Vol. 12 No. 1 (2016): Twelfth Artificial Intelligence and Interactive Digital Entertainment Conference
Papers
Playable Experiences at AIIDE 2016
PDFContained: Using Multiplayer Online Games to Quantify Success of Collaborative Group Behavior
PDFAn Environment for Transforming Game Character Animations Based on Nationality and Profession Personality Stereotypes
PDFBuilding Helpful Virtual Agents Using Plan Recognition and Planning
PDFA Generic Approach for Player Modeling Using Event-Trait Mapping and Feature Weighting
PDFAn Expressive Dilemma Generation Model for Players and Artificial Agents
PDFLearning From Stories: Using Crowdsourced Narratives to Train Virtual Agents
PDFBest-Fit Action-Cost Domain Model Acquisition and Its Application to Authorship in Interactive Narrative
PDFA Generalized Multidimensional Evaluation Framework for Player Goal Recognition
PDFCharacters Who Speak Their Minds: Dialogue Generation in Talk of the Town
PDFRecognizing Actions in Motion Trajectories Using Deep Neural Networks
PDFGenerate Believable Causal Plots with User Preferences Using Constrained Monte Carlo Tree Search
PDFProcedural Generation of Levels for Angry Birds Style Physics Games
PDFA Framework for Playable Social Dialogue
PDFA Cognitive-Based Model of Flashbacks for Computational Narratives
PDFProcedural Level Generation for Augmented Reality Games
PDFAnalyzing Stealth Games with Distractions
PDFPer-Map Algorithm Selection in Real-Time Heuristic Search
PDFObject-Model Transfer in the General Video Game Domain
PDFMatching Games and Algorithms for General Video Game Playing
PDFPortfolio Online Evolution in StarCraft
PDFPredicting Proppian Narrative Functions from Stories in Natural Language
PDFImproving Monte Carlo Tree Search Policies in StarCraft via Probabilistic Models Learned from Replay Data
PDFRock, Paper, StarCraft: Strategy Selection in Real-Time Strategy Games
PDFMystical Tutor: A Magic: The Gathering Design Assistant via Denoising Sequence-to-Sequence Learning
PDFAn Approach to Domain Transfer in Procedural Content Generation of Two-Dimensional Videogame Levels
PDFCo-Creative Drawing Agent with Object Recognition
PDFCombining Gameplay Data with Monte Carlo Tree Search to Emulate Human Play
PDFRapid Prediction of Player Retention in Free-to-Play Mobile Games
PDFDemonstration-Based Training of Non-Player Character Tactical Behaviors
PDFFast and Diverse Narrative Planning through Novelty Pruning
PDFGame Level Generation from Gameplay Videos
PDFImplementation of an Automated Fire Support Planner
PDFData Driven Sokoban Puzzle Generation with Monte Carlo Tree Search
PDFA Computational Model Based on Symmetry for Generating Visually Pleasing Maps of Platform Games
PDFStaying Hidden: An Analysis of Hiding Strategies in a 2D Level with Occlusions
PDFPlotShot: Generating Discourse-Constrained Stories Around Photos
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