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12. AIIDE 2016: Burlingame, CA, USA
- Nathan R. Sturtevant, Brian Magerko:
Proceedings of the Twelfth AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment, AIIDE 2016, October 8-12, 2016, Burlingame, California, USA. AAAI Press 2016
Research Papers
- Rogelio Enrique Cardona-Rivera, Boyang Li:
PlotShot: Generating Discourse-Constrained Stories Around Photos. 2-8 - Nicholas Mark Davis, Chih-Pin Hsiao, Kunwar Yashraj Singh, Brian Magerko:
Co-Creative Drawing Agent with Object Recognition. 9-15 - Sam Devlin, Anastasija Anspoka, Nick Sephton, Peter I. Cowling, Jeff Rollason:
Combining Gameplay Data with Monte Carlo Tree Search to Emulate Human Play. 16-22 - Anders Drachen, Eric Thurston Lundquist, Yungjen Kung, Pranav Simha Rao, Rafet Sifa, Julian Runge, Diego Klabjan:
Rapid Prediction of Player Retention in Free-to-Play Mobile Games. 23-29 - John Drake, Alla Safonova, Maxim Likhachev:
Demonstration-Based Training of Non-Player Character Tactical Behaviors. 30-36 - Rachelyn Farrell, Stephen G. Ware:
Fast and Diverse Narrative Planning through Novelty Pruning. 37-43 - Matthew Guzdial, Mark O. Riedl:
Game Level Generation from Gameplay Videos. 44-50 - Byron R. Harder, Imre Balogh, Christian J. Darken:
Implementation of an Automated Fire Support Planner. 51-57 - Bilal Kartal, Nick Sohre, Stephen J. Guy:
Data Driven Sokoban Puzzle Generation with Monte Carlo Tree Search. 58-64 - Julian R. H. Mariño, Levi H. S. Lelis:
A Computational Model Based on Symmetry for Generating Visually Pleasing Maps of Platform Games. 65-71 - Navjot Singh, Clark Verbrugge:
Staying Hidden: An Analysis of Hiding Strategies in a 2D Level with Occlusions. 72-78 - Sam Snodgrass, Santiago Ontañón:
An Approach to Domain Transfer in Procedural Content Generation of Two-Dimensional Videogame Levels. 79-85 - Adam James Summerville, Michael Mateas:
Mystical Tutor: A Magic: The Gathering Design Assistant via Denoising Sequence-to-Sequence Learning. 86-92 - Anderson R. Tavares, Héctor Azpúrua, Amanda Santos, Luiz Chaimowicz:
Rock, Paper, StarCraft: Strategy Selection in Real-Time Strategy Games. 93-99 - Alberto Uriarte, Santiago Ontañón:
Improving Monte Carlo Tree Search Policies in StarCraft via Probabilistic Models Learned from Replay Data. 100-106 - Josep Valls-Vargas, Jichen Zhu, Santiago Ontañón:
Predicting Proppian Narrative Functions from Stories in Natural Language. 107-113 - Che Wang, Pan Chen, Yuanda Li, Christoffer Holmgård, Julian Togelius:
Portfolio Online Evolution in StarCraft. 114-121
Poster Papers
- Philip Bontrager, Ahmed Khalifa, Andre Mendes, Julian Togelius:
Matching Games and Algorithms for General Video Game Playing. 122-128 - Alexander Borodovski, Clark Verbrugge:
Analyzing Stealth Games with Distractions. 129-135 - Alexander Eric Braylan, Risto Miikkulainen:
Object-Model Transfer in the General Video Game Domain. 136-142 - Vadim Bulitko:
Per-Map Algorithm Selection in Real-Time Heuristic Search. 143-148 - Damian Debkowski, Andrew Marrero, Nicole Yson, Li Yin, Yichen Yue, Seth Frey, Mubbasir Kapadia:
Contained: Using Multiplayer Online Games to Quantify Success of Collaborative Group Behavior. 149-154 - Funda Durupinar, Kuan Wang, Ani Nenkova, Norman I. Badler:
An Environment for Transforming Game Character Animations Based on Nationality and Profession Personality Stereotypes. 155-161 - Christopher W. Geib, Janith Weerasinghe, Sergey Matskevich, Pavan Kantharaju, Bart G. W. Craenen, Ronald P. A. Petrick:
Building Helpful Virtual Agents Using Plan Recognition and Planning. 162-168 - Mehmet Akif Gunes, Gökhan Solak, Ugur Akin, Omer Erden, Sanem Sariel:
A Generic Approach for Player Modeling Using Event-Trait Mapping and Feature Weighting. 169-175 - Sarah Harmon:
An Expressive Dilemma Generation Model for Players and Artificial Agents. 176-182 - Brent Harrison, Mark O. Riedl:
Learning From Stories: Using Crowdsourced Narratives to Train Virtual Agents. 183-189 - Thomas Hayton, Peter Gregory, Alan Lindsay, Julie Porteous:
Best-Fit Action-Cost Domain Model Acquisition and Its Application to Authorship in Interactive Narrative. 190-196 - Wookhee Min, Alok Baikadi, Bradford W. Mott, Jonathan P. Rowe, Barry Liu, Eunyoung Ha, James C. Lester:
A Generalized Multidimensional Evaluation Framework for Player Goal Recognition. 197-203 - James Owen Ryan, Michael Mateas, Noah Wardrip-Fruin:
Characters Who Speak Their Minds: Dialogue Generation in Talk of the Town. 204-210 - Kunwar Yashraj Singh, Nicholas M. Davis, Chih-Pin Hsiao, Mikhail Jacob, Krunal Patel, Brian Magerko:
Recognizing Actions in Motion Trajectories Using Deep Neural Networks. 211-217 - Von-Wun Soo, Chi-Mou Lee, Tai-Hsun Chen:
Generate Believable Causal Plots with User Preferences Using Constrained Monte Carlo Tree Search. 218-224 - Matthew Stephenson, Jochen Renz:
Procedural Generation of Levels for Angry Birds Style Physics Games. 225-231 - Mike Treanor, Josh McCoy, Anne Sullivan:
A Framework for Playable Social Dialogue. 232-238 - Hui-Yin Wu, R. Michael Young, Marc Christie:
A Cognitive-Based Model of Flashbacks for Computational Narratives. 239-246
Demonstration Papers
- Sasha Azad, Carl Saldanha, Cheng-Hann Gan, Mark O. Riedl:
Procedural Level Generation for Augmented Reality Games. 247-250
Playable Experiences
- Alexander E. Zook, Michael Cook, Eric Butler, Kristin Siu, Matthew Guzdial, Mark O. Riedl, James Owen Ryan, Ben Samuel, Adam Summerville, Michael Mateas, Noah Wardrip-Fruin:
Playable Experiences at AIIDE 2016. 251-
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