yusuke1997/dblp-id-title huggingface dataset:
Fast Random Genetic Search for Large-Scale RTS Combat Scenarios
Puck: A Slow and Personal Automated Game Designer
Authoring Environment for ShapeShifting Screen Media Productions
Cerberus: Applying Supervised and Reinforcement Learning Techniques to Capture the Flag Games
Exploring Level Blending Across Platformers via Paths and Affordances
Game-Based Data Capture for Player Metrics
Proceedings of the Eighteenth AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment, AIIDE 2022, Pomona, CA, USA, October 24-28, 2022
Guiding Monte Carlo Tree Search by Scripts in Real-Time Strategy Games
Towards Intelligent Narrative-Based Interfaces for Sensemaking
Level Building Sidekick: An AI-Assisted Level Editor Package for Unity
Proceedings of the Seventeenth AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment, AIIDE 2021, virtual, October 11-15, 2021
On Case Base Formation in Real-Time Heuristic Search
Playable Experiences at AIIDE 2016
FarmQuest: A Demonstration of an AI Director Video Game Test Bed
Towards Learned Anticipation in Complex Stochastic Environments
Improving Narrative Consistency in Planning-Based Interactive Storytelling
Real-time Simulation of Herds Moving Over Terrain
Towards a Taxonomy of Musical Metacreation: Reflections on the First Musical Metacreation Weekend
Generating Explorable Narrative Spaces with Answer Set Programming
Interactive Story Writing Using ScriptEase
Multi-Agent Cooperation in Games with Goal Oriented Action Planner: Use Case in WONDER Prototype Project
CAPIR: Collaborative Action Planning with Intention Recognition
Minstrel Remixed: User Interface and Demonstration
Artificial Intelligence as an Art Director
Benchmarking Imitation and Reinforcement Learning for NPC Players in Casual Video Games (short paper)
Risk Management: Anticipating and Reacting in StarCraft
Procedural Content Generation in Games: A Survey with Insights on Emerging LLM Integration
Precomputing Player Movement in Platformers for Level Generation with Reachability Constraints
Modeling Culturally and Emotionally Affected Behavior
Towards a Computational Model of Narrative Visualization
A Formalization of Emotional Planning for Strong-Story Systems
Distribution Fairness in Multiplayer AI Using Shapley Constraints
Is Your Game Generator Working? Evaluating Gemini, an Intentional Generator
Using Deep Convolutional Neural Networks to Detect Rendered Glitches in Video Games
Investigating the Interplay between Camera Viewpoints, Game Information, and Challenge
A Sandbox for Modeling Social AI
Are You Talking to Me? A Case Study in Emotional Human-Machine Interaction
Towards a Computational Measure of Plot Tellability
All the World's a Stage: Learning Character Models from Film
Evaluating Player Experience in Stealth Games: Dynamic Guard Patrol Behavior Study
A Hybrid Approach to Co-creative Story Authoring Using Grammars and Language Models
Player Modeling in Civilization IV
Terminal Prediction as an Auxiliary Task for Deep Reinforcement Learning
Explaining Deep Reinforcement Learning Agents in the Atari Domain through a Surrogate Model
Predicting Purchase Decisions in Mobile Free-to-Play Games
AI for Massive Multiplayer Online Strategy Games
Story Quality as a Matter of Perception: Using Word Embeddings to Estimate Cognitive Interest
Predicting User Physiological Response for Interactive Environments: An Inductive Approach
Prototyping Games with BIPED
Musical Metacreation, Papers from the 2012 AIIDE Workshop, October 9, 2012, Stanford University, Palo Alto, California, USA
The Real-Time Strategy Game Multi-Objective Build Order Problem
Causality in Hundreds of Narratives of the Same Events
AIIDE 2014 StarCraft Competition
Adversarial Navigation Mesh Alteration
Cooperative Pathfinding
Intelligent Tutoring Systems for Commercial Games: The Virtual Combat Training Center Tutor and Simulation
Agent Modeling as Auxiliary Task for Deep Reinforcement Learning
Per-Map Algorithm Selection in Real-Time Heuristic Search
Genomic: Combining Genetic Algorithms and Corpora to Evolve Sound Treatments
Improving Monte Carlo Tree Search Policies in StarCraft via Probabilistic Models Learned from Replay Data
Robust and Authorable Multiplayer Storytelling Experiences
Chaos Cards: Creating Novel Digital Card Games through Grammatical Content Generation and Meta-Based Card Evaluation
An Object-Oriented Approach to Reinforcement Learning in an Action Game
Mystical Tutor: A Magic: The Gathering Design Assistant via Denoising Sequence-to-Sequence Learning
Simulating Mechanics to Study Emergence in Games
A Framework for Summarizing Game Experiences as Narratives
Behavior Compilation for AI in Games
Using Interactive Narrative in Health Interventions: A Drama Manager Approach
A Reasoning-Based Defogger for Opponent Army Composition Inference Under Partial Observability
Story and Text Generation through Computational Analogy in the Riu System
Telling Interactive Player-specific Stories and Planning for It: ASD + PaSSAGE = PAST
Evaluation, Orientation, and Action in Interactive StoryTelling
A Step Towards the Future of Role-Playing Games: The SpyFeet Mobile RPG Project
Learning Micro-Management Skills in RTS Games by Imitating Experts
The Case for Intention Revision in Stories and its Incorporation into IRIS, a Story-Based Planning System
TileTerror: A System for Procedurally Generating 2D Horror Maps
Fuzzy Micro-Agents for Interactive Narrative
Endless Web
Ember, Toward Salience-Based Cinematic Generation
A Declarative Domain Model Can Serve as Design Document
Exploring Player Trace Segmentation for Dynamic Play Style Prediction
Co-Creative Drawing Agent with Object Recognition
CorpusDB: Software for Analysis, Storage, and Manipulation of Sound Corpora
Directing Intentional Superposition Manipulation
Perceptually Realistic Behavior through Alibi Generation
Designing a Combined World and Story Procedural Content Generation Engine
Search-Based Drama Management in the Interactive Fiction Anchorhead
Monte-Carlo Tree Search: A New Framework for Game AI
Tree-Based Reconstructive Partitioning: A Novel Low-Data Level Generation Approach
Controlling Unreal Tournament 2004 Bots with the Logic-based Action Language GOLOG
Open Problem: Reusable Gameplay Trace Samplers
An Abstraction Framework for Cooperation Among Agents and People in a Virtual World
The FarmQuest Player Telemetry Dataset: Playthrough Data of a Cozy Farming Game
Breaking Path Symmetries on 4-Connected Grid Maps
Improbotics: Exploring the Imitation Game Using Machine Intelligence in Improvised Theatre
Learning Probabilistic Behavior Models in Real-Time Strategy Games
"Press Space to Fire": Automatic Video Game Tutorial Generation
Joint Proceedings of the AIIDE 2021 Workshops co-located with 17th AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment (AIIDE 2021)(AAAI 2021), Virtual Event, Lexington, KY, USA, October 11-12, 2021
Towards Generating Narratives for the Real World
A Hierarchical System for Autonomous Musical Creation
A Framework for Playable Social Dialogue
Structuring Content in the Façade Interactive Drama Architecture
Emerging Sounds Through Implicit Cooperation: A Novel Model for Dynamic Music Generation
Adaptive Storytelling Through User Understanding
The Shape of Story: A Semiotic Artistic Visualization of a Communal Storytelling Experience
Generating Puzzle Progressions to Study Mental Model Matching
Representational Requirements for a Plan Based Approach to Automated Camera Control
Sabre: A Narrative Planner Supporting Intention and Deep Theory of Mind
Your Buddy, the Grandmaster: Repurposing the Game-Playing AI Surplus for Inclusivity
Role Identification for Accurate Analysis in Dota 2
A Comparison of High-Level Approaches for Speeding Up Pathfinding
Deep Learning for Speech Accent Detection in Videogames
Rapid Prediction of Player Retention in Free-to-Play Mobile Games
ProcDefense - A Game Framework for Procedural Player Skill Training
Third Eye Crime: Building a Stealth Game Around Occupancy Maps
Drawcto: A Multi-Agent Co-Creative AI for Collaborative Non-Representational Art
Foundations of a Computational Science of Game Design: Abstractions and Tradeoffs
Fantastic Strings and Where to Find Them: The Quest for High-Quality Video Game Text Corpora
Evaluation of a Template-Based Puzzle Generator for an Educational Programming Game
Incremental Heuristic Search in Games: The Quest for Speed
Capturing the Essence: Towards the Automated Generation of Transparent Behavior Models
Modelling Social Network Interactions in Games
Utilizing Generative Adversarial Networks for Stable Structure Generation in Angry Birds
Modeling Player Experience with the N-Tuple Bandit Evolutionary Algorithm
Wubble World
Co-constructing Subjective Narratives for Understanding Interactive Simulation Sessions
tile2tile: Learning Game Filters for Platformer Style Transfer
Improving Deep Reinforcement Learning in Minecraft with Action Advice
Knowledge Guided Development of Videogames
Data-Driven Personalized Drama Management
Viewpoints AI: Demonstration
Symbolic Plan Recognition in Interactive Narrative Environments
Building Helpful Virtual Agents Using Plan Recognition and Planning
Are Strong Policies Also Good Playout Policies? Playout Policy Optimization for RTS Games
Towards General RPG Playing
Towards a Critical Technical Practice of Narrative Intelligence
Intelligent Storytelling Architecture for Training (ISAT)
Seven Design Challenges for Fully-realized Experience Management
Multimodal Player Affect Modeling with Auxiliary Classifier Generative Adversarial Networks
A Demonstration of ScriptEase II
Villanelle: Towards Authorable Autonomous Characters in Interactive Narrative
Probabilistic Logic Programming Semantics For Procedural Content Generation
Decision Making Styles as Deviation from Rational Action: A Super Mario Case Study
Exhaustive and Semi-Exhaustive Procedural Content Generation
A Particle Model for State Estimation in Real-Time Strategy Games
MCTS Pruning in Turn-Based Strategy Games
Maxine's Turing Test - A Player-Program as Co-Ethnographer of Socio-Aesthetic Interaction in Improvised Music
The Generative Electronic Dance Music Algorithmic System (GEDMAS)
A Generic Method for Classification of Player Behavior
Initial Results for Measuring Four Dimensions of Narrative Conflict
Playable Experiences at the 16th AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment
Using the Creative Process for Sound Design Based on Generic Sound Form
A Framework for the Semi-Automatic Testing of Video Games
Principles for AI Co-Creative Game Design Assistants
Joint Proceedings of the AIIDE 2020 Workshops co-located with 16th AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment (AIIDE 2020), Worcester, MA, USA, October 19-23, 2020 (online)
Generating Relaxed, Obvious, and Dilemma Choices with Dunyazad
Targeting Horror via Level and Soundscape Generation
Answer Set Programming in Proofdoku
Camelot: A Modular Customizable Sandbox for Visualizing Interactive Narratives
Freedom of Movement: Generative Responses to Motion Control
On Hard Exploration for Reinforcement Learning: A Case Study in Pommerman
Sturgeon-MKIV: Constraint-Based Level and Playthrough Generation with Graph Label Rewrite Rules
Improvised Theatre Alongside Artificial Intelligences
Automated Generation of Diverse NPC-Controlling FSMs Using Nondeterministic Planning Techniques
CONTACT: A Multimodal Corpus for Studying Expressive Styles and Informing the Design of Individualized Virtual Narrators
Adapting Game-Playing Agents to Game Requirements
Retaining Learned Behavior During Real-Time Neuroevolution
Expansion on Description-Based Design of Melodies
Viewpoints AI
Designing an Intelligent Virtual Agent for Social Communication in Autism
Affect-Based Early Prediction of Player Mental Demand and Engagement for Educational Games
A Recommender System for Hero Line-Ups in MOBA Games
Scoring Integrated Meaningful Play in Story-Driven Games with Q-Learning
Automatic Harmonization Using a Hidden Semi-Markov Model
Guided Game Level Repair via Explainable AI
Automated Screenplay Annotation for Extracting Storytelling Knowledge
Talin: A Framework for Dynamic Tutorials Based on the Skill Atoms Theory
Automated Analysis of the Framing of Faces in a Large Video Archive
Motivational Ambient and Latent Behaviors in Computer RPGs
Evolving Personalized Content for Super Mario Bros Using Grammatical Evolution
Proceedings of the Ninth AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment, AIIDE-13, Boston, Massachusetts, USA, October 14-18, 2013
Direction Maps for Cooperative Pathfinding
An Architecture for Game Behavior AI: Behavior Multi-Queues
Player Autonomy versus Designer Intent: A Case Study of Interactive Tour Guides
A Phone That Cures Your Flu: Generating Imaginary Gadgets in Fictions with Planning and Analogies
Observer Rules for Box-Split Grammars
A Data-Driven Approach for Computationally Modeling Players' Avatar Customization Behaviors
Spatial Action Decomposition Learning Applied to RTS Combat Games
Augmenting Character Path Planning with Layered Social Influences
Effects of Player-Level Matchmaking Methods in a Live Citizen Science Game
Pommerman: A Multi-Agent Playground
Playable Experiences at AIIDE 2014
An Offline Planning Approach to Game Plotline Adaptation
Aesthetic Bot: Interactively Evolving Game Maps on Twitter
Tokamak Elementary: Visual Novel Meets Natural Language Understanding (short paper)
Evaluating the Effects of AI Directors for Quest Selection
Rapid Development of Characters in FPS/3PS Games Using Visually-Specified Behavior-based Control
Word Autobots: Using Transformers for Word Association in the Game Codenames
The Definition-Context-Purpose Paradigm and Other Insights from Industry Professionals about the Definition of a Quest
Behavior Learning-Based Testing of Starcraft Competition Entries
Praxish: A Rational Reconstruction of a Logic-Based DSL for Modeling Social Practices
Computational Support for Play Testing Game Sketches
AIIDE 2012 StarCraft Competition
Automated Game Design via Conceptual Expansion
Advanced Real-Time Hierarchical Task Network: Long-Term Behavior in Real-Time Games
Procedural Level Generation for Augmented Reality Games
Conversation Starter: Imagining Autotelic IDEs
PaTux: An Authoring Tool for Level Design through Pattern Customisation Using Non-Negative Matrix Factorization
Icepool: Efficient Computation of Dice Pool Probabilities
Predicting Victory in a Hybrid Online Competitive Game: The Case of Destiny
Personality-based Adaptation for Teamwork in Game Agents
Modeling User Knowledge with Dynamic Bayesian Networks in Interactive Narrative Environments
Evaluating AI-Based Games through Retellings
A Force Dynamic Model of Narrative Agents
Navigating Detailed Worlds with a Complex, Physically Driven Locomotion: NPC Skateboarder AI in EA's skate
Contrast Motif Discovery in Minecraft
Toward a Unified Understanding of Experience Management
TAG: Terraforming Mars
Extending World Models for Multi-Agent Reinforcement Learning in MALMÖ
Centrifuge: A Visual Tool for Authoring Sifting Patterns for Character-Based Simulationist StoryWorlds
Spatial Game Signatures for Bot Detection in Social Games
Creating Playable Social Experiences through Whole-Body Interaction with Virtual Characters
Merits of Hierarchical Story and Discourse Planning with Merged Languages
Step: A Highly Expressive Text Generation Language
Search-Based Exploration and Diagnosis of TOAD-GAN
Lightweight Procedural Animation with Believable Physical Interactions
Staying Hidden: An Analysis of Hiding Strategies in a 2D Level with Occlusions
Sturgeon: Tile-Based Procedural Level Generation via Learned and Designed Constraints
Corpus Annotation in Service of Intelligent Narrative Technologies
A Believable Agent for First-Person Shooter Games
Towards an AI Holodeck: Generating Virtual Scenes from Sparse Natural Language Input
Cooperative Creativity Support Tools for Computational Crafting
Hierarchical Portfolio Search: Prismata's Robust AI Architecture for Games with Large Search Spaces
Dynamic Artificial Fields for Autonomous Camera Control
Studying the Effects of Training Data on Machine Learning-Based Procedural Content Generation
The NERO Video Game
Player Experience Extraction from Gameplay Video
Optimization of Platform Game Levels for Player Experience
Murder in the Arboretum: Comparing Character Models to Personality Models
Difficulty Scaling through Incongruity
Opportunities for Approachable Game Development via Program Synthesis
Playspecs: Regular Expressions for Game Play Traces
Cooperation and Codenames: Understanding Natural Language Processing via Codenames
Player Identification and Next-Move Prediction for Collectible Card Games with Imperfect Information
Trouncing in Dota 2: An Investigation of Blowout Matches
A Surprise Triggered Adaptive and Reactive (STAR) Framework for Online Adaptation in Non-stationary Environments
Desire Path-Inspired Procedural Placement of Coins in a Platformer Game
Jack 1: Pattern and Shape in Music Generation
Negative Behavior Space in the Design of Interactive Agents
Synthesizing Retro Game Screenshot Datasets for Sprite Detection
DHPA* and SHPA*: Efficient Hierarchical Pathfinding in Dynamic and Static Game Worlds
Rock, Paper, StarCraft: Strategy Selection in Real-Time Strategy Games
Proceedings of the AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment, October 08-12, 2023, Salt Lake City, UT, USA
Playing Various Strategies in Dominion with Deep Reinforcement Learning
Demo: A Computer-Assisted Approach to Composing with MaestroGenesis
A Demonstration of KiaiTime: A Mixed-Initiative PCGML Rhythm Game Editor
A Vision for Continuous Automated Game Design
Towards Adaptability of Demonstration-Based Training of NPC Behavior
Action Abstractions for Combinatorial Multi-Armed Bandit Tree Search
Unscripted Narrative for Affectively Driven Characters
The Pataphysic Institute
"It's Unwieldy and It Takes a Lot of Time" - Challenges and Opportunities for Creating Agents in Commercial Games
Towards Transferrable Affective Models for Educational Play
Combining Model-Based Meta-Reasoning and Reinforcement Learning for Adapting Game-Playing Agents
Answer Set Programming for PCG: the Good, the Bad, and the Ugly
Recombinable Game Mechanics for Automated Design Support
What's the Worst Thing You've Ever Done at a Conference? Operationalizing Dread's Questionnaire Mechanic
A Unified Spatial Representation for Navigation Systems
Planning Graphs for Efficient Generation of Desirable Narrative Trajectories
Plausible Environment Reconstruction Using Bayesian Networks
Explicit Knowledge Programming for Computer Games
Hierarchical Parallel Markov Models of Interaction
Mimisbrunnur: AI-Assisted Authoring for Interactive Storytelling
Studying General Agents in Video Games from the Perspective of Player Experience
Dialogue Generation in Character-based Interactive Storytelling
How Actors Can Animate Game Characters: Integrating Performance Theory in the Emotion Model of a Game Character
Effects of Self-Knowledge: Once Bitten Twice Shy
Towards AI as a Creative Colleague in Game Level Design
Ferin Martino: A Small Piano Algorithm and Its Lessons on Creativity, Interaction, and Expression
Narrative Mediation as Probabilistic Planning
Toward Automatic Role Identification in Unannotated Folk Tales
Physics-Based Task Generation through Causal Sequence of Physical Interactions
CADI - A Conversational Assistive Design Interface for Discovering Pong Variants
GIGL: A Domain Specific Language for Procedural Content Generation with Grammatical Representations
RoleModelVis: A Visualization of Logical Story Models
Getting to the Point: Resolving Ambiguity in Intelligent Narrative Technologies
Maximizing Flow as a Metacontrol in Angband
Simulation-Based Story Generation with a Theory of Mind
Playable Experiences at AIIDE 2015
An Agent Framework for Manipulation Games
Knowledge-Powered Inference of Crowd Behaviors in Semantically Rich Environments
The Story Workbench: An Extensible Semi-Automatic Text Annotation Tool
ShapeShifting Screen Media: A Declarative Computational Model for Interactive Reconfigurable Moving Image Narratives
Automatically Defining Game Action Spaces for Exploration Using Program Analysis
Action Guidance with MCTS for Deep Reinforcement Learning
Evaluating Analogy-Based Story Generation: An Empirical Study
Balancing Zero-Sum Games with One Variable per Strategy
Game Metrics Without Players: Strategies for Understanding Game Artifacts
Optimizing Player Experience in Interactive Narrative Planning: A Modular Reinforcement Learning Approach
Levels from Sketches with Example-Driven Binary Space Partition
Analysis of Statistical Forward Planning Methods in Pommerman
The Computational Complexity of Angry Birds and Similar Physics-Simulation Games
Automatic Story Generation for Computer Role-Playing Games
Examining Extended Dynamic Scripting in a Tactical Game Framework
Towards a Generic Method of Evaluating Game Levels
Aesthetic Interleaving of Character Performance Requests
Optimizing Profit by Mitigating Recurrent Churn Labeling Issues: Analysis from the Game Domain
A Cognitive-Based Model of Flashbacks for Computational Narratives
Building Robust Planning and Exection Systems for Virtual Worlds
CamOn: A Real-Time Autonomous Camera System
Agent Architecture Considerations for Real-Time Planning in Games
Argument Box
Natural Noun Phrase Variation for Interactive Characters
Learning Director Agent Strategies: An Inductive Framework for Modeling Director Agents
Tracking Creative Musical Structure: The Hunt for the Intrinsically Motivated Generative Agent
Personality Exceptions
Investigating the Influence of Behaviors and Dialogs on Player Enjoyment in Stealth Games
Enhancing the Believability of Character Behaviors Using Non-Verbal Cues
Tanagra: An Intelligent Level Design Assistant for 2D Platformers
FreshJam: Suggesting Continuations of Melodic Fragments in a Specific Style
Mixing Story and Simulation in Interactive Narrative
Games as Co-Creative Cooperative Systems
CPOCL: A Narrative Planner Supporting Conflict
Herd's Eye View: Improving Game AI Agent Learning with Collaborative Perception
Persona Agents from Playtraces and Emotion
Applying Goal-Driven Autonomy to StarCraft
The Melody Triangle: Exploring Pattern and Predictability in Music
LISA: Lexically Intelligent Story Assistant
AIIDE 2010 StarCraft Competition
Hierarchical Adversarial Search Applied to Real-Time Strategy Games
Otello: A Next-Generation Reputation System for Humans and NPCs
Trigram Timmies and Bayesian Johnnies: Probabilistic Models of Personality in Dominion
A Hybrid Approach to Planning and Execution in Dynamic Environments Through Hierarchical Task Networks and Behavior Trees
Causal Link Semantics for Narrative Planning Using Numeric Fluents
Game AI Planning Analytics: The Case of Three First-Person Shooters
Causal Necessity as a Narrative Planning Step Cost Function
Agent Architecture in Social Games - The Implementation of Subsumption Architecture in Diplomacy
AI Wall Building in Empire Earth II
Effects of Deep Neural Networks on the Perceived Creative Autonomy of a Generative Musical System
Macro Action Selection with Deep Reinforcement Learning in StarCraft
Adding Smart Opponents to a First-Person Shooter Video Game through Evolutionary Design
Cautious Curiosity: A Novel Approach to a Human-Like Gameplay Agent
Using Lanchester Attrition Laws for Combat Prediction in StarCraft
Embracing the Bias of the Machine: Exploring Non-Human Fitness Functions
AIIDE 2013 StarCraft Competition
Harmonic Navigator: A Gesture-Driven, Corpus-Based Approach to Music Analysis, Composition, and Performance
Solving for Bespoke Game Assets: Applying Style to 3D Generative Artifacts
Glaive: A State-Space Narrative Planner Supporting Intentionality and Conflict
Spice It Up! Enriching Open World NPC Simulation Using Constraint Satisfaction
Revealing Game Dynamics via Word Embeddings of Gameplay Data
Generate Believable Causal Plots with User Preferences Using Constrained Monte Carlo Tree Search
Mining Rules from Player Experience and Activity Data
Never a Dull Moment: Believable Dynamic Character Beat Generation between Game World Events