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Home / Proceedings / Proceedings of the AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment, 14 /

Vol. 14 No. 1 (2018): Fourteenth Artificial Intelligence and Interactive Digital Entertainment Conference

Papers

  • Leveraging Cognitive Models in Planning to Assist Narrative Authoring
    PDF
  • A Hybrid Approach to Planning and Execution in Dynamic Environments Through Hierarchical Task Networks and Behavior Trees
    PDF
  • A User Study on Learning from Human Demonstration
    PDF
  • Modeling Player Experience with the N-Tuple Bandit Evolutionary Algorithm
    PDF
  • Combining Intentionality and Belief: Revisiting Believable Character Plans
    PDF
  • Engaging Turn-Based Combat in the Children of the Galaxy Videogame
    PDF
  • Mimisbrunnur: AI-Assisted Authoring for Interactive Storytelling
    PDF
  • Affect-Based Early Prediction of Player Mental Demand and Engagement for Educational Games
    PDF
  • Design Mining for Minecraft Architecture
    PDF
  • Modeling Player Engagement with Bayesian Hierarchical Models
    PDF
  • VERTIGØ: Visualisation of Rolling Horizon Evolutionary Algorithms in GVGAI
    PDF
  • SHRDLU: A Game Prototype Inspired by Winograd’s Natural Language Understanding Work
    PDF
  • Generating Paths with WFC
    PDF
  • Playable Experiences at AIIDE 2018
    PDF
  • Towards Generating Narratives for the Real World
    PDF
  • Games as Co-Creative Cooperative Systems
    PDF
  • Structure Editors and Autonomous Agents
    PDF
  • Experience Management with Beliefs, Desires, and Intentions for Virtual Agents
    PDF
  • A Monte Carlo Approach to Skill-Based Automated Playtesting
    PDF
  • CADI — A Conversational Assistive Design Interface for Discovering Pong Variants
    PDF
  • Modular Architecture for StarCraft II with Deep Reinforcement Learning
    PDF
  • Modelling Player Understanding of Non-Player Character Paths
    PDF
  • Tracing Player Knowledge in a Parallel Programming Educational Game
    PDF
  • Exploring Gameplay With AI Agents
    PDF
  • Improbotics: Exploring the Imitation Game Using Machine Intelligence in Improvised Theatre
    PDF
  • Nested-Greedy Search for Adversarial Real-Time Games
    PDF
  • Action Abstractions for Combinatorial Multi-Armed Bandit Tree Search
    PDF
  • Evolving Behaviors for an Interactive Cube-Based Artifact
    PDF
  • Exploratory Automated Analysis of Structural Features of Interactive Narrative
    PDF
  • Predicting Generated Story Quality with Quantitative Measures
    PDF
  • Matrix and Tensor Factorization Based Game Content Recommender Systems: A Bottom-Up Architecture and a Comparative Online Evaluation
    PDF
  • Exhaustive and Semi-Exhaustive Procedural Content Generation
    PDF
  • Expanding Expressive Range: Evaluation Methodologies for Procedural Content Generation
    PDF
  • Gemini: Bidirectional Generation and Analysis of Games via ASP
    PDF
  • Toward a Unified Understanding of Experience Management
    PDF
  • Talin: A Framework for Dynamic Tutorials Based on the Skill Atoms Theory
    PDF
  • A Design Pattern Approach for Multi-Game Level Generation
    PDF
  • Like a DNA String: Sequence-Based Player Profiling in Tom Clancy’s The Division
    PDF
  • Evolutionary MCTS with Flexible Search Horizon
    PDF
  • Player Experience Extraction from Gameplay Video
    PDF
  • Postmortem: MKULTRA, An Experimental AI-Based Game
    PDF
  • CatSAT: A Practical, Embedded, SAT Language for Runtime PCG
    PDF
  • Automated Game Design via Conceptual Expansion
    PDF
  • Keeping the Story Straight: A Comparison of Commitment Strategies for a Social Deduction Game
    PDF
  • POMCP with Human Preferences in Settlers of Catan
    PDF
  • GIGL: A Domain Specific Language for Procedural Content Generation with Grammatical Representations
    PDF

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