Vol. 14 No. 1 (2018): Fourteenth Artificial Intelligence and Interactive Digital Entertainment Conference
Full Oral Papers
Nested-Greedy Search for Adversarial Real-Time Games
PDFToward a Unified Understanding of Experience Management
PDFGemini: Bidirectional Generation and Analysis of Games via ASP
PDFExpanding Expressive Range: Evaluation Methodologies for Procedural Content Generation
PDFExhaustive and Semi-Exhaustive Procedural Content Generation
PDFMatrix and Tensor Factorization Based Game Content Recommender Systems: A Bottom-Up Architecture and a Comparative Online Evaluation
PDFPredicting Generated Story Quality with Quantitative Measures
PDFExploratory Automated Analysis of Structural Features of Interactive Narrative
PDFEvolving Behaviors for an Interactive Cube-Based Artifact
PDFAction Abstractions for Combinatorial Multi-Armed Bandit Tree Search
PDFImprobotics: Exploring the Imitation Game Using Machine Intelligence in Improvised Theatre
PDFEvolutionary MCTS with Flexible Search Horizon
PDFPlayer Experience Extraction from Gameplay Video
PDFPostmortem: MKULTRA, An Experimental AI-Based Game
PDFCatSAT: A Practical, Embedded, SAT Language for Runtime PCG
PDFAutomated Game Design via Conceptual Expansion
PDFKeeping the Story Straight: A Comparison of Commitment Strategies for a Social Deduction Game
PDFPOMCP with Human Preferences in Settlers of Catan
PDFGIGL: A Domain Specific Language for Procedural Content Generation with Grammatical Representations
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Poster Papers
A Hybrid Approach to Planning and Execution in Dynamic Environments Through Hierarchical Task Networks and Behavior Trees
PDFModeling Player Engagement with Bayesian Hierarchical Models
PDFDesign Mining for Minecraft Architecture
PDFAffect-Based Early Prediction of Player Mental Demand and Engagement for Educational Games
PDFMimisbrunnur: AI-Assisted Authoring for Interactive Storytelling
PDFEngaging Turn-Based Combat in the Children of the Galaxy Videogame
PDFCombining Intentionality and Belief: Revisiting Believable Character Plans
PDFModeling Player Experience with the N-Tuple Bandit Evolutionary Algorithm
PDFA User Study on Learning from Human Demonstration
PDFTalin: A Framework for Dynamic Tutorials Based on the Skill Atoms Theory
PDFCADI — A Conversational Assistive Design Interface for Discovering Pong Variants
PDFModular Architecture for StarCraft II with Deep Reinforcement Learning
PDFModelling Player Understanding of Non-Player Character Paths
PDFTracing Player Knowledge in a Parallel Programming Educational Game
PDFA Monte Carlo Approach to Skill-Based Automated Playtesting
PDFExploring Gameplay With AI Agents
PDFLike a DNA String: Sequence-Based Player Profiling in Tom Clancy’s The Division
PDFA Design Pattern Approach for Multi-Game Level Generation
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