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17th AIIDE 2021 [virtual]
- David Thue, Stephen G. Ware:
Proceedings of the Seventeenth AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment, AIIDE 2021, virtual, October 11-15, 2021. AAAI Press 2021, ISBN 978-1-57735-871-8
Full Oral Papers
- Julien Codsi, Adrian Vetta:
A Case Study in Learning in Metagames: Super Smash Bros. Melee. 2-9 - Pablo Gutiérrez-Sánchez, Marco Antonio Gómez-Martín, Pedro A. González-Calero, Pedro Pablo Gómez-Martín:
Reinforcement Learning Methods to Evaluate the Impact of AI Changes in Game Design. 10-17 - Matthew Guzdial, Nathan R. Sturtevant, Carolyn Yang:
The Impact of Visualizing Design Gradients for Human Designers. 18-25 - João Felipe Humenhuk, Luiz Bernardo Martins Kummer, Emerson Cabrera Paraiso:
Optimizing Profit by Mitigating Recurrent Churn Labeling Issues: Analysis from the Game Domain. 26-33 - Mrunal Jadhav, Matthew Guzdial:
Tile Embedding: A General Representation for Level Generation. 34-41 - Mads Johansen, Michael Cook:
Challenges in Generating Juice Effects for Automatically Designed Games. 42-49 - Quinn Kybartas, Clark Verbrugge, Jonathan Lessard:
A Force Dynamic Model of Narrative Agents. 50-57 - Zhiyu Lin, Mark O. Riedl:
Plug-and-Blend: A Framework for Plug-and-Play Controllable Story Generation with Sketches. 58-65 - Joseph C. Osborn, Adam Summerville, Nathan Dailey, Soksamnang Lim:
MappyLand: Fast, Accurate Mapping for Console Games. 66-73 - Lucas V. S. Pereira, Luiz Chaimowicz, Levi H. S. Lelis:
Birds in Boots: Learning to Play Angry Birds with Policy-Guided Search. 74-81 - Alexander Sieusahai, Matthew Guzdial:
Explaining Deep Reinforcement Learning Agents in the Atari Domain through a Surrogate Model. 82-90 - Jason Smith, Jason Freeman:
Effects of Deep Neural Networks on the Perceived Creative Autonomy of a Generative Musical System. 91-98 - Stephen G. Ware, Cory Siler:
Sabre: A Narrative Planner Supporting Intention and Deep Theory of Mind. 99-106 - Kristen K. Yu, Matthew Guzdial, Nathan R. Sturtevant:
The Definition-Context-Purpose Paradigm and Other Insights from Industry Professionals about the Definition of a Quest. 107-114
Poster Papers
- Sabbir Ahmad, Magy Seif El-Nasr, Ehsan Elhamifar:
Hierarchical Dual Attention-Based Recurrent Neural Networks for Individual and Group Activity Recognition in Games. 116-123 - Alberto Alvarez, José M. Font, Steve Dahlskog, Julian Togelius:
Assessing the Effects of Interacting with MAP-Elites. 124-131 - Nima Davari, Clark Verbrugge:
Efficient 2D Sound Propagation in Video Games. 132-139 - Maria Edwards, Ming Jiang, Julian Togelius:
Search-Based Exploration and Diagnosis of TOAD-GAN. 140-147 - Raluca D. Gaina, James Goodman, Diego Pérez-Liébana:
TAG: Terraforming Mars. 148-155 - Max Kreminski, Melanie Dickinson, Michael Mateas:
Winnow: A Domain-Specific Language for Incremental Story Sifting. 156-163 - Athar Mahmoudi-Nejad, Matthew Guzdial, Pierre Boulanger:
Arachnophobia Exposure Therapy Using Experience-Driven Procedural Content Generation via Reinforcement Learning (EDPCGRL). 164-171 - Ross Mawhorter, Batu Aytemiz, Isaac Karth, Adam M. Smith:
Content Reinjection for Super Metroid. 172-178 - Elisabeth Oliver, Michael Mateas:
Crosston Tavern: Modulating Autonomous Characters Behaviour through Player-NPC Conversation. 179-186 - Younès Rabii, Michael Cook:
Revealing Game Dynamics via Word Embeddings of Gameplay Data. 187-194 - Murtuza N. Shergadwala, Zhaoqing Teng, Magy Seif El-Nasr:
Can We Infer Player Behavior Tendencies from a Player's Decision-Making Data? Integrating Theory of Mind to Player Modeling. 195-202
Practitioner Papers
- Gautier Boeda:
Multi-Agent Cooperation in Games with Goal Oriented Action Planner: Use Case in WONDER Prototype Project. 204-207 - Kousuke Namiki, Tomohiro Mori, Youichiro Miyake, Shinpei Sakata, Gustavo Martins:
Advanced Real-Time Hierarchical Task Network: Long-Term Behavior in Real-Time Games. 208-212 - Ethan Robison, Matthew Viglione, Robert Zubek, Ian Horswill:
AI Design Lessons for Social Modeling at Scale. 213-219 - Robert Zubek, Ian Horswill, Ethan Robison, Matthew Viglione:
Social Modeling via Logic Programming in City of Gangsters. 220-226
Doctoral Consortium Abstracts
- Branden Ingram:
Generating Tailored Advice in Video Games through Play-Style Identification and Player Modelling. 228-231 - Athar Mahmoudi-Nejad:
Automated Personalized Exposure Therapy Based on Physiological Measures Using Experience-Driven Procedural Content Generation. 232-235
Demonstrations and Playable Experiences
- Adrián González-Casillas, Matthew Guzdial, Félix Ramos:
A Tool for Generating Monster Silhouettes with a Word-Conditioned Variational Autoencoder. 237-239 - Emily Halina, Matthew Guzdial:
A Demonstration of KiaiTime: A Mixed-Initiative PCGML Rhythm Game Editor. 240-242 - Max Kreminski, Isaac Karth:
A Demonstration of Blabrecs, an AI-Based Wordgame. 243-245 - Erin J. K. Truesdell:
Curve-Based Level Generation for a Full-Body VR Rhythm Game. 246-248
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