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

Vol. 12 No. 2 (2016): The Workshops of the Twelfth AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment

Artificial Intelligence in Adversarial Real-Time Games

  • Experiments on Learning Unit-Action Models from Replay Data from RTS Games

    Santiago Ontanon

    45183

    PDF
  • Improving Terrain Analysis and Applications to RTS Game AI

    Alberto Uriarte,Santiago Ontañón

    15-20

    PDF
  • StarCraft Winner Prediction

    Yaser Norouzzadeh Ravari,Snader Bakkes,Pieter Spronck

    44965

    PDF

Experimental AI in Games

  • Juke Joint: Characters Who Are Moved By Music

    James Ryan,Tyler Brothers,Michael Mateas,Noah Wardrip-Fruin

    72-78

    PDF
  • Computatrum Personae: Toward a Role-Based Taxonomy of (Computationally Assisted) Performance

    Ben Samuel,James Ryan,Adam Summerville,Michael Mateas,Noah Wardrip-Fruin

    79-85

    PDF
  • A Programming Model for Boss Encounters in 2D Action Games

    Kristin Siu,Eric Butler,Alexander Zook

    86-92

    PDF
  • ClueGen: An Exploration of Procedural Storytelling in the Format of Murder Mystery Games

    Andrew Stockdale

    93-99

    PDF
  • Draft-Analysis of the Ancients: Predicting Draft Picks in DotA 2 using Machine Learning

    Adam Summerville,Michael Cook,Ben Steenhuisen

    100-106

    PDF
  • Learning Player Tailored Content From Observation: Platformer Level Generation from Video Traces using LSTMs

    Adam Summerville,Matthew Guzdial,Michael Mateas,Mark Riedl

    107-113

    PDF
  • Mixed Reality Meets Procedural Content Generation in Video Games

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

    22-26

    PDF
  • Intelligent Physiotherapy Through Procedural Content Generation

    Shabnam Esfahlani,Tommy Thompson

    27-30

    PDF
  • Deep Static and Dynamic Level Analysis: A Study on Infinite Mario

    Matthew Guzdial,Nathan Sturtevant,Boyang Li

    31-38

    PDF
  • Dear Leader’s Happy Story Time: A Party Game Based on Automated Story Generation

    Ian Horswill

    39-45

    PDF
  • Predicting Resource Locations in Game Maps Using Deep Convolutional Neural Networks

    Scott Lee,Aaron Isaksen,Christoffer Holmgård,Julian Togelius

    46-52

    PDF
  • Proceduralist Readings, Procedurally

    Chris Martens,Adam Summerville,Michael Mateas,Joseph Osborn,Sarah Harmon,Noah Wardrip-Fruin,Arnav Jhala

    53-59

    PDF
  • What Does Bach Have in Common with World 1-1: Automatic Platformer Gestalt Analysis

    Johnathan Pagnutti

    60-64

    PDF
  • A Model of Superposed States

    Justus Robertson,R. Young

    65-71

    PDF

Player Analytics

  • Predicting Disengagement in Free-to-Play Games with Highly Biased Data

    Hanting Xie,Sam Devlin,Daniel Kudenko

    143-150

    PDF
  • Play With Me? Understanding and Measuring the Social Aspect of Casual Gaming

    Adam Alsén,Julian Runge,Anders Drachen,Daniel Klapper

    115-121

    PDF
  • MimicA: A Framework for Self-Learning Companion AI Behavior

    Travis Angevine,Foaad Khosmood

    122-128

    PDF
  • The Sensitivity of Retention to In-Game Advertisements: An Exploratory Analysis

    Zachary Burns,Isaac Roseboom,Nicholas Ross

    129-135

    PDF
  • Presenting Believable Choices

    Justus Robertson,R. Michael Young

    136-142

    PDF

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