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Home / Proceedings / Proceedings of the AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment, 16 /

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
    PDF
  • Learning to Reason in Round-Based Games: Multi-Task Sequence Generation for Purchasing Decision Making in First-Person Shooters
    PDF
  • Geometry of Hiding: Generating Visibility Manifolds
    PDF
  • A Sketch-Based Tool for Authoring and Analyzing Emergent Narratives
    PDF
  • Deep Learning Bot for League of Legends
    PDF
  • A Demonstration of Mechanic Maker: An AI for Mechanics Co-Creation
    PDF
  • A Demonstration of Anhinga: A Mixed-Initiative EPCG Tool for Snakebird
    PDF
  • Towards Designing Out Helplessness: AI Interventions for Videogame Learnability
    PDF
  • Principles for AI Co-Creative Game Design Assistants
    PDF
  • Artificial Intelligence as an Art Director
    PDF
  • Towards Transferrable Affective Models for Educational Play
    PDF
  • Personalized Procedural Content Generation for Increased Player Agency
    PDF
  • Co-Generation of Game Levels and Game-Playing Agents
    PDF
  • Chaos Cards: Creating Novel Digital Card Games through Grammatical Content Generation and Meta-Based Card Evaluation
    PDF
  • Murder Mysteries: The White Whale of Narrative Generation?
    PDF
  • Studying General Agents in Video Games from the Perspective of Player Experience
    PDF
  • Multimodal Player Affect Modeling with Auxiliary Classifier Generative Adversarial Networks
    PDF
  • Word Autobots: Using Transformers for Word Association in the Game Codenames
    PDF
  • Towards Action Model Learning for Player Modeling
    PDF
  • Reinforcement Learning with Quantum Variational Circuit
    PDF
  • Tribes: A New Turn-Based Strategy Game for AI Research
    PDF
  • TwitchChat: A Dataset for Exploring Livestream Chat
    PDF
  • Contrast Motif Discovery in Minecraft
    PDF
  • Evaluating and Comparing Skill Chains and Rating Systems for Dynamic Difficulty Adjustment
    PDF
  • Exploring Level Blending Across Platformers via Paths and Affordances
    PDF
  • PAIndemic: A Planning Agent for Pandemic
    PDF
  • Trouncing in Dota 2: An Investigation of Blowout Matches
    PDF
  • Combinatorial Q-Learning for Dou Di Zhu
    PDF
  • Image-to-Level: Generation and Repair
    PDF
  • Say “Sul Sul!” to SimSim, A Sims-Inspired Platform for Sandbox Game AI
    PDF
  • Differentia: Visualizing Incremental Game Design Changes
    PDF
  • Foundations of a Computational Science of Game Design: Abstractions and Tradeoffs
    PDF
  • Germinate: A Mixed-Initiative Casual Creator for Rhetorical Games
    PDF
  • Tree Search versus Optimization Approaches for Map Generation
    PDF
  • Behavioral Evaluation of Hanabi Rainbow DQN Agents and Rule-Based Agents
    PDF
  • Using Domain Compilation to Add Belief to Narrative Planners
    PDF
  • Generating Explorable Narrative Spaces with Answer Set Programming
    PDF
  • Narrative Planning for Belief and Intention Recognition
    PDF
  • Computer-Generated Music for Tabletop Role-Playing Games
    PDF
  • Using Deep Convolutional Neural Networks to Detect Rendered Glitches in Video Games
    PDF
  • Watershed Graphs for Faster Path Planning in Binary Occupancy Grids
    PDF
  • A 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
    PDF
  • PCGRL: Procedural Content Generation via Reinforcement Learning
    PDF
  • Generating Game Levels for Multiple Distinct Games with a Common Latent Space
    PDF
  • A Formalization of Emotional Planning for Strong-Story Systems
    PDF
  • A Good Story Is One in a Million: Solution Density in Narrative Generation Problems
    PDF
  • The Unexpected Consequence of Incremental Design Changes
    PDF
  • Game Level Clustering and Generation Using Gaussian Mixture VAEs
    PDF
  • Are Strong Policies Also Good Playout Policies? Playout Policy Optimization for RTS Games
    PDF
  • Video Game Level Repair via Mixed Integer Linear Programming
    PDF
  • Dynamic Guard Patrol in Stealth Games
    PDF
  • Bringing Stories Alive: Generating Interactive Fiction Worlds
    PDF
  • Your Buddy, the Grandmaster: Repurposing the Game-Playing AI Surplus for Inclusivity
    PDF
  • TOAD-GAN: Coherent Style Level Generation from a Single Example
    PDF

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