Vol. 17 No. 1 (2021): Seventeenth AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment
Papers
Curve-Based Level Generation for a Full-Body VR Rhythm Game
PDFA Demonstration of Blabrecs, an AI-Based Wordgame
PDFA Demonstration of KiaiTime: A Mixed-Initiative PCGML Rhythm Game Editor
PDFA Tool for Generating Monster Silhouettes with a Word-Conditioned Variational Autoencoder
PDFAutomated Personalized Exposure Therapy Based on Physiological Measures Using Experience-Driven Procedural Content Generation
PDFGenerating Tailored Advice in Video Games through Play-Style Identification and Player Modelling
PDFSocial Modeling via Logic Programming in City of Gangsters
PDFTAG: Terraforming Mars
PDFSearch-Based Exploration and Diagnosis of TOAD-GAN
PDFWinnow: A Domain-Specific Language for Incremental Story Sifting
PDFArachnophobia Exposure Therapy Using Experience-Driven Procedural Content Generation via Reinforcement Learning (EDPCGRL)
PDFContent Reinjection for Super Metroid
PDFCrosston Tavern: Modulating Autonomous Characters Behaviour through Player-NPC Conversation
PDFRevealing Game Dynamics via Word Embeddings of Gameplay Data
PDFCan We Infer Player Behavior Tendencies from a Player’s Decision-Making Data? Integrating Theory of Mind to Player Modeling
PDFMulti-Agent Cooperation in Games with Goal Oriented Action Planner: Use Case in WONDER Prototype Project
PDFAdvanced Real-Time Hierarchical Task Network: Long-Term Behavior in Real-Time Games
PDFAI Design Lessons for Social Modeling at Scale
PDFEfficient 2D Sound Propagation in Video Games
PDFMappyLand: Fast, Accurate Mapping for Console Games
PDFBirds in Boots: Learning to Play Angry Birds with Policy-Guided Search
PDFExplaining Deep Reinforcement Learning Agents in the Atari Domain through a Surrogate Model
PDFEffects of Deep Neural Networks on the Perceived Creative Autonomy of a Generative Musical System
PDFSabre: A Narrative Planner Supporting Intention and Deep Theory of Mind
PDFThe Definition-Context-Purpose Paradigm and Other Insights from Industry Professionals about the Definition of a Quest
PDFHierarchical Dual Attention-Based Recurrent Neural Networks for Individual and Group Activity Recognition in Games
PDFAssessing the Effects of Interacting with MAP-Elites
PDFA Case Study in Learning in Metagames: Super Smash Bros. Melee
PDFPlug-and-Blend: A Framework for Plug-and-Play Controllable Story Generation with Sketches
PDFA Force Dynamic Model of Narrative Agents
PDFChallenges in Generating Juice Effects for Automatically Designed Games
PDFTile Embedding: A General Representation for Level Generation
PDFOptimizing Profit by Mitigating Recurrent Churn Labeling Issues: Analysis from the Game Domain
PDFThe Impact of Visualizing Design Gradients for Human Designers
PDFReinforcement Learning Methods to Evaluate the Impact of AI Changes in Game Design
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