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Home / Proceedings / Proceedings of the AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment, 17 /

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
    PDF
  • A Demonstration of Blabrecs, an AI-Based Wordgame
    PDF
  • A Demonstration of KiaiTime: A Mixed-Initiative PCGML Rhythm Game Editor
    PDF
  • A Tool for Generating Monster Silhouettes with a Word-Conditioned Variational Autoencoder
    PDF
  • Automated Personalized Exposure Therapy Based on Physiological Measures Using Experience-Driven Procedural Content Generation
    PDF
  • Generating Tailored Advice in Video Games through Play-Style Identification and Player Modelling
    PDF
  • Social Modeling via Logic Programming in City of Gangsters
    PDF
  • TAG: Terraforming Mars
    PDF
  • Search-Based Exploration and Diagnosis of TOAD-GAN
    PDF
  • Winnow: A Domain-Specific Language for Incremental Story Sifting
    PDF
  • Arachnophobia Exposure Therapy Using Experience-Driven Procedural Content Generation via Reinforcement Learning (EDPCGRL)
    PDF
  • Content Reinjection for Super Metroid
    PDF
  • Crosston Tavern: Modulating Autonomous Characters Behaviour through Player-NPC Conversation
    PDF
  • Revealing Game Dynamics via Word Embeddings of Gameplay Data
    PDF
  • Can We Infer Player Behavior Tendencies from a Player’s Decision-Making Data? Integrating Theory of Mind to Player Modeling
    PDF
  • Multi-Agent Cooperation in Games with Goal Oriented Action Planner: Use Case in WONDER Prototype Project
    PDF
  • Advanced Real-Time Hierarchical Task Network: Long-Term Behavior in Real-Time Games
    PDF
  • AI Design Lessons for Social Modeling at Scale
    PDF
  • Efficient 2D Sound Propagation in Video Games
    PDF
  • MappyLand: Fast, Accurate Mapping for Console Games
    PDF
  • Birds in Boots: Learning to Play Angry Birds with Policy-Guided Search
    PDF
  • Explaining Deep Reinforcement Learning Agents in the Atari Domain through a Surrogate Model
    PDF
  • Effects of Deep Neural Networks on the Perceived Creative Autonomy of a Generative Musical System
    PDF
  • Sabre: A Narrative Planner Supporting Intention and Deep Theory of Mind
    PDF
  • The Definition-Context-Purpose Paradigm and Other Insights from Industry Professionals about the Definition of a Quest
    PDF
  • Hierarchical Dual Attention-Based Recurrent Neural Networks for Individual and Group Activity Recognition in Games
    PDF
  • Assessing the Effects of Interacting with MAP-Elites
    PDF
  • A Case Study in Learning in Metagames: Super Smash Bros. Melee
    PDF
  • Plug-and-Blend: A Framework for Plug-and-Play Controllable Story Generation with Sketches
    PDF
  • A Force Dynamic Model of Narrative Agents
    PDF
  • Challenges in Generating Juice Effects for Automatically Designed Games
    PDF
  • Tile Embedding: A General Representation for Level Generation
    PDF
  • Optimizing Profit by Mitigating Recurrent Churn Labeling Issues: Analysis from the Game Domain
    PDF
  • The Impact of Visualizing Design Gradients for Human Designers
    PDF
  • Reinforcement Learning Methods to Evaluate the Impact of AI Changes in Game Design
    PDF

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