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16th AIIDE 2020 [virtual]
- Levi Lelis, David Thue:

Proceedings of the Sixteenth AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment, AIIDE 2020, virtual, October 19-23, 2020. AAAI Press 2020, ISBN 978-1-57735-849-7
Full Oral Papers
- Prithviraj Ammanabrolu, Wesley Cheung, Dan Tu, William Broniec, Mark O. Riedl:

Bringing Stories Alive: Generating Interactive Fiction Worlds. 3-9 - Maren Awiszus, Frederik Schubert, Bodo Rosenhahn:

TOAD-GAN: Coherent Style Level Generation from a Single Example. 10-16 - Batu Aytemiz, Xueer Shu, Eric Hu, Adam M. Smith:

Your Buddy, the Grandmaster: Repurposing the Game-Playing AI Surplus for Inclusivity. 17-23 - Debosmita Bhaumik, Ahmed Khalifa, Michael Cerny Green, Julian Togelius:

Tree Search versus Optimization Approaches for Map Generation. 24-30 - Rodrigo Canaan, Xianbo Gao, Youjin Chung, Julian Togelius, Andy Nealen, Stefan Menzel:

Behavioral Evaluation of Hanabi Rainbow DQN Agents and Rule-Based Agents. 31-37 - Matthew Christensen, Jennifer M. Nelson, Rogelio E. Cardona-Rivera:

Using Domain Compilation to Add Belief to Narrative Planners. 38-44 - Chinmaya Dabral, Chris Martens:

Generating Explorable Narrative Spaces with Answer Set Programming. 45-51 - Rachelyn Farrell, Stephen G. Ware:

Narrative Planning for Belief and Intention Recognition. 52-58 - Lucas N. Ferreira, Levi H. S. Lelis, Jim Whitehead:

Computer-Generated Music for Tabletop Role-Playing Games. 59-65 - Carlos García Ling, Konrad Tollmar, Linus Gisslén:

Using Deep Convolutional Neural Networks to Detect Rendered Glitches in Video Games. 66-73 - Patrick Chisan Hew:

Watershed Graphs for Faster Path Planning in Binary Occupancy Grids. 74-80 - Ian Horswill:

A Declarative PCG Tool for Casual Users. 81-87 - Mikhail Jacob, Sam Devlin, Katja Hofmann:

"It's Unwieldy and It Takes a Lot of Time" - Challenges and Opportunities for Creating Agents in Commercial Games. 88-94 - Ahmed Khalifa, Philip Bontrager, Sam Earle, Julian Togelius:

PCGRL: Procedural Content Generation via Reinforcement Learning. 95-101 - Max Kreminski, Melanie Dickinson, Joseph C. Osborn, Adam Summerville, Michael Mateas, Noah Wardrip-Fruin:

Germinate: A Mixed-Initiative Casual Creator for Rhetorical Games. 102-108 - Vikram Kumaran, Bradford W. Mott, James C. Lester:

Generating Game Levels for Multiple Distinct Games with a Common Latent Space. 109-115 - Alireza Shirvani, Stephen G. Ware:

A Formalization of Emotional Planning for Strong-Story Systems. 116-122 - Cory Siler, Stephen G. Ware:

A Good Story Is One in a Million: Solution Density in Narrative Generation Problems. 123-129 - Nathan R. Sturtevant, Nicolas Decroocq, Aaron Tripodi, Matthew Guzdial:

The Unexpected Consequence of Incremental Design Changes. 130-136 - Zhihan Yang, Anurag Sarkar, Seth Cooper:

Game Level Clustering and Generation Using Gaussian Mixture VAEs. 137-143 - Zuozhi Yang, Santiago Ontañón:

Are Strong Policies Also Good Playout Policies? Playout Policy Optimization for RTS Games. 144-150 - Hejia Zhang, Matthew C. Fontaine, Amy K. Hoover, Julian Togelius, Bistra Dilkina, Stefanos Nikolaidis:

Video Game Level Repair via Mixed Integer Linear Programming. 151-158
Poster Papers
- Wael Al Enezi, Clark Verbrugge:

Dynamic Guard Patrol in Stealth Games. 160-166 - Rogelio E. Cardona-Rivera:

Foundations of a Computational Science of Game Design: Abstractions and Tradeoffs. 167-174 - Kenneth Chang, Adam M. Smith:

Differentia: Visualizing Incremental Game Design Changes. 175-181 - M Charity, Dipika Rajesh, Rachel Ombok, Lisa B. Soros:

Say "Sul Sul!" to SimSim, A Sims-Inspired Platform for Sandbox Game AI. 182-188 - Eugene Chen, Christoph Sydora, Brad Burega, Anmol Mahajan, Abdullah, Matthew Gallivan, Matthew Guzdial:

Image-to-Level: Generation and Repair. 189-195 - Tiannan Chen, Stephen J. Guy:

Chaos Cards: Creating Novel Digital Card Games through Grammatical Content Generation and Meta-Based Card Evaluation. 196-202 - Aaron Dharna, Julian Togelius, Lisa B. Soros:

Co-Generation of Game Levels and Game-Playing Agents. 203-209 - Markus Eger:

Murder Mysteries: The White Whale of Narrative Generation? 210-216 - Cristina Guerrero-Romero, Shringi Kumari, Diego Pérez-Liébana, Sebastian Deterding:

Studying General Agents in Video Games from the Perspective of Player Experience. 217-223 - Nathan L. Henderson, Wookhee Min, Jonathan P. Rowe, James C. Lester:

Multimodal Player Affect Modeling with Auxiliary Classifier Generative Adversarial Networks. 224-230 - Catalina M. Jaramillo, M Charity, Rodrigo Canaan, Julian Togelius:

Word Autobots: Using Transformers for Word Association in the Game Codenames. 231-237 - Abhijeet Krishnan, Aaron Williams, Chris Martens:

Towards Action Model Learning for Player Modeling. 238-244 - Owen Lockwood, Mei Si:

Reinforcement Learning with Quantum Variational Circuit. 245-251 - Diego Pérez-Liébana, Yu-Jhen Hsu, Stavros Emmanouilidis, Bobby Dewan Akram Khaleque, Raluca D. Gaina:

Tribes: A New Turn-Based Strategy Game for AI Research. 252-258 - Charles Ringer, Mihalis A. Nicolaou, James Alfred Walker:

TwitchChat: A Dataset for Exploring Livestream Chat. 259-265 - Samaneh Saadat, Gita Sukthankar:

Contrast Motif Discovery in Minecraft. 266-272 - Anurag Sarkar, Seth Cooper:

Evaluating and Comparing Skill Chains and Rating Systems for Dynamic Difficulty Adjustment. 273-279 - Anurag Sarkar, Adam Summerville, Sam Snodgrass, Gerard Bentley, Joseph C. Osborn:

Exploring Level Blending Across Platformers via Paths and Affordances. 280-286 - Pablo Sauma Chacón, Markus Eger:

PAIndemic: A Planning Agent for Pandemic. 287-293 - Markos Viggiato, Cor-Paul Bezemer:

Trouncing in Dota 2: An Investigation of Blowout Matches. 294-300 - Yang You, Liangwei Li, Baisong Guo, Weiming Wang, Cewu Lu:

Combinatorial Q-Learning for Dou Di Zhu. 301-307 - Yilei Zeng, Deren Lei, Beichen Li, Gangrong Jiang, Emilio Ferrara, Michael Zyda:

Learning to Reason in Round-Based Games: Multi-Task Sequence Generation for Purchasing Decision Making in First-Person Shooters. 308-314
Demonstrations
- Adrian Koretski, Clark Verbrugge:

Geometry of Hiding: Generating Visibility Manifolds. 316-318 - Ben A. Kybartas, Clark Verbrugge, Jonathan Lessard:

A Sketch-Based Tool for Authoring and Analyzing Emergent Narratives. 319-321 - Aishwarya Lohokare, Aayush Shah, Michael Zyda:

Deep Learning Bot for League of Legends. 322-324 - Vardan Saini, Matthew Guzdial:

A Demonstration of Mechanic Maker: An AI for Mechanics Co-Creation. 325-327 - Nathan R. Sturtevant, Nicolas Decroocq, Aaron Tripodi, Carolyn Yang, Matthew Guzdial:

A Demonstration of Anhinga: A Mixed-Initiative EPCG Tool for Snakebird. 328-330
Doctoral Consortium Abstracts
- Batu Aytemiz:

Towards Designing Out Helplessness: AI Interventions for Videogame Learnability. 332-334 - Alex Elton-Pym:

Principles for AI Co-Creative Game Design Assistants. 335-336 - Adrián González-Casillas:

Artificial Intelligence as an Art Director. 337-339 - Samuel Spaulding:

Towards Transferrable Affective Models for Educational Play. 340-342 - Kristen K. Yu:

Personalized Procedural Content Generation for Increased Player Agency. 343-345
Playable Experiences
- Melanie Dickinson, Max Kreminski, Michael Mateas, Noah Wardrip-Fruin, Sabine Wieluch:

Playable Experiences at the 16th AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment. 347-349

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