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Home / Proceedings / Proceedings of the AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment, 15 /

Vol. 15 No. 1 (2019): Fifteenth AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment

Full Oral Papers

  • Automatic Abstraction and Refinement for Simulations with Adaptive Level of Detail

    Michelangelo Diamanti,David Thue

    17-23

    PDF
  • On Hard Exploration for Reinforcement Learning: A Case Study in Pommerman

    Chao Gao,Bilal Kartal,Pablo Hernandez-Leal,Matthew E. Taylor

    24-30

    PDF
  • Agent Modeling as Auxiliary Task for Deep Reinforcement Learning

    Pablo Hernandez-Leal,Bilal Kartal,Matthew E. Taylor

    31-37

    PDF
  • Terminal Prediction as an Auxiliary Task for Deep Reinforcement Learning

    Bilal Kartal,Pablo Hernandez-Leal,Matthew E. Taylor

    38-44

    PDF
  • Evaluating AI-Based Games through Retellings

    Max Kreminski,Ben Samuel,Edward Melcer,Noah Wardrip-Fruin

    45-51

    PDF
  • GenerationMania: Learning to Semantically Choreograph

    Zhiyu Lin,Kyle Xiao,Mark Riedl

    52-58

    PDF
  • Is Your Game Generator Working? Evaluating Gemini, an Intentional Generator

    Joseph C. Osborn,Melanie Dickinson,Barrett Anderson,Adam Summerville,Jill Denner,David Torres,Noah Wardrip-Fruin,Michael Mateas

    59-65

    PDF
  • Analysis of Statistical Forward Planning Methods in Pommerman

    Diego Perez-Liebana,Raluca D. Gaina,Olve Drageset,Ercüment İlhan,Martin Balla,Simon M. Lucas

    66-72

    PDF
  • Levels from Sketches with Example-Driven Binary Space Partition

    Sam Snodgrass

    73-79

    PDF
  • Pathfinding and Abstraction with Dynamic Terrain Costs

    Nathan R. Sturtevant,Devon Sigurdson,Bjorn Taylor,Tim Gibson

    80-86

    PDF
  • Multi-Agent Narrative Experience Management as Story Graph Pruning

    Stephen G. Ware,Edward T. Garcia,Alireza Shirvani,Rachelyn Farrell

    87-93

    PDF
  • Macro Action Selection with Deep Reinforcement Learning in StarCraft

    Sijia Xu,Hongyu Kuang,Zhuang Zhi,Renjie Hu,Yang Liu,Huyang Sun

    94-99

    PDF
  • Guiding Monte Carlo Tree Search by Scripts in Real-Time Strategy Games

    Zuozhi Yang,Santiago Ontañón

    100-106

    PDF
  • Generating Game Levels for Multiple Distinct Games with a Common Latent Space

    Vikram Kumaran,Bradford Mott,James Lester

    102-108

    PDF
  • Story Quality as a Matter of Perception: Using Word Embeddings to Estimate Cognitive Interest

    Morteza Behrooz,Justus Robertson,Arnav Jhala

    44994

    PDF
  • Superstition in the Network: Deep Reinforcement Learning Plays Deceptive Games

    Philip Bontrager,Ahmed Khalifa,Damien Anderson,Matthew Stephenson,Christoph Salge,Julian Togelius

    45215

    PDF

Poster Papers

  • Action Guidance with MCTS for Deep Reinforcement Learning

    Bilal Kartal,Pablo Hernandez-Leal,Matthew E. Taylor

    153-159

    PDF
  • Cooperation and Codenames: Understanding Natural Language Processing via Codenames

    Andrew Kim,Maxim Ruzmaykin,Aaron Truong,Adam Summerville

    160-166

    PDF
  • Evaluation of a Recommender System for Assisting Novice Game Designers

    Tiago Machado,Daniel Gopstein,Angela Wang,Oded Nov,Andrew Nealen,Julian Togelius

    167-173

    PDF
  • A Structured Analysis of Experience Management Techniques

    Giulio Mori,David Thue,Stephan Schiffel

    174-180

    PDF
  • Alignment of Player and Non-Player Character Assertiveness Levels

    António C. Pacheco,Carlos Martinho

    181-187

    PDF
  • A Plan-Based Personality Model for Story Characters

    Alireza Shirvani,Stephen G. Ware

    188-194

    PDF
  • Beyond Winning and Losing: Modeling Human Motivations and Behaviors with Vector-Valued Inverse Reinforcement Learning

    Baoxiang Wang,Tongfang Sun,Xianjun Sam Zheng

    195-201

    PDF
  • Knowledge-Powered Inference of Crowd Behaviors in Semantically Rich Environments

    Xun Zhang,Davide Schaumann,Petros Faloutsos,Mubbasir Kapadia

    202-208

    PDF
  • Lyra: Simulating Believable Opinionated Virtual Characters

    Sasha Azad,Chris Martens

    108-115

    PDF
  • SCOPE: Selective Cross-Validation over Parameters for Elo

    Alexander J. Bisberg,Rogelio E. Cardona-Rivera

    116-122

    PDF
  • Augmenting Character Path Planning with Layered Social Influences

    Zeyuan Chen,Josh McCoy

    123-129

    PDF
  • Role Identification for Accurate Analysis in Dota 2

    Simon Demediuk,Peter York,Anders Drachen,James Alfred Walker,Florian Block

    130-138

    PDF
  • A Study of AI Agent Commitment in One Night Ultimate Werewolf with Human Players

    Markus Eger,Chris Martens

    139-145

    PDF
  • Improving Deep Reinforcement Learning in Minecraft with Action Advice

    Spencer Frazier,Mark Riedl

    146-152

    PDF

Doctoral Consortium Abstracts

  • Creativity Support for Story Construction Play Experiences

    Max Kreminski

    210-212

    PDF
  • Towards Usable Level PCG

    Eric Lang

    213-215

    PDF
  • Adaptive Game Soundtrack Generation Based on Music Transcription

    Munir Makhmutov

    216-218

    PDF
  • Learning Strategies for Real-Time Strategy Games with Genetic Programming

    Julian R. H. Mariño

    219-220

    PDF
  • Standardizing the Evaluation of Digital Managers for Better Interactive Experiences

    Giulio Mori

    221-223

    PDF
  • Interactive Narrative Authoring Using Cognitive Models in Narrative Planning

    Rushit Sanghrajka

    224-226

    PDF
  • How Actors Can Animate Game Characters: Integrating Performance Theory in the Emotion Model of a Game Character

    Sheldon Schiffer

    227-229

    PDF
  • Towards More Believable Characters Using Personality and Emotion

    Alireza Shirvani

    230-232

    PDF

Playable Experiences

  • Playable Experiences at the 15th AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment (AIIDE’19)

    Rook Liu,Claire Christopher,Chris Martens,Santiago Ontañón,Piotr Mirowski,Kory W. Mathewson,Thomas Winters,Shaun Farrugia

    234-238

    PDF

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