Vol. 16 No. 1 (2020): Sixteenth AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment
Papers
Playable Experiences at the 16th AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment
PDFLearning to Reason in Round-Based Games: Multi-Task Sequence Generation for Purchasing Decision Making in First-Person Shooters
PDFGeometry of Hiding: Generating Visibility Manifolds
PDFA Sketch-Based Tool for Authoring and Analyzing Emergent Narratives
PDFDeep Learning Bot for League of Legends
PDFA Demonstration of Mechanic Maker: An AI for Mechanics Co-Creation
PDFA Demonstration of Anhinga: A Mixed-Initiative EPCG Tool for Snakebird
PDFTowards Designing Out Helplessness: AI Interventions for Videogame Learnability
PDFPrinciples for AI Co-Creative Game Design Assistants
PDFArtificial Intelligence as an Art Director
PDFTowards Transferrable Affective Models for Educational Play
PDFPersonalized Procedural Content Generation for Increased Player Agency
PDFCo-Generation of Game Levels and Game-Playing Agents
PDFChaos Cards: Creating Novel Digital Card Games through Grammatical Content Generation and Meta-Based Card Evaluation
PDFMurder Mysteries: The White Whale of Narrative Generation?
PDFStudying General Agents in Video Games from the Perspective of Player Experience
PDFMultimodal Player Affect Modeling with Auxiliary Classifier Generative Adversarial Networks
PDFWord Autobots: Using Transformers for Word Association in the Game Codenames
PDFTowards Action Model Learning for Player Modeling
PDFReinforcement Learning with Quantum Variational Circuit
PDFTribes: A New Turn-Based Strategy Game for AI Research
PDFTwitchChat: A Dataset for Exploring Livestream Chat
PDFContrast Motif Discovery in Minecraft
PDFEvaluating and Comparing Skill Chains and Rating Systems for Dynamic Difficulty Adjustment
PDFExploring Level Blending Across Platformers via Paths and Affordances
PDFPAIndemic: A Planning Agent for Pandemic
PDFTrouncing in Dota 2: An Investigation of Blowout Matches
PDFCombinatorial Q-Learning for Dou Di Zhu
PDFImage-to-Level: Generation and Repair
PDFSay “Sul Sul!” to SimSim, A Sims-Inspired Platform for Sandbox Game AI
PDFDifferentia: Visualizing Incremental Game Design Changes
PDFFoundations of a Computational Science of Game Design: Abstractions and Tradeoffs
PDFGerminate: A Mixed-Initiative Casual Creator for Rhetorical Games
PDFTree Search versus Optimization Approaches for Map Generation
PDFBehavioral Evaluation of Hanabi Rainbow DQN Agents and Rule-Based Agents
PDFUsing Domain Compilation to Add Belief to Narrative Planners
PDFGenerating Explorable Narrative Spaces with Answer Set Programming
PDFNarrative Planning for Belief and Intention Recognition
PDFComputer-Generated Music for Tabletop Role-Playing Games
PDFUsing Deep Convolutional Neural Networks to Detect Rendered Glitches in Video Games
PDFWatershed Graphs for Faster Path Planning in Binary Occupancy Grids
PDFA Declarative PCG Tool for Casual Users
PDF“It’s Unwieldy and It Takes a Lot of Time” — Challenges and Opportunities for Creating Agents in Commercial Games
PDFPCGRL: Procedural Content Generation via Reinforcement Learning
PDFGenerating Game Levels for Multiple Distinct Games with a Common Latent Space
PDFA Formalization of Emotional Planning for Strong-Story Systems
PDFA Good Story Is One in a Million: Solution Density in Narrative Generation Problems
PDFThe Unexpected Consequence of Incremental Design Changes
PDFGame Level Clustering and Generation Using Gaussian Mixture VAEs
PDFAre Strong Policies Also Good Playout Policies? Playout Policy Optimization for RTS Games
PDFVideo Game Level Repair via Mixed Integer Linear Programming
PDFDynamic Guard Patrol in Stealth Games
PDFBringing Stories Alive: Generating Interactive Fiction Worlds
PDFYour Buddy, the Grandmaster: Repurposing the Game-Playing AI Surplus for Inclusivity
PDFTOAD-GAN: Coherent Style Level Generation from a Single Example
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