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Publication search results
found 35 matches
- 2015
- Davide Aversa, Sebastian Sardiña, Stavros Vassos:
Path Planning with Inventory-Driven Jump-Point-Search. AIIDE 2015: 2-8 - James P. Bailey, Craig A. Tovey, Tansel Uras, Sven Koenig, Alex Nash:
Path Planning on Grids: The Effect of Vertex Placement on Path Length. AIIDE 2015: 108-114 - Nicolas Arturo Barriga, Marius Stanescu, Michael Buro:
Puppet Search: Enhancing Scripted Behavior by Look-Ahead Search with Applications to Real-Time Strategy Games. AIIDE 2015: 9-15 - William Cachia, Antonios Liapis, Georgios N. Yannakakis:
Multi-Level Evolution of Shooter Levels. AIIDE 2015: 115-121 - David Churchill, Michael Buro:
Hierarchical Portfolio Search: Prismata's Robust AI Architecture for Games with Large Search Spaces. AIIDE 2015: 16-22 - Michael Cook, Squirrel Eiserloh, Justus Robertson, Robert Michael Young, Tommy Thompson, David Churchill, Martin Cerný, Sergio Poo Hernandez, Vadim Bulitko:
Playable Experiences at AIIDE 2015. AIIDE 2015: 227- - Steve Engels, Tiffany Tong, Fabian Chan:
Automatic Real-Time Music Generation for Games. AIIDE 2015: 220-222 - Tomas Geffner, Hector Geffner:
Width-Based Planning for General Video-Game Playing. AIIDE 2015: 23-29 - Kári Halldórsson, Yngvi Björnsson:
Automated Decomposition of Game Maps. AIIDE 2015: 122-127 - Sergio Poo Hernandez, Vadim Bulitko, Marcia Spetch:
Keeping the Player on an Emotional Trajectory in Interactive Storytelling. AIIDE 2015: 65-71 - Ian Horswill:
MKULTRA (Demo). AIIDE 2015: 223-226 - Christopher Kives, Stephen G. Ware, Lewis J. Baker:
Evaluating the Pairwise Event Salience Hypothesis in Indexter. AIIDE 2015: 30-36 - Antonios Liapis, Georgios N. Yannakakis:
Refining the Paradigm of Sketching in AI-Based Level Design. AIIDE 2015: 128-134 - Chong-U Lim, D. Fox Harrell:
A Data-Driven Approach for Computationally Modeling Players' Avatar Customization Behaviors. AIIDE 2015: 135-141 - Philip L. Lopes, Antonios Liapis, Georgios N. Yannakakis:
Targeting Horror via Level and Soundscape Generation. AIIDE 2015: 37-43 - Yathirajan Brammadesam Manavalan, Vadim Bulitko, Marcia Spetch:
A Lightweight Algorithm for Procedural Generation of Emotionally Affected Behavior and Appearance. AIIDE 2015: 142-148 - Julian R. H. Mariño, Willian M. P. Reis, Levi H. S. Lelis:
An Empirical Evaluation of Evaluation Metrics of Procedurally Generated Mario Levels. AIIDE 2015: 44-50 - Thorey Maria Mariusdottir, Vadim Bulitko, Matthew R. Brown:
Maximizing Flow as a Metacontrol in Angband. AIIDE 2015: 149-155 - Chris Martens:
Ceptre: A Language for Modeling Generative Interactive Systems. AIIDE 2015: 51-57 - Peter Andrew Mawhorter, Michael Mateas, Noah Wardrip-Fruin:
Generating Relaxed, Obvious, and Dilemma Choices with Dunyazad. AIIDE 2015: 58-64 - Stephan Müller, Seth Frey, Mubbasir Kapadia, Severin Klingler, Richard P. Mann, Barbara Solenthaler, Robert W. Sumner, Markus H. Gross:
HeapCraft: Quantifying and Predicting Collaboration in Minecraft. AIIDE 2015: 156-162 - Aline Normoyle, Shane T. Jensen:
Bayesian Clustering of Player Styles for Multiplayer Games. AIIDE 2015: 163-169 - Joseph Carter Osborn, Ben Samuel, Michael Mateas, Noah Wardrip-Fruin:
Playspecs: Regular Expressions for Game Play Traces. AIIDE 2015: 170-176 - Justus Robertson, Robert Michael Young:
Automated Gameplay Generation from Declarative World Representations. AIIDE 2015: 72-78 - Trevor Sarratt, Arnav Jhala:
Tuning Belief Revision for Coordination with Inconsistent Teammates. AIIDE 2015: 177-183 - Patrick Schwab, Helmut Hlavacs:
Capturing the Essence: Towards the Automated Generation of Transparent Behavior Models. AIIDE 2015: 184-190 - Noor Shaker, Mohammad Shaker, Mohamed Abou-Zleikha:
Towards Generic Models of Player Experience. AIIDE 2015: 191-197 - Rafet Sifa, Anders Drachen, Christian Bauckhage:
Large-Scale Cross-Game Player Behavior Analysis on Steam. AIIDE 2015: 198-204 - Rafet Sifa, Fabian Hadiji, Julian Runge, Anders Drachen, Kristian Kersting, Christian Bauckhage:
Predicting Purchase Decisions in Mobile Free-to-Play Games. AIIDE 2015: 79-85 - Sam Snodgrass, Santiago Ontañón:
A Hierarchical MdMC Approach to 2D Video Game Map Generation. AIIDE 2015: 205-211
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retrieved on 2024-04-25 11:19 CEST from data curated by the dblp team
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