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Michael Mateas
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2020 – today
- 2024
- [c211]Samuel Shields, Alex Calderwood, Shi Johnson-Bey, Noah Wardrip-Fruin, Michael Mateas, Edward F. Melcer:
Generating Together: Lessons Learned from Developing an Educational Visual Novel with AI Collaboration. CoG 2024: 1-8 - [c210]Rehaf Aljammaz, Noah Wardrip-Fruin, Michael Mateas:
Navigating Faction Systems: Insights and Recommendations for More Believable NPCs in Video Games. FDG 2024: 6 - [c209]Hongwei Zhou, Jichen Zhu, Michael Mateas, Noah Wardrip-Fruin:
The Eyes, the Hands and the Brain: What can Text-to-Image Models Offer for Game Design and Visual Creativity? FDG 2024: 23 - [c208]Jack Kelly, Michael Mateas, Noah Wardrip-Fruin:
Paradise: An Experiment Extending the Ensemble Social Physics Engine with Language Models. FDG 2024: 64 - 2023
- [c207]Jack Kelly, Alex Calderwood, Noah Wardrip-Fruin, Michael Mateas:
There and Back Again: Extracting Formal Domains for Controllable Neurosymbolic Story Authoring. AIIDE 2023: 64-74 - [c206]Rehaf Aljammaz, Michael Mateas, Noah Wardrip-Fruin:
Modeling Morality-Based Argumentation for Believable Game Characters: A Design Postmortem. AIIDE 2023: 185-194 - [c205]Shi Johnson-Bey, Michael Mateas, Noah Wardrip-Fruin:
Toward Using ChatGPT to Generate Theme-Relevant Simulated Storyworlds. EXAG@AIIDE 2023 - [c204]Devi Acharya, Jack Kelly, William Tate, Maxwell Joslyn, Michael Mateas, Noah Wardrip-Fruin:
Shoelace: A Storytelling Assistant for GUMSHOE One-2-One. FDG 2023: 12:1-12:9 - [c203]Rehaf Aljammaz, Noah Wardrip-Fruin, Michael Mateas:
Towards an Understanding of Character Believability. FDG 2023: 24:1-24:9 - [c202]Jack Kelly, Michael Mateas, Noah Wardrip-Fruin:
Towards Computational Support with Language Models for TTRPG Game Masters. FDG 2023: 78:1-78:4 - 2022
- [j19]Katelyn M. Grasse, Max Kreminski, Noah Wardrip-Fruin, Michael Mateas, Edward F. Melcer:
Using Self-Determination Theory to Explore Enjoyment of Educational Interactive Narrative Games: A Case Study of Academical. Frontiers Virtual Real. 3 (2022) - [c201]Max Kreminski, Melanie Dickinson, Noah Wardrip-Fruin, Michael Mateas:
Loose Ends: A Mixed-Initiative Creative Interface for Playful Storytelling. AIIDE 2022: 120-128 - [c200]Samuel Shields, Ross Mawhorter, Edward F. Melcer, Michael Mateas:
Searching for Balanced 2D Brawler Games: Successes and Failures of Automated Evaluation. AIIDE 2022: 189-198 - [c199]Nick Junius, Michael Mateas, Noah Wardrip-Fruin, Elín Carstensdóttir:
Playing with the Strings: Designing Puppitor as an Acting Interface for Digital Games. AIIDE 2022: 250-257 - [c198]Shi Johnson-Bey, Mark J. Nelson, Michael Mateas:
Neighborly: A Sandbox for Simulation-based Emergent Narrative. CoG 2022: 425-432 - [c197]Alex Calderwood, Noah Wardrip-Fruin, Michael Mateas:
Spinning Coherent Interactive Fiction through Foundation Model Prompts. ICCC 2022: 44-53 - [c196]Max Kreminski, Melanie Dickinson, Noah Wardrip-Fruin, Michael Mateas:
A Demonstration of Loose Ends, A Mixed-Initiative Narrative Instrument. ICIDS 2022: 91-97 - [c195]Max Kreminski, Melanie Dickinson, Noah Wardrip-Fruin, Michael Mateas:
Select the Unexpected: A Statistical Heuristic for Story Sifting. ICIDS 2022: 292-308 - [c194]Shi Johnson-Bey, Mark J. Nelson, Michael Mateas:
Exploring the Design Space of Social Physics Engines in Games. ICIDS 2022: 559-576 - [c193]Max Kreminski, Isaac Karth, Michael Mateas, Noah Wardrip-Fruin:
Evaluating Mixed-Initiative Creative Interfaces via Expressive Range Coverage Analysis. IUI Workshops 2022: 34-45 - 2021
- [c192]Rehaf Aljammaz, Yasheng She, Michael Mateas:
Argument Box. AIIDE Workshops 2021 - [c191]Shi Johnson-Bey, Michael Mateas:
Centrifuge: A Visual Tool for Authoring Sifting Patterns for Character-Based Simulationist StoryWorlds. AIIDE Workshops 2021 - [c190]Max Kreminski, Melanie Dickinson, Michael Mateas:
Winnow: A Domain-Specific Language for Incremental Story Sifting. AIIDE 2021: 156-163 - [c189]Max Kreminski, Michael Mateas:
Opportunities for Approachable Game Development via Program Synthesis. AIIDE Workshops 2021 - [c188]Elisabeth Oliver, Michael Mateas:
Crosston Tavern: Modulating Autonomous Characters Behaviour through Player-NPC Conversation. AIIDE 2021: 179-186 - [c187]Devi Acharya, Michael Mateas, Noah Wardrip-Fruin:
Story Improvisation in Tabletop Roleplaying Games: Towards a Computational Assistant for Game Masters. CoG 2021: 1-8 - [c186]Tamara Duplantis, Isaac Karth, Max Kreminski, Adam M. Smith, Michael Mateas:
A Genre-Specific Game Description Language for Game Boy RPGs. CoG 2021: 1-8 - [c185]Nick Junius, Max Kreminski, Michael Mateas:
There Is No Escape: Theatricality in Hades. FDG 2021: 26:1-26:8 - [c184]Max Kreminski, Michael Mateas:
Reflective Creators. ICCC 2021: 309-318 - [c183]Max Kreminski, Michael Mateas:
A Coauthorship-Centric History of Interactive Emergent Narrative. ICIDS 2021: 222-235 - [c182]Devi Acharya, Michael Mateas, Noah Wardrip-Fruin:
Interviews Towards Designing Support Tools for TTRPG Game Masters. ICIDS 2021: 283-287 - [c181]Max Kreminski, Michael Mateas:
Toward Narrative Instruments. ICIDS 2021: 499-508 - 2020
- [c180]Max Kreminski, Melanie Dickinson, Joseph C. Osborn, Adam Summerville, Michael Mateas, Noah Wardrip-Fruin:
Germinate: A Mixed-Initiative Casual Creator for Rhetorical Games. AIIDE 2020: 102-108 - [c179]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. AIIDE 2020: 347-349 - [c178]Max Kreminski, Noah Wardrip-Fruin, Michael Mateas:
Toward Example-Driven Program Synthesis of Story Sifting Patterns. AIIDE Workshops 2020 - [c177]Max Kreminski, Melanie Dickinson, Michael Mateas, Noah Wardrip-Fruin:
Why Are We Like This?: The AI Architecture of a Co-Creative Storytelling Game. FDG 2020: 13:1-13:4 - [c176]Rehaf Aljammaz, Elisabeth Oliver, Jim Whitehead, Michael Mateas:
Scheherazade's Tavern: A Prototype For Deeper NPC Interactions. FDG 2020: 22:1-22:9
2010 – 2019
- 2019
- [j18]Adam Summerville, Chris Martens, Sarah Harmon, Michael Mateas, Joseph C. Osborn, Noah Wardrip-Fruin, Arnav Jhala:
From Mechanics to Meaning. IEEE Trans. Games 11(1): 69-78 (2019) - [c175]Joseph C. Osborn, Melanie Dickinson, Barrett R. Anderson, Adam Summerville, Jill Denner, David M. Torres, Noah Wardrip-Fruin, Michael Mateas:
Is Your Game Generator Working? Evaluating Gemini, an Intentional Generator. AIIDE 2019: 59-65 - [c174]Nick Junius, Michael Mateas, Noah Wardrip-Fruin:
Towards expressive input for character dialogue in digital games. FDG 2019: 21:1-21:11 - [c173]Jacob Garbe, Max Kreminski, Ben Samuel, Noah Wardrip-Fruin, Michael Mateas:
StoryAssembler: an engine for generating dynamic choice-driven narratives. FDG 2019: 24:1-24:10 - 2018
- [j17]Joseph Carter Osborn, Benjamin Samuel, Michael Mateas:
Visualizing the strategic landscape of arbitrary games. Inf. Vis. 17(3): 196-217 (2018) - [c172]Kate Compton, Michael Mateas:
Freedom of Movement: Generative Responses to Motion Control. AIIDE Workshops 2018 - [c171]Adam Summerville, Chris Martens, Ben Samuel, Joseph C. Osborn, Noah Wardrip-Fruin, Michael Mateas:
Gemini: Bidirectional Generation and Analysis of Games via ASP. AIIDE 2018: 123-129 - [c170]John T. Murray, Raquel Robinson, Michael Mateas, Noah Wardrip-Fruin:
Comparing Player Responses to Choice-Based Interactive Narratives Using Facial Expression Analysis. ICIDS 2018: 79-92 - 2017
- [j16]April Grow, Melanie Dickinson, Johnathan Pagnutti, Noah Wardrip-Fruin, Michael Mateas:
Crafting in Games. Digit. Humanit. Q. 11(4) (2017) - [c169]Joseph Carter Osborn, Michael Mateas:
Against Forward Models. AAAI Workshops 2017 - [c168]Adam Summerville, Morteza Behrooz, Michael Mateas, Arnav Jhala:
What Does That ?-Block Do? Learning Latent Causal Affordances From Mario Play Traces. AAAI Workshops 2017 - [c167]Kate Compton, Michael Mateas:
A Generative Framework of Generativity. AIIDE Workshops 2017 - [c166]Kate Compton, Edward F. Melcer, Michael Mateas:
Generominos: Ideation Cards for Interactive Generativity. AIIDE Workshops 2017 - [c165]Melanie Leah Dickinson, Noah Wardrip-Fruin, Michael Mateas:
Social Simulation for Social Justice. AIIDE Workshops 2017 - [c164]Joseph C. Osborn, Brian Lambrigger, Michael Mateas:
HyPED: Modeling and Analyzing Action Games as Hybrid Systems. AIIDE 2017: 87-93 - [c163]Joseph C. Osborn, James O. Ryan, Michael Mateas:
Analyzing Expressionist Grammars by Reduction to Symbolic Visibly Pushdown Automata. AIIDE Workshops 2017 - [c162]Joseph C. Osborn, Ben Samuel, Adam Summerville, Michael Mateas:
Towards General RPG Playing. AIIDE Workshops 2017 - [c161]Joseph C. Osborn, Michael Mateas:
Evaluating a Solver-Aided Puzzle Design Tool. MICI@CHI 2017 - [c160]Joseph C. Osborn, Adam Summerville, Michael Mateas:
Automated game design learning. CIG 2017: 240-247 - [c159]Eric Kaltman, Joseph C. Osborn, Noah Wardrip-Fruin, Michael Mateas:
Getting the GISST: a toolkit for the creation, analysis and reference of game studies resources. FDG 2017: 16:1-16:10 - [c158]Joseph C. Osborn, Noah Wardrip-Fruin, Michael Mateas:
Refining operational logics. FDG 2017: 27:1-27:10 - [c157]John T. Murray, Michael Mateas, Noah Wardrip-Fruin:
Proposal for analyzing player emotions in an interactive narrative using story intention graphs. FDG 2017: 60:1-60:4 - [c156]Joseph C. Osborn, Adam Summerville, Michael Mateas:
Automatic mapping of NES games with mappy. FDG 2017: 78:1-78:9 - [c155]Adam Summerville, Joseph C. Osborn, Michael Mateas:
CHARDA: Causal Hybrid Automata Recovery via Dynamic Analysis. IJCAI 2017: 2800-2806 - [i8]Joseph C. Osborn, Adam Summerville, Michael Mateas:
Automated Game Design Learning. CoRR abs/1707.03333 (2017) - [i7]Adam Summerville, Joseph C. Osborn, Michael Mateas:
CHARDA: Causal Hybrid Automata Recovery via Dynamic Analysis. CoRR abs/1707.03336 (2017) - [i6]Joseph C. Osborn, Adam Summerville, Michael Mateas:
Automatic Mapping of NES Games with Mappy. CoRR abs/1707.03908 (2017) - 2016
- [c154]Adam James Summerville, Michael Mateas:
Mystical Tutor: A Magic: The Gathering Design Assistant via Denoising Sequence-to-Sequence Learning. AIIDE 2016: 86-92 - [c153]James Owen Ryan, Michael Mateas, Noah Wardrip-Fruin:
Characters Who Speak Their Minds: Dialogue Generation in Talk of the Town. AIIDE 2016: 204-210 - [c152]Alexander E. Zook, Michael Cook, Eric Butler, Kristin Siu, Matthew Guzdial, Mark O. Riedl, James Owen Ryan, Ben Samuel, Adam Summerville, Michael Mateas, Noah Wardrip-Fruin:
Playable Experiences at AIIDE 2016. AIIDE 2016: 251- - [c151]James Owen Ryan, Eric Kaltman, Timothy Hong, Katherine Isbister, Michael Mateas, Noah Wardrip-Fruin:
GameNet and GameSage: Videogame Discovery as Design Insight. DiGRA/FDG 2016 - [c150]James Owen Ryan, Michael Mateas, Noah Wardrip-Fruin:
A Lightweight Videogame Dialogue Manager. DiGRA/FDG 2016 - [c149]Adam J. Summerville, Michael Mateas:
Super Mario as a String: Platformer Level Generation Via LSTMs. DiGRA/FDG 2016 - [c148]Ben Samuel, James Owen Ryan, Adam J. Summerville, Michael Mateas, Noah Wardrip-Fruin:
Bad News: An Experiment in Computationally Assisted Performance. ICIDS 2016: 108-120 - [c147]James Owen Ryan, Ethan Seither, Michael Mateas, Noah Wardrip-Fruin:
Expressionist: An Authoring Tool for In-Game Text Generation. ICIDS 2016: 221-233 - [c146]Ben Samuel, Michael Mateas, Noah Wardrip-Fruin:
The Design of Writing Buddy: A Mixed-Initiative Approach Towards Computational Story Collaboration. ICIDS 2016: 388-396 - [c145]James Owen Ryan, Adam James Summerville, Michael Mateas, Noah Wardrip-Fruin:
Translating Player Dialogue into Meaning Representations Using LSTMs. IVA 2016: 383-386 - [r1]Michael Mateas, Noah Wardrip-Fruin:
Personalized and Interactive Literature. Handbook of Science and Technology Convergence 2016: 501-515 - [i5]Adam Summerville, Michael Mateas:
Super Mario as a String: Platformer Level Generation Via LSTMs. CoRR abs/1603.00930 (2016) - [i4]Adam James Summerville, Sam Snodgrass, Michael Mateas, Santi Ontañón Villar:
The VGLC: The Video Game Level Corpus. CoRR abs/1606.07487 (2016) - [i3]Adam James Summerville, James Owen Ryan, Michael Mateas, Noah Wardrip-Fruin:
CFGs-2-NLU: Sequence-to-Sequence Learning for Mapping Utterances to Semantics and Pragmatics. CoRR abs/1607.06852 (2016) - 2015
- [c144]James Owen Ryan, Andrew Max Fisher, Taylor Owen-Milner, Michael Mateas, Noah Wardrip-Fruin:
Toward Natural Language Generation by Humans. INT/SBG@AIIDE 2015: 53-56 - [c143]Daniel G. Shapiro, Larry LeBron, Andrew Stern, Michael Mateas:
Aesthetic Interleaving of Character Performance Requests. INT/SBG@AIIDE 2015: 57-63 - [c142]Peter Andrew Mawhorter, Michael Mateas, Noah Wardrip-Fruin:
Generating Relaxed, Obvious, and Dilemma Choices with Dunyazad. AIIDE 2015: 58-64 - [c141]Joseph Carter Osborn, Ben Samuel, Michael Mateas, Noah Wardrip-Fruin:
Playspecs: Regular Expressions for Game Play Traces. AIIDE 2015: 170-176 - [c140]Daniel G. Shapiro, Karen Tanenbaum, Joshua McCoy, Larry LeBron, Craig W. Reynolds, Andrew Stern, Michael Mateas, Bill Ferguson, David Diller, Kerry Moffitt, Will Coon, Bruce Roberts:
Composing Social Interactions via Social Games. AAMAS 2015: 573-580 - [c139]Kate Compton, Michael Mateas:
Tracery: An Author-Focused Generative Text Tool. FDG 2015 - [c138]Dylan Lederle-Ensign, William Robinson, Johnathan Pagnutti, Michael Mateas:
A Software Studies Approach to Interpreting Passage. FDG 2015 - [c137]Joseph C. Osborn, Dylan Lederle-Ensign, Noah Wardrip-Fruin, Michael Mateas:
Combat in Games. FDG 2015 - [c136]James Owen Ryan, Eric Kaltman, Andrew Max Fisher, Timothy Hong, Taylor Owen-Milner, Michael Mateas, Noah Wardrip-Fruin:
Large-Scale Interactive Visualizations of Nearly 12, 000 Games. FDG 2015 - [c135]James Owen Ryan, Eric Kaltman, Timothy Hong, Michael Mateas, Noah Wardrip-Fruin:
People Tend to Like Related Games. FDG 2015 - [c134]James Owen Ryan, Eric Kaltman, Michael Mateas, Noah Wardrip-Fruin:
Bottom-up Game Studies. FDG 2015 - [c133]James Owen Ryan, Eric Kaltman, Michael Mateas, Noah Wardrip-Fruin:
Tools for Game Discovery Built Using Latent Semantic Analysis. FDG 2015 - [c132]Ben Samuel, Aaron A. Reed, Paul Maddaloni, Michael Mateas, Noah Wardrip-Fruin:
The Scored Rule Engine: Next-Generation Social Physics. FDG 2015 - [c131]Adam Summerville, Morteza Behrooz, Michael Mateas, Arnav Jhala:
The Learning of Zelda: Data-Driven Level Generation for Action Role Playing Games. FDG 2015 - [c130]Kate Compton, Michael Mateas:
Casual Creators. ICCC 2015: 228-235 - [c129]Michael Mateas, Peter A. Mawhorter, Noah Wardrip-Fruin:
Intentionally Generating Choices in Interactive Narratives. ICCC 2015: 292-299 - [c128]James Owen Ryan, Michael Mateas, Noah Wardrip-Fruin:
Open Design Challenges for Interactive Emergent Narrative. ICIDS 2015: 14-26 - [c127]Kate Compton, Ben A. Kybartas, Michael Mateas:
Tracery: An Author-Focused Generative Text Tool. ICIDS 2015: 154-161 - [i2]Simon M. Lucas, Michael Mateas, Mike Preuss, Pieter Spronck, Julian Togelius:
Artificial and Computational Intelligence in Games: Integration (Dagstuhl Seminar 15051). Dagstuhl Reports 5(1): 207-242 (2015) - 2014
- [j15]Joshua McCoy, Mike Treanor, Ben Samuel, Aaron A. Reed, Michael Mateas, Noah Wardrip-Fruin:
Social Story Worlds With Comme il Faut. IEEE Trans. Comput. Intell. AI Games 6(2): 97-112 (2014) - [j14]Brandon Robert Tearse, Peter A. Mawhorter, Michael Mateas, Noah Wardrip-Fruin:
Skald: Minstrel Reconstructed. IEEE Trans. Comput. Intell. AI Games 6(2): 156-165 (2014) - [c126]Joseph Carter Osborn, Ben Samuel, Joshua Allen McCoy, Michael Mateas:
Evaluating Play Trace (Dis)similarity Metrics. AIIDE 2014 - [c125]Carlos Maltzahn, Arnav Jhala, Michael Mateas, Jim Whitehead:
Gamification of private digital data archive management. GamifIR@ECIR 2014: 33-37 - [c124]Jacob Garbe, Aaron A. Reed, Melanie Dickinson, Noah Wardrip-Fruin, Michael Mateas:
Author assistance visualizations for Ice-Bound, a combinatorial narrative. FDG 2014 - [c123]Jacob Garbe, Aaron A. Reed, Noah Wardrip-Fruin, Michael Mateas:
Ice-Bound: A novel of reconfiguration. FDG 2014 - [c122]April Grow, Swen E. Gaudl, Paulo Gomes, Michael Mateas, Noah Wardrip-Fruin:
A methodology for requirements analysis of AI architecture authoring tools. FDG 2014 - [c121]Heather Logas, Jim Whitehead, Michael Mateas, Richard Vallejos, Lauren Scott, John T. Murray, Kate Compton, Joseph C. Osborn, Orlando Salvatore, Daniel G. Shapiro, Zhongpeng Lin, Huascar Sanchez, Michael Shavlovsky, Chris Lewis, Daniel Cetina, Shayne Clementi:
Xylem: The Code of Plants. FDG 2014 - [c120]Heather Logas, Jim Whitehead, Michael Mateas, Richard Vallejos, Lauren Scott, Daniel G. Shapiro, John T. Murray, Kate Compton, Joseph C. Osborn, Orlando Salvatore, Zhongpeng Lin, Huascar Sanchez, Michael Shavlovsky, Daniel Cetina, Shayne Clementi, Chris Lewis:
Software verification games: Designing Xylem, The Code of Plants. FDG 2014 - [c119]Peter A. Mawhorter, Michael Mateas, Noah Wardrip-Fruin, Arnav Jhala:
Towards a theory of choice poetics. FDG 2014 - [c118]Joseph C. Osborn, Michael Mateas:
A game-independent play trace dissimilarity metric. FDG 2014 - [c117]Aaron A. Reed, Jacob Garbe, Noah Wardrip-Fruin, Michael Mateas:
Ice-Bound: Combining richly-realized story with expressive gameplay. FDG 2014 - [c116]Ben Samuel, Josh McCoy, Mike Treanor, Aaron A. Reed, Michael Mateas, Noah Wardrip-Fruin:
Introducing story sampling: Preliminary results of a new interactive narrative evaluation technique. FDG 2014 - [c115]Mike Treanor, Michael Mateas:
Understanding representation in playable simulations. FDG 2014 - [c114]James Owen Ryan, Casey Barackman, Nicholas Kontje, Taylor Owen-Milner, Marilyn A. Walker, Michael Mateas, Noah Wardrip-Fruin:
Combinatorial Dialogue Authoring. ICIDS 2014: 13-24 - [e4]Michael Mateas, Tiffany Barnes, Ian Bogost:
Proceedings of the 9th International Conference on the Foundations of Digital Games, FDG 2014, Liberty of the Seas, Caribbean, April 3-7, 2014. Society for the Advancement of the Science of Digital Games 2014, ISBN 978-0-9913982-2-5 [contents] - 2013
- [c113]Joshua McCoy, Mike Treanor, Ben Samuel, Aaron A. Reed, Michael Mateas, Noah Wardrip-Fruin:
Prom Week. AIIDE 2013 - [c112]Joseph Carter Osborn, April Grow, Michael Mateas:
Modular Computational Critics for Games. AIIDE 2013 - [c111]Daniel G. Shapiro, Joshua McCoy, April Grow, Ben Samuel, Andrew Stern, Reid Swanson, Mike Treanor, Michael Mateas:
Creating Playable Social Experiences through Whole-Body Interaction with Virtual Characters. AIIDE 2013 - [c110]Mike Treanor, Michael Mateas:
An Account of Proceduralist Meaning. DiGRA Conference 2013 - [c109]Joshua McCoy, Mike Treanor, Ben Samuel, Aaron A. Reed, Michael Mateas, Noah Wardrip-Fruin:
Prom Week: Designing past the game/story dilemma. FDG 2013: 94-101 - [p3]Julian Togelius, Alex J. Champandard, Pier Luca Lanzi, Michael Mateas, Ana Paiva, Mike Preuss, Kenneth O. Stanley:
Procedural Content Generation: Goals, Challenges and Actionable Steps. Artificial and Computational Intelligence in Games 2013: 61-75 - [e3]Simon M. Lucas, Michael Mateas, Mike Preuss, Pieter Spronck, Julian Togelius:
Artificial and Computational Intelligence in Games. Dagstuhl Follow-Ups 6, Schloss Dagstuhl - Leibniz-Zentrum für Informatik 2013, ISBN 978-3-939897-62-0 [contents] - 2012
- [c108]Brandon Robert Tearse, Peter A. Mawhorter, Michael Mateas, Noah Wardrip-Fruin:
Lessons Learned From a Rational Reconstruction of Minstrel. AAAI 2012: 249-255 - [c107]Ben George Weber, Michael Mateas, Arnav Jhala:
Learning from Demonstration for Goal-Driven Autonomy. AAAI 2012: 1176-1182 - [c106]Sherol Chen, Andrew Deunsing, Peter Kong, Arnav Jhala, Noah Wardrip-Fruin, Michael Mateas:
RoleModelVis: A Visualization of Logical Story Models. AIIDE 2012 - [c105]Mike Treanor, Bryan Blackford, Michael Mateas, Ian Bogost:
Game-O-Matic: Generating Videogames that Represent Ideas. PCG@FDG 2012: 11:1-11:8 - [c104]Kate Compton, Adam M. Smith, Michael Mateas:
Anza Island: Novel Gameplay Using ASP. PCG@FDG 2012: 13:1-13:4 - [c103]Mike Treanor, Bobby Schweizer, Ian Bogost, Michael Mateas:
The micro-rhetorics of Game-o-Matic. FDG 2012: 18-25 - [c102]Serdar Sali, Ronald Liu, Noah Wardrip-Fruin, Michael Mateas, Sri Kurniawan:
Getting a word in: adding artificial pauses to natural language interaction. FDG 2012: 57-64 - [c101]Adam M. Smith, Erik Andersen, Michael Mateas, Zoran Popovic:
A case study of expressively constrainable level design automation tools for a puzzle game. FDG 2012: 156-163 - [c100]Anne Sullivan, April Grow, Michael Mateas, Noah Wardrip-Fruin:
The design of Mismanor: creating a playable quest-based story game. FDG 2012: 180-187 - [c99]Joshua McCoy, Mike Treanor, Ben Samuel, Aaron A. Reed, Noah Wardrip-Fruin, Michael Mateas:
Prom week. FDG 2012: 235-237 - [i1]Simon M. Lucas, Michael Mateas, Mike Preuss, Pieter Spronck, Julian Togelius:
Artificial and Computational Intelligence in Games (Dagstuhl Seminar 12191). Dagstuhl Reports 2(5): 43-70 (2012) - 2011
- [j13]Gillian Smith, Jim Whitehead, Michael Mateas, Mike Treanor, Jameka March, Mee Cha:
Launchpad: A Rhythm-Based Level Generator for 2-D Platformers. IEEE Trans. Comput. Intell. AI Games 3(1): 1-16 (2011) - [j12]Adam M. Smith, Michael Mateas:
Answer Set Programming for Procedural Content Generation: A Design Space Approach. IEEE Trans. Comput. Intell. AI Games 3(3): 187-200 (2011) - [j11]Gillian Smith, Jim Whitehead, Michael Mateas:
Tanagra: Reactive Planning and Constraint Solving for Mixed-Initiative Level Design. IEEE Trans. Comput. Intell. AI Games 3(3): 201-215 (2011) - [c98]Ben George Weber, Michael Mateas, Arnav Jhala:
Building Human-Level AI for Real-Time Strategy Games. AAAI Fall Symposium: Advances in Cognitive Systems 2011 - [c97]Joshua McCoy, Mike Treanor, Ben Samuel, Noah Wardrip-Fruin, Michael Mateas:
Comme il Faut: A System for Authoring Playable Social Models. AIIDE 2011 - [c96]Adam M. Smith, Michael Mateas:
Computational Caricatures: Probing the Game Design Process with AI. IDP@AIIDE 2011 - [c95]Brandon Robert Tearse, Peter A. Mawhorter, Michael Mateas, Noah Wardrip-Fruin:
Minstrel Remixed: User Interface and Demonstration. AIIDE 2011 - [c94]Ben George Weber, Michael Mateas, Arnav Jhala:
A Particle Model for State Estimation in Real-Time Strategy Games. AIIDE 2011 - [c93]Mike Treanor, Michael Mateas:
BurgerTime: A Proceduralist Investigation. DiGRA Conference 2011 - [c92]Mike Treanor, Bobby Schweizer, Ian Bogost, Michael Mateas:
Proceduralist readings: how to find meaning in games with graphical logics. FDG 2011: 115-122 - [c91]Teale Fristoe, Jill Denner, Matt MacLaurin, Michael Mateas, Noah Wardrip-Fruin:
Say it with systems: expanding Kodu's expressive power through gender-inclusive mechanics. FDG 2011: 227-234 - [c90]Joshua McCoy, Mike Treanor, Ben Samuel, Michael Mateas, Noah Wardrip-Fruin:
Prom Week: social physics as gameplay. FDG 2011: 319-321 - [c89]Ben George Weber, Michael John, Michael Mateas, Arnav Jhala:
Modeling Player Retention in Madden NFL 11. IAAI 2011: 1701-1706 - [c88]Adam M. Smith, Michael Mateas:
Knowledge-level Creativity in Game Design. ICCC 2011: 16-21 - [c87]Brandon Robert Tearse, Peter A. Mawhorter, Michael Mateas, Noah Wardrip-Fruin:
Experimental Results from a Rational Reconstruction of MINSTREL. ICCC 2011: 54-59 - [c86]Adam M. Smith, Michael Mateas:
Towards Knowledge-Oriented Creativity Support in Game Design. ICCC 2011: 129-131 - [c85]Anne Sullivan, April Grow, Tabitha Chirrick, Max Stokols, Noah Wardrip-Fruin, Michael Mateas:
Extending CRPGs as an Interactive Storytelling Form. ICIDS 2011: 164-169 - [c84]Serdar Sali, Michael Mateas:
Using Information Visualization to Understand Interactive Narrative: A Case Study on Façade. ICIDS 2011: 284-289 - [c83]Gillian Smith, Ryan Anderson, Brian Kopleck, Zach Lindblad, Lauren Scott, Adam Wardell, Jim Whitehead, Michael Mateas:
Situating Quests: Design Patterns for Quest and Level Design in Role-Playing Games. ICIDS 2011: 326-329 - 2010
- [c82]Joshua McCoy, Mike Treanor, Ben Samuel, Brandon Robert Tearse, Michael Mateas, Noah Wardrip-Fruin:
The Prom: An Example of Socially-Oriented Gameplay. AIIDE 2010 - [c81]James Skorupski, Michael Mateas:
Novice-Friendly Authoring of Plan-Based Interactive Storyboards. AIIDE 2010 - [c80]Gillian Smith, Jim Whitehead, Michael Mateas:
Tanagra: An Intelligent Level Design Assistant for 2D Platformers. AIIDE 2010 - [c79]Brandon Robert Tearse, Noah Wardrip-Fruin, Michael Mateas:
Minstrel Remixed: Procedurally Generating Stories. AIIDE 2010 - [c78]Ben George Weber, Michael Mateas, Arnav Jhala:
Applying Goal-Driven Autonomy to StarCraft. AIIDE 2010 - [c77]Steven P. Dow, Manish Mehta, Blair MacIntyre, Michael Mateas:
Eliza meets the wizard-of-oz: evaluating social acceptability. CHI 2010: 547-556 - [c76]Adam M. Smith, Mark J. Nelson, Michael Mateas:
LUDOCORE: A logical game engine for modeling videogames. CIG 2010: 91-98 - [c75]Ben George Weber, Peter A. Mawhorter, Michael Mateas, Arnav Jhala:
Reactive planning idioms for multi-scale game AI. CIG 2010: 115-122 - [c74]Adam M. Smith, Michael Mateas:
Variations Forever: Flexibly generating rulesets from a sculptable design space of mini-games. CIG 2010: 273-280 - [c73]Peter A. Mawhorter, Michael Mateas:
Procedural level generation using occupancy-regulated extension. CIG 2010: 351-358 - [c72]Serdar Sali, Noah Wardrip-Fruin, Steven Dow, Michael Mateas, Sri Kurniawan, Aaron A. Reed, Ronald Liu:
Playing with words: from intuition to evaluation of game dialogue interfaces. FDG 2010: 179-186 - [c71]Gillian Smith, Jim Whitehead, Michael Mateas:
Tanagra: a mixed-initiative level design tool. FDG 2010: 209-216 - [c70]Mike Treanor, Michael Mateas, Noah Wardrip-Fruin:
Kaboom! is a many-splendored thing: an interpretation and design methodology for message-driven games using graphical logics. FDG 2010: 224-231 - [c69]Michael Mateas:
The Authoring Challenge in Interactive Storytelling. ICIDS 2010: 1 - [c68]Josh McCoy, Mike Treanor, Ben Samuel, Brandon Robert Tearse, Michael Mateas, Noah Wardrip-Fruin:
Comme il Faut 2: a fully realized model for socially-oriented gameplay. FDG 2010: 10:1-10:8 - [c67]Anne Sullivan, Michael Mateas, Noah Wardrip-Fruin:
Rules of engagement: moving beyond combat-based quests. FDG 2010: 11:1-11:8 - [c66]Brandon Robert Tearse, Michael Mateas, Noah Wardrip-Fruin:
MINSTREL Remixed: a rational reconstruction. FDG 2010: 12:1-12:7 - [c65]Sherol Chen, Adam M. Smith, Arnav Jhala, Noah Wardrip-Fruin, Michael Mateas:
RoleModel: towards a formal model of dramatic roles for story generation. FDG 2010: 17:1-17:8
2000 – 2009
- 2009
- [c64]Sherol Chen, Mark J. Nelson, Anne Sullivan, Michael Mateas:
Evaluating the Authorial Leverage of Drama Management. AAAI Spring Symposium: Intelligent Narrative Technologies II 2009: 20-23 - [c63]Joshua McCoy, Michael Mateas:
The Computation of Self in Everyday Life: A Dramaturgical Approach for Socially Competent Agents. AAAI Spring Symposium: Intelligent Narrative Technologies II 2009: 75-82 - [c62]Anne Sullivan, Sherol Chen, Michael Mateas:
From Abstraction to Reality: Integrating Drama Management into a Playable Game Experience. AAAI Spring Symposium: Intelligent Narrative Technologies II 2009: 111-118 - [c61]Sherol Chen, Mark J. Nelson, Michael Mateas:
Evaluating the Authorial Leverage of Drama Management. AIIDE 2009 - [c60]Adam M. Smith, Mark J. Nelson, Michael Mateas:
Computational Support for Play Testing Game Sketches. AIIDE 2009 - [c59]Adam M. Smith, Mark J. Nelson, Michael Mateas:
Prototyping Games with BIPED. AIIDE 2009 - [c58]Ben George Weber, Michael Mateas:
Case-Based Reasoning for Build Order in Real-Time Strategy Games. AIIDE 2009 - [c57]Michael Mateas:
AI isn't just for players: AI-based authoring tools. CIG 2009 - [c56]Ben George Weber, Michael Mateas:
A data mining approach to strategy prediction. CIG 2009: 140-147 - [c55]Noah Wardrip-Fruin, Michael Mateas:
Defining Operational Logics. DiGRA Conference 2009 - [c54]Noah Wardrip-Fruin, Michael Mateas, Steven Dow, Serdar Sali:
Agency Reconsidered. DiGRA Conference 2009 - [c53]Kenneth Hullett, Michael Mateas:
Scenario generation for emergency rescue training games. FDG 2009: 99-106 - [c52]Mark J. Nelson, Michael Mateas:
A requirements analysis for videogame design support tools. FDG 2009: 137-144 - [c51]David Olsen, Michael Mateas:
Beep! Beep! Boom!: towards a planning model of Coyote and Road Runner cartoons. FDG 2009: 145-152 - [c50]Gillian Smith, Mike Treanor, Jim Whitehead, Michael Mateas:
Rhythm-based level generation for 2D platformers. FDG 2009: 175-182 - [c49]Christina R. Strong, Michael Mateas, Dave Grossman:
Generative conversation tool for game writers. FDG 2009: 183-190 - [c48]Ben George Weber, Michael Mateas:
Conceptual Neighborhoods for Retrieval in Case-Based Reasoning. ICCBR 2009: 343-357 - 2008
- [j10]José P. Zagal, Clara Fernández-Vara, Michael Mateas:
Rounds, Levels, and Waves: The Early Evolution of Gameplay Segmentation. Games Cult. 3(2): 175-198 (2008) - [j9]Phoebe Sengers, Kirsten Boehner, Michael Mateas, Geri Gay:
The disenchantment of affect. Pers. Ubiquitous Comput. 12(5): 347-358 (2008) - [j8]Mario Romero, Zachary Pousman, Michael Mateas:
Alien presence in the home: the design of Tableau Machine. Pers. Ubiquitous Comput. 12(5): 373-382 (2008) - [c47]Mirjam Palosaari Eladhari, Michael Mateas:
Semi-autonomous avatars in world of minds: a case study of AI-based game design. Advances in Computer Entertainment Technology 2008: 201-208 - [c46]Steven Dow, Blair MacIntyre, Michael Mateas:
Styles of play in immersive and interactive story: case studies from a gallery installation of AR Façade. Advances in Computer Entertainment Technology 2008: 373-380 - [c45]Mark J. Nelson, Michael Mateas:
Another Look at Search-Based Drama Management. AAAI 2008: 792-797 - [c44]Joshua McCoy, Michael Mateas:
An Integrated Agent for Playing Real-Time Strategy Games. AAAI 2008: 1313-1318 - [c43]Adam M. Smith, Mario Romero, Zachary Pousman, Michael Mateas:
Tableau Machine: A Creative Alien Presence. AAAI Spring Symposium: Creative Intelligent Systems 2008: 82-89 - [c42]Mark J. Nelson, Michael Mateas:
Recombinable Game Mechanics for Automated Design Support. AIIDE 2008 - [c41]Christina R. Strong, Michael Mateas:
Talking with NPCs: Towards Dynamic Generation of Discourse Structures. AIIDE 2008 - [c40]Anne Sullivan, Sherol Chen, Michael Mateas:
Integrating Drama Management into an Adventure Game. AIIDE 2008 - [c39]Mark J. Nelson, Michael Mateas:
Another look at search-based drama management. AAMAS (3) 2008: 1293-1298 - [c38]Lucian Leahu, Phoebe Sengers, Michael Mateas:
Interactionist AI and the promise of ubicomp, or, how to put your box in the world without putting the world in your box. UbiComp 2008: 134-143 - [c37]Zachary Pousman, Mario Romero, Adam M. Smith, Michael Mateas:
Living with tableau machine: a longitudinal investigation of a curious domestic intelligence. UbiComp 2008: 370-379 - [c36]Mark J. Nelson, Michael Mateas:
An interactive game-design assistant. IUI 2008: 90-98 - [c35]Christopher L. Simpkins, Sooraj Bhat, Charles Lee Isbell Jr., Michael Mateas:
Towards adaptive programming: integrating reinforcement learning into a programming language. OOPSLA 2008: 603-614 - [e2]Christian Darken, Michael Mateas:
Proceedings of the Fourth Artificial Intelligence and Interactive Digital Entertainment Conference, October 22-24, 2008, Stanford, California, USA. The AAAI Press 2008, ISBN 978-1-57735-391-1 [contents] - 2007
- [j7]Zachary Pousman, John T. Stasko, Michael Mateas:
Casual Information Visualization: Depictions of Data in Everyday Life. IEEE Trans. Vis. Comput. Graph. 13(6): 1145-1152 (2007) - [c34]Michael Mateas:
Expressive Intelligence: Artificial Intelligence, Games and New Media. AI*IA 2007: 2 - [c33]Mark J. Nelson, Michael Mateas:
Towards Automated Game Design. AI*IA 2007: 626-637 - [c32]Manish Mehta, Steven Dow, Michael Mateas, Blair MacIntyre:
Evaluating a conversation-centered interactive drama. AAMAS 2007: 8 - [c31]Sooraj Bhat, David L. Roberts, Mark J. Nelson, Charles L. Isbell Jr., Michael Mateas:
A globally optimal algorithm for TTD-MDPs. AAMAS 2007: 199 - [c30]Steven Dow, Manish Mehta, Ellie Harmon, Blair MacIntyre, Michael Mateas:
Presence and engagement in an interactive drama. CHI 2007: 1475-1484 - [c29]José P. Zagal, Michael Mateas:
Temporal Frames: A Unifying Framework for the Analysis of Game Temporality. DiGRA Conference 2007 - [c28]Peng Zang, Manish Mehta, Michael Mateas, Ashwin Ram:
Towards Runtime Behavior Adaptation for Embodied Characters. IJCAI 2007: 1557-1562 - [c27]James Skorupski, Lakshmi Jayapalan, Sheena Marquez, Michael Mateas:
Wide Ruled: A Friendly Interface to Author-Goal Based Story Generation. International Conference on Virtual Storytelling 2007: 26-37 - [c26]Steven Dow, Manish Mehta, Blair MacIntyre, Michael Mateas:
AR façade: an augmented reality interactve drama. VRST 2007: 215-216 - [e1]Jonathan Schaeffer, Michael Mateas:
Proceedings of the Third Artificial Intelligence and Interactive Digital Entertainment Conference, June 6-8, 2007, Stanford, California, USA. The AAAI Press 2007, ISBN 978-1-57735-325-6 [contents] - 2006
- [j6]Mark J. Nelson, Michael Mateas, David L. Roberts, Charles Lee Isbell Jr.:
Declarative Optimization-Based Drama Management in Interactive Fiction. IEEE Computer Graphics and Applications 26(3): 32-41 (2006) - [j5]Janet H. Murray, Ian Bogost, Michael Mateas, Michael Nitsche:
Game Design Education: Integrating Computation and Culture. Computer 39(6): 43-51 (2006) - [c25]Steven Dow, Manish Mehta, Annie Lausier, Blair MacIntyre, Michael Mateas:
Initial lessons from AR Façade, an interactive augmented reality drama. Advances in Computer Entertainment Technology 2006: 28 - [c24]Sooraj Bhat, Charles Lee Isbell Jr., Michael Mateas:
On the Difficulty of Modular Reinforcement Learning for Real-World Partial Programming. AAAI 2006: 318-323 - [c23]David L. Roberts, Mark J. Nelson, Charles Lee Isbell Jr., Michael Mateas, Michael L. Littman:
Targeting Specific Distributions of Trajectories in MDPs. AAAI 2006: 1213-1218 - [c22]Kate Compton, Michael Mateas:
Procedural Level Design for Platform Games. AIIDE 2006: 109-111 - [c21]Mark J. Nelson, Calvin Ashmore, Michael Mateas:
Authoring Interactive Narratives with Declarative Optimization-Based Drama Management. AIIDE 2006: 127-129 - [c20]Mark J. Nelson, David L. Roberts, Charles Lee Isbell Jr., Michael Mateas:
Reinforcement learning for declarative optimization-based drama management. AAMAS 2006: 775-782 - [c19]Mario Romero, Zachary Pousman, Michael Mateas:
Tableau machine: an alien presence in the home. CHI Extended Abstracts 2006: 1265-1270 - [c18]Michael Mateas, Andrew Stern:
Façade: Architecture and Authorial Idioms for Believable Agents in Interactive Drama. IVA 2006: 446-448 - 2005
- [c17]Michael Mateas, Andrew Stern:
Structuring Content in the Façade Interactive Drama Architecture. AIIDE 2005: 93-98 - [c16]Mark J. Nelson, Michael Mateas:
Search-Based Drama Management in the Interactive Fiction Anchorhead. AIIDE 2005: 99-104 - [c15]Michael Mateas, Andrew Stern:
The Interactive Drama Façade. AIIDE 2005: 153-154 - [c14]Rachel Lee Knickmeyer, Michael Mateas:
Preliminary evaluation of the interactive drama facade. CHI Extended Abstracts 2005: 1549-1552 - [c13]Michael Mateas, Andrew Stern:
Build It to Understand It: Ludology Meets Narratology in Game Design Space. DiGRA Conference 2005 - [c12]Clara Fernández-Vara, José P. Zagal, Michael Mateas:
Evolution Of Space Configuration In Videogames. DiGRA Conference 2005 - [c11]José P. Zagal, Michael Mateas, Clara Fernández-Vara, Brian Hochhalter, Nolan Lichti:
Towards an Ontological Language for Game Analysis. DiGRA Conference 2005 - 2004
- [c10]Michael Mateas, Andrew Stern:
Natural Language Understanding in Façade: Surface-Text Processing. TIDSE 2004: 3-13 - [p2]Michael Mateas, Andrew Stern:
A Behavior Language: Joint Action and Behavioral Idioms. Life-like characters 2004: 135-162 - 2003
- [c9]Michael Mateas:
Expressive AI: Games and Artificial Intelligence. DiGRA Conference 2003 - 2002
- [j4]Michael Mateas, Andrew Stern:
A Behavior Language for Story-Based Believable Agents. IEEE Intell. Syst. 17(4): 39-47 (2002) - [c8]Marc Böhlen, Michael Mateas:
Machines with a different calling [robots for social environments]. IROS 2002: 1172-1177 - [c7]Natalie Jeremijenko, Thecla Schiphorst, Michael Mateas, Wolfgang Strauss, Will Wright, Andruid Kerne:
Extending interface practice: an ecosystem approach. SIGGRAPH Abstracts and Applications 2002: 90-92 - [c6]Noah Wardrip-Fruin, Andrew Stern, Peter Molyneux, Michael Mateas, Bernard Yee:
Interactive stories: real systems, three solutions. SIGGRAPH Abstracts and Applications 2002: 105-106 - 2001
- [j3]Michael Mateas:
A preliminary poetics for interactive drama and games. Digit. Creativity 12(3): 140-152 (2001) - 2000
- [j2]Fawzi Daud, Michael Mateas, Phoebe Sengers, Susan Brennan, Alain Giboin, David R. Traum, Vinay K. Chaudri, Richard Fikes, Donia Scott, Richard Power, David D. Jensen:
Reports on the AAAI Fall Symposia (November 1999 and November 1998). AI Mag. 21(2): 85-88 (2000) - [c5]Michael Mateas, Paul Vanouse, Steffi Domike:
Generation of Ideologically-Biased Historical Documentaries. AAAI/IAAI 2000: 236-242
1990 – 1999
- 1999
- [p1]Michael Mateas:
An Oz-Centric Review of Interactive Drama and Believable Agents. Artificial Intelligence Today 1999: 297-328 - 1998
- [c4]Michael Mateas:
Subjective Avators. Agents 1998: 461-462 - 1997
- [c3]Tony Salvador, Michael Mateas:
Introduction to Design Ethnography. CHI Extended Abstracts 1997: 166-167 - 1996
- [j1]Scott Lewis, Michael Mateas, Susan Palmiter, Gene Lynch:
Ethnographic data for product development: a collaborative process. Interactions 3(6): 52-69 (1996) - [c2]Michael Mateas, Tony Salvador, Jean Scholtz, Doug Sorensen:
Engineering ethnography in the home. CHI Conference Companion 1996: 283-284 - [c1]Jean Scholtz, Michael Mateas, Tony Salvador, Doug Sorensen:
User requirements analysis for the home. CHI Conference Companion 1996: 326
Coauthor Index
aka: Melanie Leah Dickinson
aka: Peter Andrew Mawhorter
aka: Joseph Carter Osborn
aka: James O. Ryan
aka: Jim Whitehead
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