yusuke1997/dblp-id-title huggingface dataset:
Tribes: A New Turn-Based Strategy Game for AI Research
AI Authoring for Virtual Characters in Conflict
A Demonstration of ScriptEase Motivational Ambient and Latent Behaviors for Computer RPGs
Dynamic Game Balancing: An Evaluation of User Satisfaction
Beyond the Meta: Leveraging Game Design Parameters for Patch-Agnostic Esport Analitics
Story Shaping: Teaching Agents Human-Like Behavior with Stories
Belief-Driven Pathfinding through Personalized Map Abstraction
Realistic Fireteam Movement in Urban Environments
Synthesizing Priority Planning Formulae for Multi-Agent Pathfinding
Merits of a Temporal Modal Logic for Narrative Discourse Generation
Computer-Generated Music for Tabletop Role-Playing Games
Creative Partnerships with Technology: How Creativity Is Enhanced Through Interactions with Generative Computational Systems
Using Domain Compilation to Add Belief to Narrative Planners
A Study of AI Agent Commitment in One Night Ultimate Werewolf with Human Players
Integrating Formal Qualitative Analysis Techniques within a Procedural Narrative Generation System
A Social Robot as a Card Game Player
Interactive Storytelling: A Player Modelling Approach
A Component-based Game Engine for the Game-O-Mat Game Generation System
Straight-Ahead Jazz with GenJam: A Quick Demonstration
Guiding Generative Graph Grammars of Dungeon Mission Graphs via Examples
Toward an Automated Measure of Narrative Complexity
SMES: Adapting Dexterity-based Games for Deliberative Play
Warm Rocks for Cold Lizards: Generating Meaningful Quests in Caves of Qud (short paper)
Sketching a Generative Model of Intention Management for Characters in Stories: Adding Intention Management to a Belief-Driven Story Planning Algorithm
Interactive Musical Partner: A Demonstration of Musical Personality Settings for Influencing the Behavior of an Interactive Musical Generation System
Learning of Generalizable and Interpretable Knowledge in Grid-Based Reinforcement Learning Environments
Improving Offensive Performance Through Opponent Modeling
Guided Emotional State Regulation: Understanding and Shaping Players' Affective Experiences in Digital Games
SceneCraft: Automating Interactive Narrative Scene Generation in Digital Games with Large Language Models
Hierarchical Petri Nets for Story Plots Featuring Virtual Humans
A Joint Attention Model for Automated Editing
Navigation in Adversarial Environments Guided by PRA* and a Local RL Planner
Proceedings of the Joint Workshop on Intelligent Narrative Technologies and Workshop on Intelligent Cinematography and Editing co-located with 14th AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment, INT/WICED@AIIDE 2018, Edmonton, Canada, November 13-14, 2018
A Possible Worlds Model of Belief for State-Space Narrative Planning
Suggesting New Plot Elements for an Interactive Story
An Authoring Tool to Derive Valid Interactive Scenarios
Evolving Playable Content for Cut the Rope through a Simulation-Based Approach
Designing Procedurally Generated Levels
An Automated Technique for Drafting Territories in the Board Game Risk
Conditional Level Generation and Game Blending
Interactive Narrative Intervention Alibis through Domain Revision
HeapCraft: Quantifying and Predicting Collaboration in Minecraft
AI Design Lessons for Social Modeling at Scale
An Automated Model-Based Adaptive Architecture in Modern Games
Using Cyclic Scheduling to Generate Believable Behavior in Games
The Impact of Visualizing Design Gradients for Human Designers
The Prom: An Example of Socially-Oriented Gameplay
The SimpleFPS Planning Domain: A PDDL Benchmark for Proactive NPCs
Matching Games and Algorithms for General Video Game Playing
Goal-Directed Hierarchical Dynamic Scripting for RTS Games
A Guided Performance Interface for Augmenting Social Experiences with an Interactive Animatronic Character
Automated Decomposition of Game Maps
PCGRL: Procedural Content Generation via Reinforcement Learning
Controlling Perceived Emotion in Symbolic Music Generation with Monte Carlo Tree Search
Towards an Accessible Interface for Story World Building
PANGeA: Procedural Artificial Narrative Using Generative AI for Turn-Based, Role-Playing Video Games
Proceedings of the Sixteenth AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment, AIIDE 2020, virtual, October 19-23, 2020
Foreseeing Meaningful Choices
A Demonstration of Possibilistic Hierarchical Task Networks for Believable Agent Behavior
Bandit-Based Policy Optimization for Monte Carlo Tree Search in RTS Games
Asterism: Operational Logics as a Game Engine Engine
Computational Music Theory
Loose Ends: A Mixed-Initiative Creative Interface for Playful Storytelling
Multimodal Goal Recognition in Open-World Digital Games
Dynamic Difficulty Adjustment via Procedural Level Generation Guided by a Markov Decision Process for Platformers and Roguelikes
Generative Text using Classical Nondeterminism
Proceedings of the Twelfth AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment, AIIDE 2016, October 8-12, 2016, Burlingame, California, USA
Story Representation and Interactive Drama
Toward Character Role Assignment for Natural Language Stories
SHRDLU: A Game Prototype Inspired by Winograd's Natural Language Understanding Work
Developing Social Identity Models of Players from Game Telemetry Data
Arachnophobia Exposure Therapy Using Experience-Driven Procedural Content Generation via Reinforcement Learning (EDPCGRL)
A Temporal Data-Driven Player Model for Dynamic Difficulty Adjustment
Terrain Analysis in Real-Time Strategy Games: An Integrated Approach to Choke Point Detection and Region Decomposition
DEXTOR: Reduced Effort Authoring for Template-Based Natural Language Generation
Automatic Learning of Combat Models for RTS Games
Dynamic Generation of Dilemma-based Interactive Narratives
Watershed Graphs for Faster Path Planning in Binary Occupancy Grids
RPGPref: A Planning Heuristic That Uses Playstyle Preferences to Model Player Action and Choice
Transformer-Based Value Function Decomposition for Cooperative Multi-Agent Reinforcement Learning in StarCraft
RRT-Based Game Level Analysis, Visualization, and Visual Refinement
AgentCraft: An Agent-Based Minecraft Settlement Generator
Feature Selection and Composition Using PyOracle
The Workshops of the Thirteenth AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment, AIIDE Workshops 2017, Snowbird, UT, USA, October 5-6, 2017
Structure Editors and Autonomous Agents
Game-Tree Search over High-Level Game States in RTS Games
Lyra: Simulating Believable Opinionated Virtual Characters
Proceedings of the Fourteenth AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment, AIIDE 2018, November 13-17, 2018, Edmonton, Canada
A Cover-Based Approach to Multi-Agent Moving Target Pursuit
Evaluating Reader Comprehension of Plan-Based Stories Containing Failed Actions
Reasoning with Ontologies for Non-player Character's Decision-Making in Games
Navigation Challenges in Massively Destructible Worlds
Learning Strategies for Real-Time Strategy Games with Genetic Programming
A Review of Uncertainty for Deep Reinforcement Learning
Evaluating Competitive Game Balance with Restricted Play
An Empirical Evaluation of Evaluation Metrics of Procedurally Generated Mario Levels
Talking with NPCs: Towards Dynamic Generation of Discourse Structures
Bringing Interactive Storytelling to Industry: Designing a Reactive Narrative Encounter System
Intelligent Narrative Technologies VI, Papers from the 2013 AIIDE Workshop, Boston, MA, USA, October 14-15, 2013
Detecting Real Money Traders in MMORPG by Using Trading Network
Procedural Content Generation using Behavior Trees (PCGBT)
A Testbed for Evaluating AI Research Systems in Commercial Games
Ropossum: An Authoring Tool for Designing, Optimizing and Solving Cut the Rope Levels
A Belief-Desire-Intention Model for Narrative Generation
A Nondeterministic Temporal Planning Model for Generating Narratives with Continuous Change in Interactive Storytelling
Design Mining for Minecraft Architecture
Improved Heuristics for Optimal Path-finding on Game Maps
Interactive Narrative Authoring Using Cognitive Models in Narrative Planning
MultiStyle: Characterizing Multiplayer Cooperative Gameplay by Incorporating Distinct Player Playstyles in a Multi-Agent Planner
OpenNERO: A Game Platform for AI Research and Education
Bringing Stories Alive: Generating Interactive Fiction Worlds
Deep Learning Bot for League of Legends
Optimizing Players' Expected Enjoyment in Interactive Stories
Autonomy in Music-Generating Systems
Analyzing Expressionist Grammars by Reduction to Symbolic Visibly Pushdown Automata
Minimizing Coordination in Multi-Agent Path Finding with Dynamic Execution
Playable Experiences at the 15th AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment
Evolving Interactive Narrative Worlds
Guided Music Synthesis with Variable Markov Oracle
EM-Glue: A Platform for Decoupling Experience Managers and Environments
A Rule-Based Framework for Modular Development of In-Game Interactive Dialogue Simulation
Refining the Paradigm of Sketching in AI-Based Level Design
Scythe AI: A Tool for Modular Reuse of Game AI
Learning Combat in NetHack
Generating Game Levels by Defining Player Experiences
Lightweight Simulation of Air Traffic Control Using Simple Temporal Networks
Hide and Sneak: Story Generation with Characters that Perceive and Assume
Efficient 2D Sound Propagation in Video Games
Employing Fuzzy Concept for Digital Improvisational Theatre
Proceedings of the Seventh AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment, AIIDE 2011, October 10-14, 2011, Stanford, California, USA
Pathfinding and Map Feature Learning in RTS Games with Partial Observability
Marahel: A Language for Constructive Level Generation
A Monte Carlo Approach for Football Play Generation
Player Profiling with Fallout 3
Proceedings of the First Artificial Intelligence and Interactive Digital Entertainment Conference, June 1-5, 2005, Marina del Rey, California, USA
If Not Now, Where? Time and Space Equivalency in Strategy Games
Tile Embedding: A General Representation for Level Generation
Game System Models: Toward Semantic Foundations for Technical Game Analysis, Generation, and Design
Automated Generation of Conversational Non Player Characters
Towards Expressive Automated Storytelling Systems
Bowyer: A Planning Tool for Bridging the Gap between Declarative and Procedural Domains
Experience Management with Beliefs, Desires, and Intentions for Virtual Agents
Evaluating the Efficacy of LLMs to Emulate Realistic Human Personalities
Demonstrating Automatic Content Generation in the Galactic Arms Race Video Game
Puppet Search: Enhancing Scripted Behavior by Look-Ahead Search with Applications to Real-Time Strategy Games
Expanding Expressive Range: Evaluation Methodologies for Procedural Content Generation
Statechart-Based AI in Practice
Creating Diverse Play-Style-Centric Agents through Behavioural Cloning
Toward Automated Story Generation with Markov Chain Monte Carlo Methods and Deep Neural Networks
Using Expressive Language Generation to Increase Authorial Leverage
Learning Policies for First Person Shooter Games Using Inverse Reinforcement Learning
Murder Mysteries: The White Whale of Narrative Generation?
HPA* Enhancements
Comme il Faut: A System for Authoring Playable Social Models
A Conceptual Blending Approach to the Generation of Cognitive Scripts for Interactive Narrative
A Bayesian Model for Plan Recognition in RTS Games Applied to StarCraft
Keeping the Player on an Emotional Trajectory in Interactive Storytelling
Stochastic Plan Optimization in Real-Time Strategy Games
Unsupervised Text Classification for Natural Language Interactive Narratives
Mimicking Humanlike Movement in Open World Games with Path-Relative Recursive Splines
Personalized Procedural Content Generation for Increased Player Agency
Demo: Synthesis-Enabled Live Coding on the Web
Learning to Generate Natural Language Rationales for Game Playing Agents
Automated Personalized Exposure Therapy Based on Physiological Measures Using Experience-Driven Procedural Content Generation
A Comparative Analysis of Story Representations for Interactive Narrative Systems
Intentional Agents for Epistemic Games
Generating Stories that Include Failed Actions by Modeling False Character Beliefs
Emotion-Based Interactive Storytelling with Artificial Intelligence
Optimizing Motion-Constrained Pathfinding
Minstrel Remixed: Procedurally Generating Stories
Deceptive Level Generator
Implementation Cost and Efficiency for AI Experience Managers
Proceedings of the Fifteenth AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment, AIIDE 2019, October 8-12, 2019, Atlanta, Georgia, USA
HeadSpace: Incorporating Action Failure and Character Beliefs into Narrative Planning
An Expressive Dilemma Generation Model for Players and Artificial Agents
Proceedings of the Tenth AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment, AIIDE 2014, October 3-7, 2014, North Carolina State University, Raleigh, NC, USA
Applying Constraint Weighting to Autonomous Camera Control
Using Natural Language to Manage NPC Dialog
Automatic Design of Balanced Board Games
Generating Story Analogues
Video Game Level Repair via Mixed Integer Linear Programming
Searching for Balanced 2D Brawler Games: Successes and Failures of Automated Evaluation
Crosston Tavern: Modulating Autonomous Characters Behaviour through Player-NPC Conversation
Enhancing Two-Player Performance Through Single-Player Knowledge Transfer: An Empirical Study on Atari 2600 Games
Quest Patterns for Story-Based Computer Games
Towards More Believable Characters Using Personality and Emotion
MKULTRA (Demo)
Matrix and Tensor Factorization Based Game Content Recommender Systems: A Bottom-Up Architecture and a Comparative Online Evaluation
Meta-Score, a Novel PWGL Editor Designed for the Structural, Temporal, and Procedural Description of a Musical Composition
Content Reinjection for Super Metroid
Personalized Procedural Content Generation to Minimize Frustration and Boredom Based on Ranking Algorithm
Automatic Real-Time Music Generation for Games
IDtension - Highly Interactive Drama
Single Believe State Generation for Handling Partial Observability with MCTS in StarCraft
Language as Reality: A Co-Creative Storytelling Game Experience in 1001 Nights Using Generative AI
On the Use of Reincorporation in Interactive Drama
A Semantic Scene Description Language for Procedural Layout Solving Problems
Towards End-to-End Natural Language Story Generation Systems
Proceedings of the Third Artificial Intelligence and Interactive Digital Entertainment Conference, June 6-8, 2007, Stanford, California, USA
Artik: Articulation and Dynamics from Structural Pattern Analysis
BeClone: Behavior Cloning with Inference for Real-Time Strategy Games
Towards Positively Surprising Non-Player Characters in Video Games
Adapting AI Behaviors To Players in Driver San Francisco: Hinted-Execution Behavior Trees
Case-Based Reasoning for Build Order in Real-Time Strategy Games
Modelling Character Knowledge in Plan-Based Interactive Narrative to Extend Accomodative Mediation
Generating Tailored Advice in Video Games through Play-Style Identification and Player Modelling
Constructing Complex NPC Behavior via Multi-Objective Neuroevolution
Toward Example-Driven Program Synthesis of Story Sifting Patterns
From Linear Story Generation to Branching Story Graphs
A Genetically Generated Drone A/V Composition Using Video Analysis as a 'Disturbance Factor' to the Fitness Function
A Command Language for Taskable Virtual Agents
NPCs as Social Mediators in Massively Multiplayer Online Games
Designing Stronger AI Personalities
Jazz Drum Machine: A Novel Interface for Data-Driven Remixing of Music
SORTS: A Human-Level Approach to Real-Time Strategy AI
Dream Machine: A Creative and Autonomous Machine for Creating Stories and Worlds
The Unexpected Consequence of Incremental Design Changes
Shepherd: An Incremental Story Sifting-Based Drama Manager
Reinforcement Learning for Spatial Reasoning in Strategy Games
Robustness of Real-Time Heuristic Search Algorithms to Read/Write Error in Externally Stored Heuristics
Dynamic Epistemic Logic in Game Design
Modeling Narrative Conflict to Generate Interesting Stories
Abstractions for Narrative Comprehension Tasks
Particle-Based Communication Among Game Agents
Memory Bounded Monte Carlo Tree Search
Normative Echoes: Use and Manipulation of Player Generated Content by Communities of NPCs
WeQuest: A Mobile Alternate Reality Gaming Platform and Intelligent End-User Authoring Tool
Tactical Multi-Unit Pathplanning with GCLS
Sequence Learning by Backward Chaining in Synthetic Characters
level2image: A Utility for Making 2D Tile-Based Level Images with Overlays
Generating Structure - Towards Large-Scale Formal Generation
VERTIGØ: Visualisation of Rolling Horizon Evolutionary Algorithms in GVGAI
TAG: A Tabletop Games Framework
Characters Who Speak Their Minds: Dialogue Generation in Talk of the Town
Simulating Adaptive Quests for Increased Player Impact in MMORPGs
Prediction and Proactivity in Real-Time Interactive Music Systems
A Generative Framework of Generativity
A Multi-Agent Potential Field-based Bot for a Full RTS Game Scenario
SCORE: Skill-Conditioned Online Reinforcement Learning
Musical Meta-Creation: The Discourse of Process
Using Environmental Annotations and Affordances to Model Culture
A First-Order Theory of Film Scores for Generation from Lightweight Specifications
Towards Generic Models of Player Experience
Musical Metacreation, Papers from the 2013 AIIDE Workshop, October 14-15, 2013, Boston, Massachusetts, USA
The Rise of Potential Fields in Real Time Strategy Bots
TwitchChat: A Dataset for Exploring Livestream Chat
Path Planning on Grids: The Effect of Vertex Placement on Path Length
A Design Pattern Approach for Multi-Game Level Generation
Evaluating Play Trace (Dis)similarity Metrics
Bardic: Generating Multimedia Narratives for Game Logs
Pathfinding Agents for Platformer Level Repair
Dynamic Expansion of Behaviour Trees
A Computational Tool for Recoloring Based on User Emotions
Pathfinding and Abstraction with Dynamic Terrain Costs
Understanding Speech in Interactive Narratives with Crowdsourced Data
Intelligent Narrative Technologies IV, Papers from the 2011 AIIDE Workshop, Stanford, California, USA, October 10-11, 2011
Representing Morals in Terms of Emotion
Algorithm Selection in Zero-Sum Computer Games
A Specialized Corpus for Film Understanding
When Players Quit (Playing Scrabble)
Evolutionary MCTS with Flexible Search Horizon
A Hierarchical MdMC Approach to 2D Video Game Map Generation
Behavioral Evaluation of Hanabi Rainbow DQN Agents and Rule-Based Agents
PAIndemic: A Planning Agent for Pandemic
Sports Commentary Recommendation System (SCoReS): Machine Learning for Automated Narrative
Wevva: Democratising Game Design
Reinforcement Learning Methods to Evaluate the Impact of AI Changes in Game Design
A Generalized Multidimensional Evaluation Framework for Player Goal Recognition
Towards Automatic Personalized Content Generation for Platform Games
Agent Learning using Action-Dependent Learning Rates in Computer Role-Playing Games
Deep Learning for Real-Time Heuristic Search Algorithm Selection
Concepts for Interactive Digital Storytelling: From Table-top to Game-AI
Best-Fit Action-Cost Domain Model Acquisition and Its Application to Authorship in Interactive Narrative
Deep Learning-Based Goal Recognition in Open-Ended Digital Games
Memory-Efficient Abstractions for Pathfinding
Hierarchical WaveFunction Collapse
Optimizing Visual Properties of Game Content Through Neuroevolution
An AI System for Large Open Virtual World
Casual Creator Cursed Problems or: How I Learned to Start Worrying And Love Designers
Mezzo: An Adaptive, Real-Time Composition Program for Game Soundtracks
A/B-Test of Retention and Monetization Using the Cox Model
An Argument for Large-Scale Breadth-First Search for Game Design and Content Generation via a Case Study of Fling!
Integrating Drama Management into an Adventure Game
Planning Is the Game: Action Planning as a Design Tool and Game Mechanism
Music Design with Audio Oracle Using Information Rate
Composing with All Sound Using the FreeSound and Wordnik APIs
Proceedings of the Fifth Artificial Intelligence and Interactive Digital Entertainment Conference, AIIDE 2009, October 14-16, 2009, Stanford, California, USA
AIIDE-13 Organization
A Proposal for a Unified Agent Behaviour Framework
Toward a Rapid Prototyping Environment for Character Behavior
A Synthetic Mind Model for Virtual Actors in Interactive Storytelling Systems
Image-to-Level: Generation and Repair
A Demonstration of ScriptEase Ambient and PC-Interactive Behavior Generation for Computer Role-Playing Games
A Sparse Grid Representation for Dynamic Three-Dimensional Worlds
Combining Strategic Learning with Tactical Search in Real-Time Strategy Games
A Modular Reinforcement Learning Framework for Interactive Narrative Planning
TOAD-GAN: Coherent Style Level Generation from a Single Example
World Models with an Entity-Based Representation
Influencing User Choices in Interactive Narratives Using Indexter's Pairwise Event Salience Hypothesis
Logical Agents for Language and Action
Towards Usable Level PCG
Using Semantics to Improve the Design of Game Worlds
Leveraging Multi-Layer Level Representations for Puzzle-Platformer Level Generation
Generalized Entropy and Solution Information for Measuring Puzzle Difficulty
Adventures of AI Directors Early in the Development of Nightingale
Adaptive Spatial Reasoning for Turn-based Strategy Games
Towards Automatic Extraction of Tile Types from Level Images
Ultra-Fast Optimal Pathfinding without Runtime Search
Nested-Greedy Search for Adversarial Real-Time Games
First-Person Realtime Collaborative Metaprogramming Adventures
Reconstructing Existing Levels through Level Inpainting
Grammar Based Modular Level Generator for a Programming Puzzle Game
Towards Designing Out Helplessness: AI Interventions for Videogame Learnability
POMCoP: Belief Space Planning for Sidekicks in Cooperative Games
Automatic Generation of Game Level Solutions as Storyboards
Evaluating Planning-Based Experience Managers for Agency and Fun in Text-Based Interactive Narrative
Using Natural Language to Improve Hierarchical Reinforcement Learning in Games
Evolutionary Learning of Goal Priorities in a Real-Time Strategy Game
Mechanic Maker 2.0: Reinforcement Learning for Evaluating Generated Rules
Using Multi-Agent System Technology in Risk Bots
Neural Synthesis of Sound Effects Using Flow-Based Deep Generative Models
Feasibility Study: Moving Non-Homogeneous Teams in Congested Video Game Environments
Explainability via Responsibility
An Analysis of Model-Based Heuristic Search Techniques for StarCraft Combat Scenarios
Automatically Choosing Appropriate Gestures for Jokes
Towards Automatically Abridging Game Levels
Leveraging Cognitive Models in Planning to Assist Narrative Authoring
A Generative Computational Model for Human Hide and Seek Behavior
Training Goal Recognition Online from Low-Level Inputs in an Action-Adventure Game
A Goal-Based Architecture for Opposing Player AI
Secret Identities in Dwarf Fortress
Reinforcement Learning with Quantum Variational Circuit
A Monte Carlo Approach to Skill-Based Automated Playtesting
Proceedings of the Second Artificial Intelligence and Interactive Digital Entertainment Conference, June 20-23, 2006, Marina del Rey, California, USA
Approaching a Player Model of Game Story Comprehension Through Affordance in Interactive Narrative
Alone We Can Do So Little, Together We Can Do So Much: A Combinatorial Approach for Generating Game Content
Improvising Musical Structure with Hierarchical Neural Nets
TEAM-IT : Location-Based Gaming in Real and Virtual Environments
IMPLANT: An Integrated MDP and POMDP Learning AgeNT for Adaptive Games
Using Multi-Armed Bandits to Dynamically Update Player Models in an Experience Managed Environment
An Exploration Tool for Predicting Stealthy Behaviour
Germinate: A Mixed-Initiative Casual Creator for Rhetorical Games
Creativity Support for Story Construction Play Experiences
Incorporating Advice into Neuroevolution of Adaptive Agents