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13th AIIDE 2017: Snowbird, UT, USA
- Brian Magerko, Jonathan P. Rowe:
Proceedings of the Thirteenth AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment (AIIDE-17), October 5-9, 2017, Snowbird, Little Cottonwood Canyon, Utah, USA. AAAI Press 2017, ISBN 978-1-57735-791-9
Research Papers
- Sasha Azad, Jingyang Xu, Haining Yu, Boyang Li:
Scheduling Live Interactive Narratives with Mixed-Integer Linear Programming. 2-8 - Nicolas A. Barriga, Marius Stanescu, Michael Buro:
Combining Strategic Learning with Tactical Search in Real-Time Strategy Games. 9-15 - Jonathan Campbell, Clark Verbrugge:
Learning Combat in NetHack. 16-22 - Filipa Correia, Patrícia Alves-Oliveira, Tiago Ribeiro, Francisco S. Melo, Ana Paiva:
A Social Robot as a Card Game Player. 23-29 - Markus Eger, Chris Martens:
Practical Specification of Belief Manipulation in Games. 30-36 - Rachelyn Farrell, Stephen G. Ware:
Influencing User Choices in Interactive Narratives Using Indexter's Pairwise Event Salience Hypothesis. 37-42 - Lucas A. Hanke, Luiz Chaimowicz:
A Recommender System for Hero Line-Ups in MOBA Games. 43-49 - Zeming Lin, Jonas Gehring, Vasil Khalidov, Gabriel Synnaeve:
STARDATA: A StarCraft AI Research Dataset. 50-56 - Albert Julius Liu, Steve Marschner:
Balancing Zero-Sum Games with One Variable per Strategy. 57-65 - Kory W. Mathewson, Piotr Mirowski:
Improvised Theatre Alongside Artificial Intelligences. 66-72 - Jo Mazeika, Jim Whitehead:
Solving for Bespoke Game Assets: Applying Style to 3D Generative Artifacts. 73-79 - Wookhee Min, Bradford W. Mott, Jonathan P. Rowe, Robert G. Taylor, Eric N. Wiebe, Kristy Elizabeth Boyer, James C. Lester:
Multimodal Goal Recognition in Open-World Digital Games. 80-86 - Joseph C. Osborn, Brian Lambrigger, Michael Mateas:
HyPED: Modeling and Analyzing Action Games as Hybrid Systems. 87-93 - Edward Jack Powley, Peter I. Cowling, Daniel Whitehouse:
Memory Bounded Monte Carlo Tree Search. 94-100 - Alireza Shirvani, Stephen G. Ware, Rachelyn Farrell:
A Possible Worlds Model of Belief for State-Space Narrative Planning. 101-107 - Devon Sigurdson, Vadim Bulitko:
Deep Learning for Real-Time Heuristic Search Algorithm Selection. 108-114 - Gillian Smith:
Generative Design for Textiles: Opportunities and Challenges for Entertainment AI. 115-121 - Sam Snodgrass, Adam Summerville, Santiago Ontañón:
Studying the Effects of Training Data on Machine Learning-Based Procedural Content Generation. 122-128 - Lauren Winston, Brian Magerko:
Turn-Taking with Improvisational Co-Creative Agents. 129-136
Poster Papers
- Mina Abdi Oskouie, Vadim Bulitko:
Robustness of Real-Time Heuristic Search Algorithms to Read/Write Error in Externally Stored Heuristics. 137-143 - Julio César Bahamón, R. Michael Young:
An Empirical Evaluation of a Generative Method for the Expression of Personality Traits through Action Choice. 144-150 - Joseph Alexander Brown, Jooyoung Lee, Niktia Kraev:
Reputation Systems for Non-Player Character Interactions Based on Player Actions. 151-157 - Sara Bunian, Alessandro Canossa, Randy C. Colvin, Magy Seif El-Nasr:
Modeling Individual Differences in Game Behavior Using HMM. 158-164 - Corey Clark, Anthony Fleshner:
Fast Random Genetic Search for Large-Scale RTS Combat Scenarios. 165-171 - Yihuan Dong, Tiffany Barnes:
Evaluation of a Template-Based Puzzle Generator for an Educational Programming Game. 172-178 - John Drake, Alla Safonova, Maxim Likhachev:
Towards Adaptability of Demonstration-Based Training of NPC Behavior. 179-185 - Mário Escarce Junior, Georgia Rossmann Martins, Leandro Soriano Marcolino, Yuri Tavares dos Passos:
Emerging Sounds Through Implicit Cooperation: A Novel Model for Dynamic Music Generation. 186-192 - Rachelyn Farrell, Stephen G. Ware:
Causal Link Semantics for Narrative Planning Using Numeric Fluents. 193-199 - Brian Hart, Derek Hart, Russell Gayle, Fred J. Oppel, Patrick G. Xavier, Jonathan Whetzel:
Dante Agent Architecture for Force-On-Force Wargame Simulation and Training. 200-206 - Yaser Norouzzadeh Ravari, Pieter Spronck, Rafet Sifa, Anders Drachen:
Predicting Victory in a Hybrid Online Competitive Game: The Case of Destiny. 207-213 - Rafael R. Padovani, Lucas N. Ferreira, Levi H. S. Lelis:
Bardo: Emotion-Based Music Recommendation for Tabletop Role-Playing Games. 214-220 - Rushit Sanghrajka, Daniel Hidalgo, Patrick P. Chen, Mubbasir Kapadia:
LISA: Lexically Intelligent Story Assistant. 221-227 - Anurag Sarkar, Seth Cooper:
Level Difficulty and Player Skill Prediction in Human Computation Games. 228-233 - Matthew Stephenson, Jochen Renz:
Creating a Hyper-Agent for Solving Angry Birds Levels. 234-240 - Matthew Stephenson, Jochen Renz, Xiaoyu Ge:
The Computational Complexity of Angry Birds and Similar Physics-Simulation Games. 241-247 - Markus Viljanen, Antti Airola, Jukka Heikkonen, Tapio Pahikkala:
A/B-Test of Retention and Monetization Using the Cox Model. 248-254 - Pengcheng Wang, Jonathan P. Rowe, Wookhee Min, Bradford W. Mott, James C. Lester:
Simulating Player Behavior for Data-Driven Interactive Narrative Personalization. 255-261 - David R. Winer, Robert Michael Young:
Merits of Hierarchical Story and Discourse Planning with Merged Languages. 262-269
Demonstrations
- Hang Ma, Jingxing Yang, Liron Cohen, T. K. Satish Kumar, Sven Koenig:
Feasibility Study: Moving Non-Homogeneous Teams in Congested Video Game Environments. 270-272 - Edward Jack Powley, Mark J. Nelson, Swen E. Gaudl, Simon Colton, Blanca Pérez Ferrer, Rob Saunders, Peter Ivey, Michael Cook:
Wevva: Democratising Game Design. 273-276
Doctoral Consortium Abstracts
- Leonid Berov:
Character Focused Narrative Models for Computational Storytelling. 277-279 - Markus Eger:
Intentional Agents for Epistemic Games. 280-282 - Mário Escarce Junior:
Dream Machine: A Creative and Autonomous Machine for Creating Stories and Worlds. 283-285 - Lucas N. Ferreira, Jim Whitehead:
MTG: Context-Based Music Composition for Tabletop Role-Playing Games. 286-288 - April Grow:
Cooperative Creativity Support Tools for Computational Crafting. 289-291 - Britton Horn:
A Skill-Based Framework for the Generation and Presentation of Educational Videogame Content. 292-294 - Carolyn Elizabeth Lamb:
Crowdsourced Social Media Poetry. 295-297 - Duri Long:
Pre-Learning Experiences with Co-Creative Agents in Museums. 298-300 - Anderson Rocha Tavares:
Algorithm Selection in Zero-Sum Computer Games. 301-303 - David R. Winer:
Towards Expressive Automated Storytelling Systems. 304-307
Playable Experiences
- Mike Treanor, Nicholas Warren, Mason Reed, Adam M. Smith, Pablo Ortiz, Laurel Coney, Loren Sherman, Elizabeth Carré, Nadya Vivatvisha, D. Fox Harrell, Paola Mardo, Andrew Gordon, Joris Dormans, Barrie D. Robison, Spencer Gomez, Samantha Heck, Landon Wright, Terence Soule:
Playable Experiences at AIIDE 2017. 308-
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