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Home / Proceedings / Proceedings of the AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment, 12 /

Vol. 12 No. 1 (2016): Twelfth Artificial Intelligence and Interactive Digital Entertainment Conference

Full Oral Papers

  • An Approach to Domain Transfer in Procedural Content Generation of Two-Dimensional Videogame Levels

    Sam Snodgrass,Santiago Ontanon

    79-85

    PDF
  • Mystical Tutor: A Magic: The Gathering Design Assistant via Denoising Sequence-to-Sequence Learning

    Adam Summerville,Michael Mateas

    86-92

    PDF
  • Rock, Paper, StarCraft: Strategy Selection in Real-Time Strategy Games

    Anderson Tavares,Hector Azpúrua,Amanda Santos,Luiz Chaimowicz

    93-99

    PDF
  • Improving Monte Carlo Tree Search Policies in StarCraft via Probabilistic Models Learned from Replay Data

    Alberto Uriarte,Santiago Ontañón

    100-106

    PDF
  • Predicting Proppian Narrative Functions from Stories in Natural Language

    Josep Valls-Vargas,Jichen Zhu,Santiago Ontañón

    107-113

    PDF
  • Portfolio Online Evolution in StarCraft

    Che Wang,Pan Chen,Yuanda Li,Christoffer Holmgård,Julian Togelius

    114-120

    PDF
  • Co-Creative Drawing Agent with Object Recognition

    Nicholas Davis,Chih-Pin Hsiao,Kunwar Yashraj Singh,Brian Magerko

    45184

    PDF
  • Combining Gameplay Data with Monte Carlo Tree Search to Emulate Human Play

    Sam Devlin,Anastasija Anspoka,Nick Sephton,Peter Cowling,Jeff Rollason

    16-22

    PDF
  • Rapid Prediction of Player Retention in Free-to-Play Mobile Games

    Anders Drachen,Eric Lundquist,Yungjen Kung,Pranav Rao,Rafet Sifa,Julian Runge,Diego Klabjan

    23-29

    PDF
  • Demonstration-Based Training of Non-Player Character Tactical Behaviors

    John Drake,Alla Safonova,Maxim Likhachev

    30-36

    PDF
  • Fast and Diverse Narrative Planning through Novelty Pruning

    Rachelyn Farrell,Stephen Ware

    37-43

    PDF
  • Game Level Generation from Gameplay Videos

    Matthew Guzdial,Mark Riedl

    44-50

    PDF
  • Implementation of an Automated Fire Support Planner

    Byron Harder,Imre Balogh,Chris Darken

    51-57

    PDF
  • Data Driven Sokoban Puzzle Generation with Monte Carlo Tree Search

    Bilal Kartal,Nick Sohre,Stephen Guy

    58-64

    PDF
  • A Computational Model Based on Symmetry for Generating Visually Pleasing Maps of Platform Games

    Julian Mariño,Levi Lelis

    65-71

    PDF
  • Staying Hidden: An Analysis of Hiding Strategies in a 2D Level with Occlusions

    Navjot Singh,Clark Verbrugge

    72-78

    PDF
  • PlotShot: Generating Discourse-Constrained Stories Around Photos

    Rogelio Cardona-Rivera,Boyang Li

    44965

    PDF

Poster Papers

  • Contained: Using Multiplayer Online Games to Quantify Success of Collaborative Group Behavior

    Damian Debkowski,Andrew Marrero,Nicole Yson,Li Yin,Yichen Yue,Seth Frey,Mubbasir Kapadia

    149-154

    PDF
  • An Environment for Transforming Game Character Animations Based on Nationality and Profession Personality Stereotypes

    Funda Durupinar,Kuan Wang,Ani Nenkova,Norman Badler

    155-161

    PDF
  • Building Helpful Virtual Agents Using Plan Recognition and Planning

    Christopher Geib,Janith Weerasinghe,Sergey Matskevich,Pavan Kantharaju,Bart Craenen,Ronald Petrick

    162-168

    PDF
  • A Generic Approach for Player Modeling Using Event-Trait Mapping and Feature Weighting

    M. Gunes,Gokhan Solak,Ugur Akin,Omer Erden,Sanem Sariel

    169-175

    PDF
  • An Expressive Dilemma Generation Model for Players and Artificial Agents

    Sarah Harmon

    176-182

    PDF
  • Learning From Stories: Using Crowdsourced Narratives to Train Virtual Agents

    Brent Harrison,Mark Riedl

    183-189

    PDF
  • Best-Fit Action-Cost Domain Model Acquisition and Its Application to Authorship in Interactive Narrative

    Thomas Hayton,Peter Gregory,Alan Lindsay,Julie Porteous

    190-196

    PDF
  • A Generalized Multidimensional Evaluation Framework for Player Goal Recognition

    Wookhee Min,Alok Baikadi,Bradford Mott,Jonathan Rowe,Barry Liu,Eun Young Ha,James Lester

    197-203

    PDF
  • Characters Who Speak Their Minds: Dialogue Generation in Talk of the Town

    James Ryan,Michael Mateas,Noah Wardrip-Fruin

    204-210

    PDF
  • Recognizing Actions in Motion Trajectories Using Deep Neural Networks

    Kunwar Singh,Nicholas Davis,Chih-Pin Hsiao,Mikhail Jacob,Krunal Patel,Brian Magerko

    211-217

    PDF
  • Generate Believable Causal Plots with User Preferences Using Constrained Monte Carlo Tree Search

    Von-Wun Soo,Chi-Mou Lee,Tai-Hsun Chen

    218-224

    PDF
  • Procedural Generation of Levels for Angry Birds Style Physics Games

    Matthew Stephenson,Jochen Renz

    225-231

    PDF
  • A Framework for Playable Social Dialogue

    Mike Treanor,Josh McCoy,Anne Sullivan

    232-238

    PDF
  • A Cognitive-Based Model of Flashbacks for Computational Narratives

    Hui-Yin Wu,Michael Young,Marc Christie

    239-245

    PDF
  • Matching Games and Algorithms for General Video Game Playing

    Philip Bontrager,Ahmed Khalifa,Andre Mendes,Julian Togelius

    122-128

    PDF
  • Analyzing Stealth Games with Distractions

    Alexander Borodovski,Clark Verbrugge

    129-135

    PDF
  • Object-Model Transfer in the General Video Game Domain

    Alexander Braylan,Risto Miikkulainen

    136-142

    PDF
  • Per-Map Algorithm Selection in Real-Time Heuristic Search

    Vadim Bulitko

    143-148

    PDF

Demonstrations

  • Procedural Level Generation for Augmented Reality Games

    Sasha Azad,Carl Saldanha,Cheng-Hann Gan,Mark Riedl

    247-249

    PDF

Playable Experiences

  • Playable Experiences at AIIDE 2016

    Alexander Zook,Michael Cook,Eric Butler,Kristin Siu,Matthew Guzdial,Mark Riedl,James Ryan,Ben Samuel,Adam Summerville,Michael Mateas,Noah Wardrip-Fruin

    251-256

    PDF

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