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Home / Proceedings / Proceedings of the AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment, 15 /

Vol. 15 No. 1 (2019): Fifteenth AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment

Papers

  • Playable Experiences at the 15th AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment (AIIDE’19)
    PDF
  • Action Guidance with MCTS for Deep Reinforcement Learning
    PDF
  • Cooperation and Codenames: Understanding Natural Language Processing via Codenames
    PDF
  • Evaluation of a Recommender System for Assisting Novice Game Designers
    PDF
  • A Structured Analysis of Experience Management Techniques
    PDF
  • Alignment of Player and Non-Player Character Assertiveness Levels
    PDF
  • A Plan-Based Personality Model for Story Characters
    PDF
  • Beyond Winning and Losing: Modeling Human Motivations and Behaviors with Vector-Valued Inverse Reinforcement Learning
    PDF
  • Knowledge-Powered Inference of Crowd Behaviors in Semantically Rich Environments
    PDF
  • Creativity Support for Story Construction Play Experiences
    PDF
  • Towards Usable Level PCG
    PDF
  • Adaptive Game Soundtrack Generation Based on Music Transcription
    PDF
  • Learning Strategies for Real-Time Strategy Games with Genetic Programming
    PDF
  • Standardizing the Evaluation of Digital Managers for Better Interactive Experiences
    PDF
  • Interactive Narrative Authoring Using Cognitive Models in Narrative Planning
    PDF
  • How Actors Can Animate Game Characters: Integrating Performance Theory in the Emotion Model of a Game Character
    PDF
  • Towards More Believable Characters Using Personality and Emotion
    PDF
  • Role Identification for Accurate Analysis in Dota 2
    PDF
  • Improving Deep Reinforcement Learning in Minecraft with Action Advice
    PDF
  • A Study of AI Agent Commitment in One Night Ultimate Werewolf with Human Players
    PDF
  • Augmenting Character Path Planning with Layered Social Influences
    PDF
  • Automatic Abstraction and Refinement for Simulations with Adaptive Level of Detail
    PDF
  • On Hard Exploration for Reinforcement Learning: A Case Study in Pommerman
    PDF
  • Agent Modeling as Auxiliary Task for Deep Reinforcement Learning
    PDF
  • Terminal Prediction as an Auxiliary Task for Deep Reinforcement Learning
    PDF
  • Evaluating AI-Based Games through Retellings
    PDF
  • GenerationMania: Learning to Semantically Choreograph
    PDF
  • Is Your Game Generator Working? Evaluating Gemini, an Intentional Generator
    PDF
  • Analysis of Statistical Forward Planning Methods in Pommerman
    PDF
  • Levels from Sketches with Example-Driven Binary Space Partition
    PDF
  • Pathfinding and Abstraction with Dynamic Terrain Costs
    PDF
  • Multi-Agent Narrative Experience Management as Story Graph Pruning
    PDF
  • Macro Action Selection with Deep Reinforcement Learning in StarCraft
    PDF
  • Guiding Monte Carlo Tree Search by Scripts in Real-Time Strategy Games
    PDF
  • Generating Game Levels for Multiple Distinct Games with a Common Latent Space
    PDF
  • Lyra: Simulating Believable Opinionated Virtual Characters
    PDF
  • SCOPE: Selective Cross-Validation over Parameters for Elo
    PDF
  • Story Quality as a Matter of Perception: Using Word Embeddings to Estimate Cognitive Interest
    PDF
  • Superstition in the Network: Deep Reinforcement Learning Plays Deceptive Games
    PDF

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