Vol. 14 No. 1 (2018): Fourteenth Artificial Intelligence and Interactive Digital Entertainment Conference
Papers
Leveraging Cognitive Models in Planning to Assist Narrative Authoring
PDFA Hybrid Approach to Planning and Execution in Dynamic Environments Through Hierarchical Task Networks and Behavior Trees
PDFA User Study on Learning from Human Demonstration
PDFModeling Player Experience with the N-Tuple Bandit Evolutionary Algorithm
PDFCombining Intentionality and Belief: Revisiting Believable Character Plans
PDFEngaging Turn-Based Combat in the Children of the Galaxy Videogame
PDFMimisbrunnur: AI-Assisted Authoring for Interactive Storytelling
PDFAffect-Based Early Prediction of Player Mental Demand and Engagement for Educational Games
PDFDesign Mining for Minecraft Architecture
PDFModeling Player Engagement with Bayesian Hierarchical Models
PDFVERTIGØ: Visualisation of Rolling Horizon Evolutionary Algorithms in GVGAI
PDFSHRDLU: A Game Prototype Inspired by Winograd’s Natural Language Understanding Work
PDFGenerating Paths with WFC
PDFPlayable Experiences at AIIDE 2018
PDFTowards Generating Narratives for the Real World
PDFGames as Co-Creative Cooperative Systems
PDFStructure Editors and Autonomous Agents
PDFExperience Management with Beliefs, Desires, and Intentions for Virtual Agents
PDFA Monte Carlo Approach to Skill-Based Automated Playtesting
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
PDFExploring Gameplay With AI Agents
PDFImprobotics: Exploring the Imitation Game Using Machine Intelligence in Improvised Theatre
PDFNested-Greedy Search for Adversarial Real-Time Games
PDFAction Abstractions for Combinatorial Multi-Armed Bandit Tree Search
PDFEvolving Behaviors for an Interactive Cube-Based Artifact
PDFExploratory Automated Analysis of Structural Features of Interactive Narrative
PDFPredicting Generated Story Quality with Quantitative Measures
PDFMatrix and Tensor Factorization Based Game Content Recommender Systems: A Bottom-Up Architecture and a Comparative Online Evaluation
PDFExhaustive and Semi-Exhaustive Procedural Content Generation
PDFExpanding Expressive Range: Evaluation Methodologies for Procedural Content Generation
PDFGemini: Bidirectional Generation and Analysis of Games via ASP
PDFToward a Unified Understanding of Experience Management
PDFTalin: A Framework for Dynamic Tutorials Based on the Skill Atoms Theory
PDFA Design Pattern Approach for Multi-Game Level Generation
PDFLike a DNA String: Sequence-Based Player Profiling in Tom Clancy’s The Division
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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