Oral Presentation
·
The
Combinatorial Multi-Armed Bandit Problem and its Application to Real-Time
Strategy Games
Santiago Ontanon
·
Creating
Playable Social Experiences through Whole-body Interaction with Virtual
Characters
Daniel Shapiro, Michael Mateas, Andrew Stern, Josh McCoy, Reid Swanson, Ben
Samuel, Mike Treanor
· Designing an Intelligent Virtual Agent for Social Communication in Autism
Sara Bernardini, Kaska Poraysak-Pomsta, Harini Sampath
·
Empirical
Evaluation of the Automatic Generation of a Component-based Software
Architecture for Games
David Llansó, Marco Antonio Gómez-Martín, Pesro Pablo Gómez-Martín, Pedro
Antonio González-Calero
·
Evaluating
Planning-Based Experience Managers for Agency and Fun in Text-based Interactive
Narrative
Alejandro Ramirez, Vadim Bulitko, Marcia Spetch
·
Evolving
Playable Content for Cut the Rope through a Simulation-Based Approach
Mohammad Shaker, Noor Shaker, Julian Togelius
·
Guided
Emotional State Regulation: Shaping Players' Affective Experiences in Digital
Games
Pedro Nogueira, Rui Rodrigues, Eugénio Oliveira, Lennart Nacke
·
Integrating
MCTS with Knowledge-Based Methods to Create Engaging Play in a Commercial
Mobile Game
Daniel Whitehouse, Peter Cowling, Edward Powley, Jeff Rollason
·
Mimicking
Human-like Agent Movement in Open World Games with Path-Relative Recursive
Splines
Emmett Tomai
·
Mission-based
Scenario Modeling and Generation for Virtual Training
Linbo Luo, Haiyan Yin, Jinghui Zhong, Wentong Cai, Michael Lees, Suiping
Zhou
·
Modeling
Autobiographical Memory for Believable Agents
Andrew Kope, Caroline Rose, Michael Katchabaw
·
Player
Skill Modeling in Starcraft II
Tetske Avontuur, Pieter Spronck, Menno van Zaanen
·
Predicting
army combat outcomes in StarCraft
Marius Stanescu, Sergio Poo Hernandez, Graham Erickson, Russell Greiner,
Michael Buro
·
Towards a
Generic Method of Evaluating Game Levels
Antonios Liapis, Georgios N. Yannakakis, Julian Togelius
·
Viewpoints
AI
Mikhail Jacob, Gaëtan Coisne, Akshay Gupta, Ivan Sysoev, Gaurav Verma, Brian
Magerko
· Third Eye
Crime: Building a Stealth Game Around Occupancy Maps (Practitioner Track)
Damian Isla
Poster Presentation
·
Adaptive
Storytelling Through User Understanding
Michael Garber-Barron, Mei Si
·
AI
Authoring for Social Behavior: A Conflict Comparison
Paulo Gomes, Arnav Jhala
·
Automated
Generation of Diverse NPC-controlling FSMs using Nondeterministic Planning
Techniques
Alexandra Coman, Hector Munoz-Avila
·
Clustering
actions into chapters in Interactive Storytelling
Joseph Reddington
·
Decision
Making Styles as Deviation from Rational Action. A Super Mario Case Study
Christoffer Holmgård, Julian Togelius, Georgios N. Yannakakis
·
Evaluating
Analogy-Based Story Generation: An Empirical Study
Jichen Zhu, Santiago Ontanon
·
A
Framework to Support Human Skill Acquisition of Game Tactics
Alexandre Feitosa, Alexandre Direne, Fabiano Silva, Luis Bona, Wilson Silva
·
Incorporating
Human Relationship Into Path Planning
Nathan Sturtevant
·
Learning
Interrogation Strategies while Considering Deceptions in Virtual Detective
Stories
Guan-Yi Chen, Edward Kao, Von-Wun Soo
·
Modeling
Unit Classes as Agents in Real-Time Strategy Games
Ulit Jaidee, Hector Munoz-Avila
·
Modular
computational critics for games
Joseph Osborn, April Grow, Michael Mateas
·
A
Nondeterministic Temporal Planning Model for Generating Narratives with
Continuous Change in Interactive Storytelling
Paulo Abelha, Vinícius Gottin, Angelo Ciarlini, Éric
Araújo, Antonio Furtado, Bruno Feijó, Fábio Silva, and César
Pozzer
·
Reinforcement
Learning for Spatial Reasoning in Strategy Games
Michael Leece, Arnav Jhala
·
ScriptEase
II and Platform Independent Story Creation Using High-Level Game Design
Patterns
Kevin Schenk, Adel Lari, Matthew Church, Eric Graves, Jason Duncan, Robin
Miller, Neesha Desai, Richard Zhao, Duane Szafron, Mike Carbonaro, Jonathan
Schaeffer
· Data-Driven Personalized Drama Management
Hong Yu, Mark Riedl
·
Towards a
Generic Player Age Model
Shoshannah Tekofsky, Pieter Spronck, Martijn Goudbeek, Jan Broersen
Demonstrations
·
Ropossum:
An Authoring Tool for Designing, Optimizing and Solving Cut the Rope Levels
Mohammad Shaker, Noor Shaker, Julian Togelius
·
Scythe
AI: A Tool for Modular AI Reuse
Christopher Dragert, Jorg Kienzle, Clark Verbrugge
·
Viewpoints
AI
Mikhail Jacob, Gaëtan Coisne, Akshay Gupta, Ivan Sysoev, Gaurav Verma, Brian
Magerko
Playable Experiences
-
Endless
Web
Gillian Smith, Alexei Othenin-Girard, Jim Whitehead and Noah Wardrip-Fruin - Game-O-Matic
Bryan Blackford, Mike Treanor, Chris DeLeon, Simon Ferrari, Bobby
Schweizer, Ian Bogost, and Michael Mateas - Prom Week
Joshua McCoy, Mike Treanor, Benjamin Samuel, Aaron Reed, Noah
Wardrip-Fruin, Michael Mateas - Storyteller
Dan Benmergui - Third Eye
Crime
Damian Isla - Versu
Richard Evans and Emily Short
Doctoral Consortium
- Eric Butler (University of Washington): Player Knowledge Modeling in Game Design Feedback and Automation
- Dustin Dannenhauer (Lehigh University): Ontological Knowledge for Goal-Driven Autonomy Agents in Starcraft
- Nicholas Davis (Georgia Institute of Technology): Human-Computer Co-Creativity: Blending Human and Computational Creativity
- Peter A. Mawhorter (University of California, Santa Cruz): Reader-Model-Based Story Generation
- Pedro Nogueira (Universidade do Porto): Towards Dynamically
Crafted Affective Experiences Through Emotional Response Player
Modelling
- Justus Roberson (North Carolina State University): Improving Plan-Based Interactive Narrative Generation
- Benjamin Samuel (University of California, Santa Cruz): What Happens Next? An Experiment in Interactive Narrative
- Alexander Shoulson (University of Pennsylvania): Producing Meaningful Interactive Narratives in Complex 3D Open Worlds
- Jonathan Tremblay (McGill University): Improving Behaviour and Decision Making for Companions in Modern Digital Games
- Josep
Valls-Vargas (Drexel University): Narrative Extraction, Processing and
Generation for Interactive Fiction and Computer Games