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Home / Proceedings / Proceedings of the AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment, 14 /

Vol. 14 No. 1 (2018): Fourteenth Artificial Intelligence and Interactive Digital Entertainment Conference

Full Oral Papers

  • Improbotics: Exploring the Imitation Game Using Machine Intelligence in Improvised Theatre

    Kory Mathewson,Piotr Mirowski

    59-66

    PDF
  • Nested-Greedy Search for Adversarial Real-Time Games

    Rubens Moraes,Julian Mariño,Levi Lelis

    67-73

    PDF
  • Action Abstractions for Combinatorial Multi-Armed Bandit Tree Search

    Rubens Moraes,Julian Mariño,Levi Lelis,Mario Nascimento

    74-80

    PDF
  • Evolving Behaviors for an Interactive Cube-Based Artifact

    Victor Oliveira,Hugo do Nascimento,Fabrizzio Soares,Cleomar Rocha

    81-87

    PDF
  • Exploratory Automated Analysis of Structural Features of Interactive Narrative

    Nathan Partlan,Elin Carstensdottir,Sam Snodgrass,Erica Kleinman,Gillian Smith,Casper Harteveld,Magy Seif El-Nasr

    88-94

    PDF
  • Predicting Generated Story Quality with Quantitative Measures

    Christopher Purdy,Xinyu Wang,Larry He,Mark Riedl

    95-101

    PDF
  • Matrix and Tensor Factorization Based Game Content Recommender Systems: A Bottom-Up Architecture and a Comparative Online Evaluation

    Rafet Sifa,Raheel Yawar,Rajkumar Ramamurthy,Christian Bauckhage

    102-108

    PDF
  • Exhaustive and Semi-Exhaustive Procedural Content Generation

    Nathan Sturtevant,Matheus Ota

    109-115

    PDF
  • Expanding Expressive Range: Evaluation Methodologies for Procedural Content Generation

    Adam Summerville

    116-122

    PDF
  • Gemini: Bidirectional Generation and Analysis of Games via ASP

    Adam Summerville,Chris Martens,Ben Samuel,Joseph Osborn,Noah Wardrip-Fruin,Michael Mateas

    123-129

    PDF
  • Toward a Unified Understanding of Experience Management

    David Thue,Vadim Bulitko

    130-136

    PDF
  • Evolutionary MCTS with Flexible Search Horizon

    Hendrik Baier,Peter Cowling

    44965

    PDF
  • GIGL: A Domain Specific Language for Procedural Content Generation with Grammatical Representations

    Tiannan Chen,Stephen Guy

    45185

    PDF
  • POMCP with Human Preferences in Settlers of Catan

    Mihai Dobre,Alex Lascarides

    17-23

    PDF
  • Keeping the Story Straight: A Comparison of Commitment Strategies for a Social Deduction Game

    Markus Eger,Chris Martens

    24-30

    PDF
  • Automated Game Design via Conceptual Expansion

    Matthew Guzdial,Mark Riedl

    31-37

    PDF
  • CatSAT: A Practical, Embedded, SAT Language for Runtime PCG

    Ian Horswill

    38-44

    PDF
  • Postmortem: MKULTRA, An Experimental AI-Based Game

    Ian Horswill

    45-51

    PDF
  • Player Experience Extraction from Gameplay Video

    Zijin Luo,Matthew Guzdial,Nicholas Liao,Mark Riedl

    52-58

    PDF

Poster Papers

  • A Hybrid Approach to Planning and Execution in Dynamic Environments Through Hierarchical Task Networks and Behavior Trees

    Xenija Neufeld,Sanaz Mostaghim,Sandy Brand

    201-207

    PDF
  • A User Study on Learning from Human Demonstration

    Brandon Packard,Santiago Ontanon

    208-214

    PDF
  • Modeling Player Experience with the N-Tuple Bandit Evolutionary Algorithm

    Kamolwan Kunanusont,Simon Lucas,Diego Pérez-Liébana

    215-221

    PDF
  • Combining Intentionality and Belief: Revisiting Believable Character Plans

    Alireza Shirvani,Rachelyn Farrell,Stephen Ware

    222-228

    PDF
  • Engaging Turn-Based Combat in the Children of the Galaxy Videogame

    Pavel Šmejkal,Jakub Gemrot

    229-235

    PDF
  • Mimisbrunnur: AI-Assisted Authoring for Interactive Storytelling

    Ingibergur Stefnisson,David Thue

    236-242

    PDF
  • Affect-Based Early Prediction of Player Mental Demand and Engagement for Educational Games

    Joseph Wiggins,Mayank Kulkarni,Wookhee Min,Bradford Mott,Kristy Boyer,Eric Wiebe,James Lester

    243-249

    PDF
  • Design Mining for Minecraft Architecture

    Euisun Yoon,Erik Andersen,Bharath Hariharan,Ross Knepper

    250-256

    PDF
  • Modeling Player Engagement with Bayesian Hierarchical Models

    Robert Sawyer,Jonathan Rowe,Roger Azevedo,James Lester

    257-263

    PDF
  • Talin: A Framework for Dynamic Tutorials Based on the Skill Atoms Theory

    Batu Aytemiz,Isaac Karth,Jesse Harder,Adam Smith,Jim Whitehead

    138-144

    PDF
  • A Design Pattern Approach for Multi-Game Level Generation

    Spencer Beaupre,Thomas Wiles,Sean Briggs,Gillian Smith

    145-151

    PDF
  • Like a DNA String: Sequence-Based Player Profiling in Tom Clancy’s The Division

    Alessandro Canossa,Sasha Makarovych,Julian Togelius,Anders Drachenn

    152-158

    PDF
  • Exploring Gameplay With AI Agents

    Fernando De Mesentier Silva,Igor Borovikov,John Kolen,Navid Aghdaie,Kazi Zaman

    159-165

    PDF
  • A Monte Carlo Approach to Skill-Based Automated Playtesting

    Britton Horn,Josh Miller,Gillian Smith,Seth Cooper

    166-172

    PDF
  • Tracing Player Knowledge in a Parallel Programming Educational Game

    Pavan Kantharaju,Katelyn Alderfer,Jichen Zhu,Bruce Char,Brian Smith,Santiago Ontanon

    173-179

    PDF
  • Modelling Player Understanding of Non-Player Character Paths

    Mengxi Zhang,Clark Verbrugge

    180-186

    PDF
  • Modular Architecture for StarCraft II with Deep Reinforcement Learning

    Dennis Lee,Haoran Tang,Jeffrey Zhang,Huazhe Xu,Trevor Darrell,Pieter Abbeel

    187-193

    PDF
  • CADI — A Conversational Assistive Design Interface for Discovering Pong Variants

    Afshin Mobramaein,Morteza Behrooz,Jim Whitehead

    194-200

    PDF

Demonstrations

  • VERTIGØ: Visualisation of Rolling Horizon Evolutionary Algorithms in GVGAI

    Raluca Gaina,Simon Lucas,Diego Pérez-Liébana

    265-267

    PDF
  • SHRDLU: A Game Prototype Inspired by Winograd’s Natural Language Understanding Work

    Santiago Ontanon

    268-270

    PDF
  • Generating Paths with WFC

    Hugo Scurti,Clark Verbrugge

    271-273

    PDF

Playable Experiences

  • Playable Experiences at AIIDE 2018

    Ben Samuel,Aaron Reed,Emily Short,Samantha Heck,Barrie Robison,Landon Wright,Terence Soule,Mike Treanor,Joshua McCoy,Anne Sullivan,Alireza Shirvani,Edward Garcia,Rachelyn Farrell,Stephen Ware,Katherine Compton

    275-280

    PDF

Doctoral Consortium Abstracts

  • Towards Generating Narratives for the Real World

    Sasha Azad

    282-284

    PDF
  • Games as Co-Creative Cooperative Systems

    Rodrigo Canaan

    285-287

    PDF
  • Structure Editors and Autonomous Agents

    Alexander Card

    288-289

    PDF
  • Experience Management with Beliefs, Desires, and Intentions for Virtual Agents

    Rachelyn Farrell

    290-292

    PDF
  • Leveraging Cognitive Models in Planning to Assist Narrative Authoring

    Rushit Sanghrajka

    293-295

    PDF

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