Playable Experiences at AIIDE 2014
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Stephen G. Ware | Nathan R. Sturtevant | Vadim Bulitko | Michael Cook | Jeff Orkin | Robert Zubek | Christian Stith | Robert Michael Young | Phillip Wright | Squirrel Eiserloh | Alejandro Jose Ramirez | Kieran Lord
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[2] Mark Matthews,et al. Taking part: role-play in the design of therapeutic systems , 2014, CHI.
[3] Michael Mateas,et al. Bad News: An Experiment in Computationally Assisted Performance , 2016, ICIDS.
[4] Simon Colton,et al. Aesthetic Considerations for Automated Platformer Design , 2012, AIIDE.
[5] Matthew Guzdial,et al. Toward Game Level Generation from Gameplay Videos , 2016, ArXiv.
[6] Michael Buro,et al. Hierarchical Portfolio Search: Prismata's Robust AI Architecture for Games with Large Search Spaces , 2015, AIIDE.
[7] J. G. Tanenbaum,et al. Empathy and Identity in Digital Games: Towards a New Theory of Transformative Play , 2015, FDG.
[8] Vadim Bulitko,et al. Keeping the Player on an Emotional Trajectory in Interactive Storytelling , 2015, AIIDE.
[9] Martin Černý. Sarah and Sally : Creating a Likeable and Competent AI Sidekick for a Videogame , 2015 .
[10] Stephen G. Ware,et al. A Computational Model of Plan-Based Narrative Conflict at the Fabula Level , 2014, IEEE Transactions on Computational Intelligence and AI in Games.
[11] Rogelio Enrique Cardona-Rivera,et al. The Mimesis Effect: The Effect of Roles on Player Choice in Interactive Narrative Role-Playing Games , 2016, CHI.
[12] Simon Colton,et al. Multi-faceted evolution of simple arcade games , 2011, 2011 IEEE Conference on Computational Intelligence and Games (CIG'11).
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[15] Robert Michael Young,et al. Narrative Planning: Balancing Plot and Character , 2010, J. Artif. Intell. Res..
[16] Deirdra Kiai. Coffee! A Misunderstanding , 2014 .
[17] Vadim Bulitko,et al. Automated Planning and Player Modeling for Interactive Storytelling , 2015, IEEE Transactions on Computational Intelligence and AI in Games.
[18] Stephen G. Ware. A computational model of narrative conflict , 2011, FDG.
[19] Jeffrey Dean,et al. Distributed Representations of Words and Phrases and their Compositionality , 2013, NIPS.
[20] Susan T. Fiske,et al. The Ambivalent Sexism Inventory: Differentiating hostile and benevolent sexism. , 1996 .
[21] Peter Norvig,et al. Artificial Intelligence: A Modern Approach , 1995 .
[22] Simon Colton,et al. Ludus Ex Machina: Building A 3D Game Designer That Competes Alongside Humans , 2014, ICCC.
[23] Ben Samuel,et al. Bad News: A Game of Death and Communication , 2016, CHI Extended Abstracts.
[24] Dominic Kao,et al. Computationally Modeling Narratives of Social Group Membership with the Chimeria System , 2013, CMN.
[25] Michael Mateas,et al. Ice-Bound: Combining richly-realized story with expressive gameplay , 2014, FDG.
[26] Michael Mateas,et al. Tracery: An Author-Focused Generative Text Tool , 2015, ICIDS.
[27] Matthew Guzdial,et al. Learning to Blend Computer Game Levels , 2016, ICCC.
[28] Kenneth A. De Jong,et al. Cooperative Coevolution: An Architecture for Evolving Coadapted Subcomponents , 2000, Evolutionary Computation.
[29] Stephen G. Ware,et al. Glaive: A State-Space Narrative Planner Supporting Intentionality and Conflict , 2014, AIIDE.
[30] Anne Sullivan,et al. A Framework for Playable Social Dialogue , 2016, AIIDE.
[31] Stephen G. Ware,et al. CPOCL: A Narrative Planner Supporting Conflict , 2011, AIIDE.
[32] Vadim Bulitko,et al. Telling Interactive Player-specific Stories and Planning for It: ASD + PaSSAGE = PAST , 2012, AIIDE.
[33] Bernhard Nebel,et al. The FF Planning System: Fast Plan Generation Through Heuristic Search , 2011, J. Artif. Intell. Res..
[34] Michael Mateas,et al. Launchpad: A Rhythm-Based Level Generator for 2-D Platformers , 2011, IEEE Transactions on Computational Intelligence and AI in Games.
[35] Simon Colton,et al. Mechanic Miner: Reflection-Driven Game Mechanic Discovery and Level Design , 2013, EvoApplications.
[36] Yuichi Ohta,et al. Mixed Reality: Merging Real and Virtual Worlds , 1999 .
[37] R. Michael Young,et al. Gameplay as On-Line Mediation Search , 2014 .
[38] Vadim Bulitko,et al. Evaluating Planning-Based Experience Managers for Agency and Fun in Text-Based Interactive Narrative , 2013, AIIDE.
[39] Nathan R. Sturtevant. An Argument for Large-Scale Breadth-First Search for Game Design and Content Generation via a Case Study of Fling! , 2013, AIIDE 2013.
[40] Geoff F. Kaufman,et al. Understanding Media Enjoyment: The Role of Transportation Into Narrative Worlds , 2004 .
[41] Susan T. Fiske,et al. Ambivalent Sexism Revisited , 2011, Psychology of women quarterly.
[42] Michael Mateas,et al. Toward Characters Who Observe, Tell, Misremember, and Lie , 2021, Proceedings of the AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment.