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Publication search results
found 38 matches
- 2016
- Sasha Azad, Carl Saldanha, Cheng-Hann Gan, Mark O. Riedl:
Procedural Level Generation for Augmented Reality Games. AIIDE 2016: 247-250 - Philip Bontrager, Ahmed Khalifa, Andre Mendes, Julian Togelius:
Matching Games and Algorithms for General Video Game Playing. AIIDE 2016: 122-128 - Alexander Borodovski, Clark Verbrugge:
Analyzing Stealth Games with Distractions. AIIDE 2016: 129-135 - Alexander Eric Braylan, Risto Miikkulainen:
Object-Model Transfer in the General Video Game Domain. AIIDE 2016: 136-142 - Vadim Bulitko:
Per-Map Algorithm Selection in Real-Time Heuristic Search. AIIDE 2016: 143-148 - Rogelio Enrique Cardona-Rivera, Boyang Li:
PlotShot: Generating Discourse-Constrained Stories Around Photos. AIIDE 2016: 2-8 - Nicholas Mark Davis, Chih-Pin Hsiao, Kunwar Yashraj Singh, Brian Magerko:
Co-Creative Drawing Agent with Object Recognition. AIIDE 2016: 9-15 - Damian Debkowski, Andrew Marrero, Nicole Yson, Li Yin, Yichen Yue, Seth Frey, Mubbasir Kapadia:
Contained: Using Multiplayer Online Games to Quantify Success of Collaborative Group Behavior. AIIDE 2016: 149-154 - Sam Devlin, Anastasija Anspoka, Nick Sephton, Peter I. Cowling, Jeff Rollason:
Combining Gameplay Data with Monte Carlo Tree Search to Emulate Human Play. AIIDE 2016: 16-22 - Anders Drachen, Eric Thurston Lundquist, Yungjen Kung, Pranav Simha Rao, Rafet Sifa, Julian Runge, Diego Klabjan:
Rapid Prediction of Player Retention in Free-to-Play Mobile Games. AIIDE 2016: 23-29 - John Drake, Alla Safonova, Maxim Likhachev:
Demonstration-Based Training of Non-Player Character Tactical Behaviors. AIIDE 2016: 30-36 - Funda Durupinar, Kuan Wang, Ani Nenkova, Norman I. Badler:
An Environment for Transforming Game Character Animations Based on Nationality and Profession Personality Stereotypes. AIIDE 2016: 155-161 - Rachelyn Farrell, Stephen G. Ware:
Fast and Diverse Narrative Planning through Novelty Pruning. AIIDE 2016: 37-43 - Christopher W. Geib, Janith Weerasinghe, Sergey Matskevich, Pavan Kantharaju, Bart G. W. Craenen, Ronald P. A. Petrick:
Building Helpful Virtual Agents Using Plan Recognition and Planning. AIIDE 2016: 162-168 - Mehmet Akif Gunes, Gökhan Solak, Ugur Akin, Omer Erden, Sanem Sariel:
A Generic Approach for Player Modeling Using Event-Trait Mapping and Feature Weighting. AIIDE 2016: 169-175 - Matthew Guzdial, Mark O. Riedl:
Game Level Generation from Gameplay Videos. AIIDE 2016: 44-50 - Byron R. Harder, Imre Balogh, Christian J. Darken:
Implementation of an Automated Fire Support Planner. AIIDE 2016: 51-57 - Sarah Harmon:
An Expressive Dilemma Generation Model for Players and Artificial Agents. AIIDE 2016: 176-182 - Brent Harrison, Mark O. Riedl:
Learning From Stories: Using Crowdsourced Narratives to Train Virtual Agents. AIIDE 2016: 183-189 - Thomas Hayton, Peter Gregory, Alan Lindsay, Julie Porteous:
Best-Fit Action-Cost Domain Model Acquisition and Its Application to Authorship in Interactive Narrative. AIIDE 2016: 190-196 - Bilal Kartal, Nick Sohre, Stephen J. Guy:
Data Driven Sokoban Puzzle Generation with Monte Carlo Tree Search. AIIDE 2016: 58-64 - Julian R. H. Mariño, Levi H. S. Lelis:
A Computational Model Based on Symmetry for Generating Visually Pleasing Maps of Platform Games. AIIDE 2016: 65-71 - Wookhee Min, Alok Baikadi, Bradford W. Mott, Jonathan P. Rowe, Barry Liu, Eunyoung Ha, James C. Lester:
A Generalized Multidimensional Evaluation Framework for Player Goal Recognition. AIIDE 2016: 197-203 - James Owen Ryan, Michael Mateas, Noah Wardrip-Fruin:
Characters Who Speak Their Minds: Dialogue Generation in Talk of the Town. AIIDE 2016: 204-210 - Kunwar Yashraj Singh, Nicholas M. Davis, Chih-Pin Hsiao, Mikhail Jacob, Krunal Patel, Brian Magerko:
Recognizing Actions in Motion Trajectories Using Deep Neural Networks. AIIDE 2016: 211-217 - Navjot Singh, Clark Verbrugge:
Staying Hidden: An Analysis of Hiding Strategies in a 2D Level with Occlusions. AIIDE 2016: 72-78 - Sam Snodgrass, Santiago Ontañón:
An Approach to Domain Transfer in Procedural Content Generation of Two-Dimensional Videogame Levels. AIIDE 2016: 79-85 - Von-Wun Soo, Chi-Mou Lee, Tai-Hsun Chen:
Generate Believable Causal Plots with User Preferences Using Constrained Monte Carlo Tree Search. AIIDE 2016: 218-224 - Matthew Stephenson, Jochen Renz:
Procedural Generation of Levels for Angry Birds Style Physics Games. AIIDE 2016: 225-231 - Adam James Summerville, Michael Mateas:
Mystical Tutor: A Magic: The Gathering Design Assistant via Denoising Sequence-to-Sequence Learning. AIIDE 2016: 86-92
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