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Home / Proceedings / Proceedings of the AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment, 12 /

Vol. 12 No. 1 (2016): Twelfth Artificial Intelligence and Interactive Digital Entertainment Conference

Papers

  • Playable Experiences at AIIDE 2016
    PDF
  • Contained: Using Multiplayer Online Games to Quantify Success of Collaborative Group Behavior
    PDF
  • An Environment for Transforming Game Character Animations Based on Nationality and Profession Personality Stereotypes
    PDF
  • Building Helpful Virtual Agents Using Plan Recognition and Planning
    PDF
  • A Generic Approach for Player Modeling Using Event-Trait Mapping and Feature Weighting
    PDF
  • An Expressive Dilemma Generation Model for Players and Artificial Agents
    PDF
  • Learning From Stories: Using Crowdsourced Narratives to Train Virtual Agents
    PDF
  • Best-Fit Action-Cost Domain Model Acquisition and Its Application to Authorship in Interactive Narrative
    PDF
  • A Generalized Multidimensional Evaluation Framework for Player Goal Recognition
    PDF
  • Characters Who Speak Their Minds: Dialogue Generation in Talk of the Town
    PDF
  • Recognizing Actions in Motion Trajectories Using Deep Neural Networks
    PDF
  • Generate Believable Causal Plots with User Preferences Using Constrained Monte Carlo Tree Search
    PDF
  • Procedural Generation of Levels for Angry Birds Style Physics Games
    PDF
  • A Framework for Playable Social Dialogue
    PDF
  • A Cognitive-Based Model of Flashbacks for Computational Narratives
    PDF
  • Procedural Level Generation for Augmented Reality Games
    PDF
  • Analyzing Stealth Games with Distractions
    PDF
  • Per-Map Algorithm Selection in Real-Time Heuristic Search
    PDF
  • Object-Model Transfer in the General Video Game Domain
    PDF
  • Matching Games and Algorithms for General Video Game Playing
    PDF
  • Portfolio Online Evolution in StarCraft
    PDF
  • Predicting Proppian Narrative Functions from Stories in Natural Language
    PDF
  • Improving Monte Carlo Tree Search Policies in StarCraft via Probabilistic Models Learned from Replay Data
    PDF
  • Rock, Paper, StarCraft: Strategy Selection in Real-Time Strategy Games
    PDF
  • Mystical Tutor: A Magic: The Gathering Design Assistant via Denoising Sequence-to-Sequence Learning
    PDF
  • An Approach to Domain Transfer in Procedural Content Generation of Two-Dimensional Videogame Levels
    PDF
  • Co-Creative Drawing Agent with Object Recognition
    PDF
  • Combining Gameplay Data with Monte Carlo Tree Search to Emulate Human Play
    PDF
  • Rapid Prediction of Player Retention in Free-to-Play Mobile Games
    PDF
  • Demonstration-Based Training of Non-Player Character Tactical Behaviors
    PDF
  • Fast and Diverse Narrative Planning through Novelty Pruning
    PDF
  • Game Level Generation from Gameplay Videos
    PDF
  • Implementation of an Automated Fire Support Planner
    PDF
  • Data Driven Sokoban Puzzle Generation with Monte Carlo Tree Search
    PDF
  • A Computational Model Based on Symmetry for Generating Visually Pleasing Maps of Platform Games
    PDF
  • Staying Hidden: An Analysis of Hiding Strategies in a 2D Level with Occlusions
    PDF
  • PlotShot: Generating Discourse-Constrained Stories Around Photos
    PDF

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