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18th AIIDE 2022: Pomona, CA, USA
- Stephen G. Ware, Markus Eger:
Proceedings of the Eighteenth AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment, AIIDE 2022, Pomona, CA, USA, October 24-28, 2022. AAAI Press 2022, ISBN 978-1-57735-877-0
Research Track Papers
- Sergi Andreu, Monica Villanueva Aylagas:
Neural Synthesis of Sound Effects Using Flow-Based Deep Generative Models. 2-9 - Rogelio E. Cardona-Rivera, José P. Zagal, Michael S. Debus:
Game System Models: Toward Semantic Foundations for Technical Game Analysis, Generation, and Design. 10-17 - Megan Charity, Julian Togelius:
Aesthetic Bot: Interactively Evolving Game Maps on Twitter. 18-25 - Seth Cooper:
Sturgeon: Tile-Based Procedural Level Generation via Learned and Designed Constraints. 26-36 - Anisha Gupta, Dan Carpenter, Wookhee Min, Jonathan P. Rowe, Roger Azevedo, James C. Lester:
Enhancing Multimodal Goal Recognition in Open-World Games with Natural Language Player Reflections. 37-44 - Zhiyu Lin, Rohan Agarwal, Mark O. Riedl:
Creative Wand: A System to Study Effects of Communications in Co-creative Settings. 45-52 - Anurag Sarkar, Seth Cooper:
tile2tile: Learning Game Filters for Platformer Style Transfer. 53-60 - Aidan Wagner, Rishi Veerapaneni, Maxim Likhachev:
Minimizing Coordination in Multi-Agent Path Finding with Dynamic Execution. 61-69 - Kristen K. Yu, Matthew Guzdial, Nathan R. Sturtevant, Morgan Cselinacz, Chris Corfe, Izzy Hubert Lyall, Chris Smith:
Adventures of AI Directors Early in the Development of Nightingale. 70-77
Research Track Posters
- Adi Botea, Vadim Bulitko:
Tiered State Expansion in Optimization Crosswords. 79-86 - Flávio R. S. Coutinho, Luiz Chaimowicz:
On the Challenges of Generating Pixel Art Character Sprites Using GANs. 87-94 - Rachelyn Farrell, Mira Fisher, Stephen G. Ware:
Salience Vectors for Measuring Distance between Stories. 95-104 - Alex Goslen, Dan Carpenter, Jonathan P. Rowe, Roger Azevedo, James C. Lester:
Robust Player Plan Recognition in Digital Games with Multi-Task Multi-Label Learning. 105-112 - Muhammad Junaid Khan, Syed Hammad Ahmed, Gita Sukthankar:
Transformer-Based Value Function Decomposition for Cooperative Multi-Agent Reinforcement Learning in StarCraft. 113-119 - Max Kreminski, Melanie Dickinson, Noah Wardrip-Fruin, Michael Mateas:
Loose Ends: A Mixed-Initiative Creative Interface for Playful Storytelling. 120-128 - Eric W. Lang, R. Michael Young:
RPGPref: A Planning Heuristic That Uses Playstyle Preferences to Model Player Action and Choice. 129-136 - Tinea Larsson, José M. Font, Alberto Alvarez:
Towards AI as a Creative Colleague in Game Level Design. 137-145 - Pierre Le Pelletier de Woillemont, Rémi Labory, Vincent Corruble:
Automated Play-Testing through RL Based Human-Like Play-Styles Generation. 146-154 - Owen Lockwood, Mei Si:
A Review of Uncertainty for Deep Reinforcement Learning. 155-162 - Lucas N. Ferreira, Lili Mou, Jim Whitehead, Levi H. S. Lelis:
Controlling Perceived Emotion in Symbolic Music Generation with Monte Carlo Tree Search. 163-170 - Rushit Sanghrajka, R. Michael Young, Brandon R. Thorne:
HeadSpace: Incorporating Action Failure and Character Beliefs into Narrative Planning. 171-178 - Rushit Sanghrajka, R. Michael Young:
Evaluating Reader Comprehension of Plan-Based Stories Containing Failed Actions. 179-188 - Samuel Shields, Ross Mawhorter, Edward F. Melcer, Michael Mateas:
Searching for Balanced 2D Brawler Games: Successes and Failures of Automated Evaluation. 189-198 - Alexander D. Stoneman, Josh Aaron Miller, Seth Cooper:
Effects of Player-Level Matchmaking Methods in a Live Citizen Science Game. 199-206 - Anton Vinogradov, Brent Harrison:
Using Multi-Armed Bandits to Dynamically Update Player Models in an Experience Managed Environment. 207-214 - Nazanin Yousefzadeh Khameneh, Matthew Guzdial:
World Models with an Entity-Based Representation. 215-222
Software Track Papers
- Sasha Azad, Jennifer Wellnitz, Luis Garcia, Chris Martens:
Anthology: A Social Simulation Framework. 224-231 - Michael Cook:
Puck: A Slow and Personal Automated Game Designer. 232-239 - Ian Horswill:
Step: A Highly Expressive Text Generation Language. 240-249 - Nick Junius, Michael Mateas, Noah Wardrip-Fruin, Elín Carstensdóttir:
Playing with the Strings: Designing Puppitor as an Acting Interface for Digital Games. 250-257 - Albert Julius Liu:
Icepool: Efficient Computation of Dice Pool Probabilities. 258-265 - Giulio Mori, David Thue, Stephan Schiffel:
EM-Glue: A Platform for Decoupling Experience Managers and Environments. 266-274
Software Track Posters
- Atefeh Mahdavi Goloujeh, Jason Smith, Brian Magerko:
Explainable CLIP-Guided 3D-Scene Generation in an AI Holodeck. 276-278 - Kyle Mitchell, Camden Pettijohn, Joshua McCoy:
Never a Dull Moment: Believable Dynamic Character Beat Generation between Game World Events. 279-281 - Adam Riddle:
A Hybrid Approach to Co-creative Story Authoring Using Grammars and Language Models. 282-284 - Braeden Warnick:
A Demonstration of Possibilistic Hierarchical Task Networks for Believable Agent Behavior. 285-287 - Kristen K. Yu, Matthew Guzdial, Nathan R. Sturtevant:
FarmQuest: A Demonstration of an AI Director Video Game Test Bed. 288-290
Practitioner Track Full Papers
- Allison Parrish, Jenny Goldstick, Tim Szetela:
The Nonsense Laboratory. 292-297
Doctoral Consortium Abstracts
- Mira Fisher:
Narrative Planning in Large Domains through State Abstraction and Option Discovery. 299-302 - Sylvain Lapeyrade:
Reasoning with Ontologies for Non-player Character's Decision-Making in Games. 303-306 - Cory Siler:
Open-World Narrative Generation to Answer Players' Questions. 307-310
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