Vargas,Santiago Ontañón,Jichen Zhu

    93-99

    PDF
  • Optimizing Players’ Expected Enjoyment in Interactive Stories

    Hong Yu,Mark Riedl

    100-106

    PDF
  • Width-Based Planning for General Video-Game Playing

    Tomas Geffner,Hector Geffner

    23-29

    PDF
  • Evaluating the Pairwise Event Salience Hypothesis in Indexter

    Christopher Kives,Stephen Ware,Lewis Baker

    30-36

    PDF
  • Targeting Horror via Level and Soundscape Generation

    Phil Lopes,Antonios Liapis,Georgios Yannakakis

    37-43

    PDF
  • An Empirical Evaluation of Evaluation Metrics of Procedurally Generated Mario Levels

    Julian Mariño,Willian Reis,Levi Lelis

    44-50

    PDF
  • Ceptre: A Language for Modeling Generative Interactive Systems

    Chris Martens

    51-57

    PDF
  • Path Planning with Inventory-Driven Jump-Point-Search

    Davide Aversa,Sebastian Sardina,Stavros Vassos

    44965

    PDF
  • Puppet Search: Enhancing Scripted Behavior by Look-Ahead Search with Applications to Real-Time Strategy Games

    Nicolas Barriga,Marius Stanescu,Michael Buro

    45184

    PDF
  • Hierarchical Portfolio Search: Prismata’s Robust AI Architecture for Games with Large Search Spaces

    David Churchill,Michael Buro

    16-22

    PDF

Poster Papers

  • Multi-Level Evolution of Shooter Levels

    William Cachia,Antonios Liapis,Georgios Yannakakis

    115-121

    PDF
  • Automated Decomposition of Game Maps

    Kári Halldórsson,Yngvi Björnsson

    122-127

    PDF
  • Refining the Paradigm of Sketching in AI-Based Level Design

    Antonios Liapis,Georgios Yannakakis

    128-134

    PDF
  • A Data-Driven Approach for Computationally Modeling Players’ Avatar Customization Behaviors

    Chong-U Lim,D. Fox Harrell

    135-141

    PDF
  • A Lightweight Algorithm for Procedural Generation of Emotionally Affected Behavior and Appearance

    Yathirajan Manavalan,Vadim Bulitko,Marcia Spetch

    142-148

    PDF
  • Maximizing Flow as a Metacontrol in Angband

    Thorey Mariusdottir,Vadim Bulitko,Matthew Brown

    149-155

    PDF
  • HeapCraft: Quantifying and Predicting Collaboration in Minecraft

    Stephan Müller,Seth Frey,Mubbasir Kapadia,Severin Klingler,Richard Mann,Barbara Solenthaler,Robert Sumner,Markus Gross

    156-162

    PDF
  • Bayesian Clustering of Player Styles for Multiplayer Games

    Aline Normoyle,Shane Jensen

    163-169

    PDF
  • Playspecs: Regular Expressions for Game Play Traces

    Joseph Osborn,Ben Samuel,Michael Mateas,Noah Wardrip-Fruin

    170-176

    PDF
  • Tuning Belief Revision for Coordination with Inconsistent Teammates

    Trevor Sarratt,Arnav Jhala

    177-183

    PDF
  • Capturing the Essence: Towards the Automated Generation of Transparent Behavior Models

    Patrick Schwab,Helmut Hlavacs

    184-190

    PDF
  • Towards Generic Models of Player Experience

    Noor Shaker,Mohammad Shaker,Mohamed Abou-Zleikha

    191-197

    PDF
  • Large-Scale Cross-Game Player Behavior Analysis on Steam

    Rafet Sifa,Anders Drachen,Christian Bauckhage

    198-204

    PDF
  • A Hierarchical MdMC Approach to 2D Video Game Map Generation

    Sam Snodgrass,Santiago Ontanon

    205-211

    PDF
  • Automatic Learning of Combat Models for RTS Games

    Alberto Uriarte,Santiago Ontañón

    212-218

    PDF
  • Path Planning on Grids: The Effect of Vertex Placement on Path Length

    James Bailey,Craig Tovey,Tansel Uras,Sven Koenig,Alex Nash

    108-114

    PDF

Demonstrations

  • Automatic Real-Time Music Generation for Games

    Steve Engels,Tiffany Tong,Fabian Chan

    220-222

    PDF
  • MKULTRA (Demo)

    Ian Horswill

    223-225

    PDF

Playable Experiences

  • Playable Experiences at AIIDE 2015

    Michael Cook,Squirrel Eiserloh,Justus Robertson,R. Young,Tommy Thompson,David Churchill,Martin Cerny,Sergio Hernandez,Vadim Bulitko

    227-232

    PDF

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