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Home / Proceedings / Proceedings of the AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment, 16 /

Vol. 16 No. 1 (2020): Sixteenth AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment

Full Oral Papers

  • Tree Search versus Optimization Approaches for Map Generation

    Debosmita Bhaumik,Ahmed Khalifa,Michael Green,Julian Togelius

    24-30

    PDF
  • Behavioral Evaluation of Hanabi Rainbow DQN Agents and Rule-Based Agents

    Rodrigo Canaan,Xianbo Gao,Youjin Chung,Julian Togelius,Andy Nealen,Stefan Menzel

    31-37

    PDF
  • Using Domain Compilation to Add Belief to Narrative Planners

    Matthew Christensen,Jennifer Nelson,Rogelio Cardona-Rivera

    38-44

    PDF
  • Generating Explorable Narrative Spaces with Answer Set Programming

    Chinmaya Dabral,Chris Martens

    45-51

    PDF
  • Narrative Planning for Belief and Intention Recognition

    Rachelyn Farrell,Stephen Ware

    52-58

    PDF
  • Computer-Generated Music for Tabletop Role-Playing Games

    Lucas Ferreira,Levi Lelis,Jim Whitehead

    59-65

    PDF
  • Using Deep Convolutional Neural Networks to Detect Rendered Glitches in Video Games

    Carlos Ling,Konrad Tollmar,Linus Gisslén

    66-73

    PDF
  • Watershed Graphs for Faster Path Planning in Binary Occupancy Grids

    Patrick Hew

    74-80

    PDF
  • A Declarative PCG Tool for Casual Users

    Ian Horswill

    81-87

    PDF
  • “It’s Unwieldy and It Takes a Lot of Time” — Challenges and Opportunities for Creating Agents in Commercial Games

    Mikhail Jacob,Sam Devlin,Katja Hofmann

    88-94

    PDF
  • PCGRL: Procedural Content Generation via Reinforcement Learning

    Ahmed Khalifa,Philip Bontrager,Sam Earle,Julian Togelius

    95-101

    PDF
  • Germinate: A Mixed-Initiative Casual Creator for Rhetorical Games

    Max Kreminski,Melanie Dickinson,Joseph Osborn,Adam Summerville,Michael Mateas,Noah Wardrip-Fruin

    102-108

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

    Vikram Kumaran,Bradford Mott,James Lester

    109-115

    PDF
  • A Formalization of Emotional Planning for Strong-Story Systems

    Alireza Shirvani,Stephen Ware

    116-122

    PDF
  • A Good Story Is One in a Million: Solution Density in Narrative Generation Problems

    Cory Siler,Stephen Ware

    123-129

    PDF
  • The Unexpected Consequence of Incremental Design Changes

    Nathan Sturtevant,Nicolas Decroocq,Aaron Tripodi,Matthew Guzdial

    130-136

    PDF
  • Game Level Clustering and Generation Using Gaussian Mixture VAEs

    Zhihan Yang,Anurag Sarkar,Seth Cooper

    137-143

    PDF
  • Are Strong Policies Also Good Playout Policies? Playout Policy Optimization for RTS Games

    Zuozhi Yang,Santiago Ontañón

    144-150

    PDF
  • Video Game Level Repair via Mixed Integer Linear Programming

    Hejia Zhang,Matthew Fontaine,Amy Hoover,Julian Togelius,Bistra Dilkina,Stefanos Nikolaidis

    151-158

    PDF
  • Bringing Stories Alive: Generating Interactive Fiction Worlds

    Prithviraj Ammanabrolu,Wesley Cheung,Dan Tu,William Broniec,Mark Riedl

    44994

    PDF
  • TOAD-GAN: Coherent Style Level Generation from a Single Example

    Maren Awiszus,Frederik Schubert,Bodo Rosenhahn

    45215

    PDF
  • Your Buddy, the Grandmaster: Repurposing the Game-Playing AI Surplus for Inclusivity

    Batu Aytemiz,Xueer Shu,Eric Hu,Adam Smith

    17-23

    PDF

Poster Papers

  • Learning to Reason in Round-Based Games: Multi-Task Sequence Generation for Purchasing Decision Making in First-Person Shooters

    Yilei Zeng,Deren Lei,Beichen Li,Gangrong Jiang,Emilio Ferrara,Michael Zyda

    308-314

    PDF
  • Foundations of a Computational Science of Game Design: Abstractions and Tradeoffs

    Rogelio Cardona-Rivera

    167-174

    PDF
  • Differentia: Visualizing Incremental Game Design Changes

    Kenneth Chang,Adam Smith

    175-181

    PDF
  • Say “Sul Sul!” to SimSim, A Sims-Inspired Platform for Sandbox Game AI

    Megan Charity,Dipika Rajesh,Rachel Ombok,L. B. Soros

    182-188

    PDF
  • Image-to-Level: Generation and Repair

    Eugene Chen,Christoph Sydora,Brad Burega,Anmol Mahajan,Abdullah Abdullah,Matthew Gallivan,Matthew Guzdial

    189-195

    PDF
  • Chaos Cards: Creating Novel Digital Card Games through Grammatical Content Generation and Meta-Based Card Evaluation

    Tiannan Chen,Stephen Guy

    196-202

    PDF
  • Co-Generation of Game Levels and Game-Playing Agents

    Aaron Dharna,Julian Togelius,L. B. Soros

    203-209

    PDF
  • Murder Mysteries: The White Whale of Narrative Generation?

    Markus Eger

    210-216

    PDF
  • Studying General Agents in Video Games from the Perspective of Player Experience

    Cristina Guerrero-Romero,Shringi Kumari,Diego Perez-Liebana,Sebastian Deterding

    217-223

    PDF
  • Multimodal Player Affect Modeling with Auxiliary Classifier Generative Adversarial Networks

    Nathan Henderson,Wookhee Min,Jonathan Rowe,James Lester

    224-230

    PDF
  • Word Autobots: Using Transformers for Word Association in the Game Codenames

    Catalina Jaramillo,Megan Charity,Rodrigo Canaan,Julian Togelius

    231-237

    PDF
  • Towards Action Model Learning for Player Modeling

    Abhijeet Krishnan,Aaron Williams,Chris Martens

    238-244

    PDF
  • Reinforcement Learning with Quantum Variational Circuit

    Owen Lockwood,Mei Si

    245-251

    PDF
  • Tribes: A New Turn-Based Strategy Game for AI Research

    Diego Perez-Liebana,Yu-Jhen Hsu,Stavros Emmanouilidis,Bobby Khaleque,Raluca Gaina

    252-258

    PDF
  • TwitchChat: A Dataset for Exploring Livestream Chat

    Charles Ringer,Mihalis Nicolaou,James Walker

    259-265

    PDF
  • Contrast Motif Discovery in Minecraft

    Samaneh Saadat,Gita Sukthankar

    266-272

    PDF
  • Evaluating and Comparing Skill Chains and Rating Systems for Dynamic Difficulty Adjustment

    Anurag Sarkar,Seth Cooper

    273-279

    PDF
  • Exploring Level Blending Across Platformers via Paths and Affordances

    Anurag Sarkar,Adam Summerville,Sam Snodgrass,Gerard Bentley,Joseph Osborn

    280-286

    PDF
  • PAIndemic: A Planning Agent for Pandemic

    Pablo Sauma-Chacón,Markus Eger

    287-293

    PDF
  • Trouncing in Dota 2: An Investigation of Blowout Matches

    Markos Viggiato,Cor-Paul Bezemer

    294-300

    PDF
  • Combinatorial Q-Learning for Dou Di Zhu

    Yang You,Liangwei Li,Baisong Guo,Weiming Wang,Cewu Lu

    301-307

    PDF
  • Dynamic Guard Patrol in Stealth Games

    Wael Al Enezi,Clark Verbrugge

    160-166

    PDF

Demonstrations

  • Geometry of Hiding: Generating Visibility Manifolds

    Adrian Koretski,Clark Clark

    316-318

    PDF
  • A Sketch-Based Tool for Authoring and Analyzing Emergent Narratives

    Ben Kybartas,Clark Verbrugge,Jonathan Lessard

    319-321

    PDF
  • Deep Learning Bot for League of Legends

    Aishwarya Lohokare,Aayush Shah,Michael Zyda

    322-324

    PDF
  • A Demonstration of Mechanic Maker: An AI for Mechanics Co-Creation

    Vardan Saini,Matthew Guzdial

    325-327

    PDF
  • A Demonstration of Anhinga: A Mixed-Initiative EPCG Tool for Snakebird

    Nathan Sturtevant,Nicolas Decroocq,Aaron Tripodi,Carolyn Yang,Matthew Guzdial

    328-330

    PDF

Doctoral Consortium Abstracts

  • Towards Designing Out Helplessness: AI Interventions for Videogame Learnability

    Batu Aytemiz

    332-334

    PDF
  • Principles for AI Co-Creative Game Design Assistants

    Alex Elton-Pym

    335-336

    PDF
  • Artificial Intelligence as an Art Director

    Adrian Gonzalez

    337-339

    PDF
  • Towards Transferrable Affective Models for Educational Play

    Samuel Spaulding

    340-342

    PDF
  • Personalized Procedural Content Generation for Increased Player Agency

    Kristen Yu

    343-345

    PDF

Playable Experiences

  • Playable Experiences at the 16th AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment

    Melanie Dickinson,Max Kreminski,Michael Mateas,Noah Wardrip-Fruin,Sabine Wieluch

    347-349

    PDF

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