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11. AIIDE 2015: Santa Cruz, CA, USA
- Arnav Jhala, Nathan R. Sturtevant:
Proceedings of the Eleventh AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment, AIIDE 2015, November 14-18, 2015, University of California, Santa Cruz, CA, USA. AAAI Press 2015
Research Papers
- Davide Aversa, Sebastian Sardiña, Stavros Vassos:
Path Planning with Inventory-Driven Jump-Point-Search. 2-8 - Nicolas Arturo Barriga, Marius Stanescu, Michael Buro:
Puppet Search: Enhancing Scripted Behavior by Look-Ahead Search with Applications to Real-Time Strategy Games. 9-15 - David Churchill, Michael Buro:
Hierarchical Portfolio Search: Prismata's Robust AI Architecture for Games with Large Search Spaces. 16-22 - Tomas Geffner, Hector Geffner:
Width-Based Planning for General Video-Game Playing. 23-29 - Christopher Kives, Stephen G. Ware, Lewis J. Baker:
Evaluating the Pairwise Event Salience Hypothesis in Indexter. 30-36 - Philip L. Lopes, Antonios Liapis, Georgios N. Yannakakis:
Targeting Horror via Level and Soundscape Generation. 37-43 - Julian R. H. Mariño, Willian M. P. Reis, Levi H. S. Lelis:
An Empirical Evaluation of Evaluation Metrics of Procedurally Generated Mario Levels. 44-50 - Chris Martens:
Ceptre: A Language for Modeling Generative Interactive Systems. 51-57 - Peter Andrew Mawhorter, Michael Mateas, Noah Wardrip-Fruin:
Generating Relaxed, Obvious, and Dilemma Choices with Dunyazad. 58-64 - Sergio Poo Hernandez, Vadim Bulitko, Marcia Spetch:
Keeping the Player on an Emotional Trajectory in Interactive Storytelling. 65-71 - Justus Robertson, Robert Michael Young:
Automated Gameplay Generation from Declarative World Representations. 72-78 - Rafet Sifa, Fabian Hadiji, Julian Runge, Anders Drachen, Kristian Kersting, Christian Bauckhage:
Predicting Purchase Decisions in Mobile Free-to-Play Games. 79-85 - Marius Adrian Stanescu, Nicolas A. Barriga, Michael Buro:
Using Lanchester Attrition Laws for Combat Prediction in StarCraft. 86-92 - Josep Valls-Vargas, Santiago Ontañón, Jichen Zhu:
Exploring Player Trace Segmentation for Dynamic Play Style Prediction. 93-99 - Hong Yu, Mark O. Riedl:
Optimizing Players' Expected Enjoyment in Interactive Stories. 100-107
Poster Papers
- James P. Bailey, Craig A. Tovey, Tansel Uras, Sven Koenig, Alex Nash:
Path Planning on Grids: The Effect of Vertex Placement on Path Length. 108-114 - William Cachia, Antonios Liapis, Georgios N. Yannakakis:
Multi-Level Evolution of Shooter Levels. 115-121 - Kári Halldórsson, Yngvi Björnsson:
Automated Decomposition of Game Maps. 122-127 - Antonios Liapis, Georgios N. Yannakakis:
Refining the Paradigm of Sketching in AI-Based Level Design. 128-134 - Chong-U Lim, D. Fox Harrell:
A Data-Driven Approach for Computationally Modeling Players' Avatar Customization Behaviors. 135-141 - Thorey Maria Mariusdottir, Vadim Bulitko, Matthew R. Brown:
Maximizing Flow as a Metacontrol in Angband. 149-155 - Stephan Müller, Seth Frey, Mubbasir Kapadia, Severin Klingler, Richard P. Mann, Barbara Solenthaler, Robert W. Sumner, Markus H. Gross:
HeapCraft: Quantifying and Predicting Collaboration in Minecraft. 156-162 - Aline Normoyle, Shane T. Jensen:
Bayesian Clustering of Player Styles for Multiplayer Games. 163-169 - Joseph Carter Osborn, Ben Samuel, Michael Mateas, Noah Wardrip-Fruin:
Playspecs: Regular Expressions for Game Play Traces. 170-176 - Trevor Sarratt, Arnav Jhala:
Tuning Belief Revision for Coordination with Inconsistent Teammates. 177-183 - Patrick Schwab, Helmut Hlavacs:
Capturing the Essence: Towards the Automated Generation of Transparent Behavior Models. 184-190 - Noor Shaker, Mohammad Shaker, Mohamed Abou-Zleikha:
Towards Generic Models of Player Experience. 191-197 - Rafet Sifa, Anders Drachen, Christian Bauckhage:
Large-Scale Cross-Game Player Behavior Analysis on Steam. 198-204 - Sam Snodgrass, Santiago Ontañón:
A Hierarchical MdMC Approach to 2D Video Game Map Generation. 205-211 - Alberto Uriarte, Santiago Ontañón:
Automatic Learning of Combat Models for RTS Games. 212-219
Demonstration Papers
- Steve Engels, Tiffany Tong, Fabian Chan:
Automatic Real-Time Music Generation for Games. 220-222 - Ian Horswill:
MKULTRA (Demo). 223-226
Playable Experiences
- Michael Cook, Squirrel Eiserloh, Justus Robertson, Robert Michael Young, Tommy Thompson, David Churchill, Martin Cerný, Sergio Poo Hernandez, Vadim Bulitko:
Playable Experiences at AIIDE 2015. 227-
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