10:00-10:30 Coffee break
10:30-12:00 Paper session: Human modeling (session chair: Damian Isla)
·
Modeling
Autobiographical Memory for Believable Agents
Andrew Kope, Caroline Rose, Michael Katchabaw
·
Mimicking
Human-like Agent Movement in Open World Games with Path-Relative Recursive
Splines
Emmett Tomai
·
Player
Skill Modeling in Starcraft II
Tetske Avontuur, Pieter Spronck, Menno van Zaanen
Spotlights:
·
Learning
Interrogation Strategies while Considering Deceptions in Virtual Detective
Stories
Guan-Yi Chen, Edward Kao, Von-Wun Soo
·
Decision
Making Styles as Deviation from Rational Action. A Super Mario Case Study
Christoffer Holmgård, Julian Togelius, Georgios N. Yannakakis
·
Towards a
Generic Player Age Model
Shoshannah Tekofsky, Pieter Spronck, Martijn Goudbeek, Jan Broersen
12pm-1:30 Lunch on your own
1:30-2:30 Invited talk: Richard Evans (introduced by Nick Montfort)
2:30-3:30 Paper session: Social and affective computing (session chair: Jonathan Rowe)
· Designing an Intelligent Virtual Agent for Social Communication in Autism
Sara Bernardini, Kaska Poraysak-Pomsta, Harini Sampath
·
Guided
Emotional State Regulation: Shaping Players' Affective Experiences in Digital
Games
Pedro Nogueira, Rui Rodrigues, Eugénio Oliveira, Lennart Nacke
Spotlights:
·
AI
Authoring for Social Behavior: A Conflict Comparison
Paulo Gomes, Arnav Jhala
·
Incorporating
Human Relationship Into Path Planning
Nathan Sturtevant
3:30-4:00 Coffee break
4:00-4:30 Interactive Narrative Poster Madness (spotlights) (session chair: Brian Magerko)
·
Adaptive
Storytelling Through User Understanding
Michael Garber-Barron, Mei Si
·
Evaluating
Analogy-Based Story Generation: An Empirical Study
Jichen Zhu, Santiago Ontanon
·
Data-Driven
Personalized Drama Management
Hong Yu, Mark Riedl
·
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
·
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
4:30-5:30 Workshop reports (session chair: Julian Togelius)
- AI and Game Aesthetics
- AI in the Game Design Process
- Intelligent Narrative Technologies
- Musical Metacreation
5:30-6:00 Starcraft Competition awards (Michael Buro and David Churchill)
6:00-8:00 Opening reception
Thursday (October 17)
9:00-10:00 Invited talk: Fox Harrell (introduced by Jichen Zhu)
10:00-10:30 Coffee break
10:30-12:00 Paper session: Strategic AI (session chair: Vadim Bulitko)
·
Integrating
MCTS with Knowledge-Based Methods to Create Engaging Play in a Commercial
Mobile Game
Daniel Whitehouse, Peter Cowling, Edward Powley, Jeff Rollason
·
Predicting
army combat outcomes in StarCraft
Marius Stanescu, Sergio Poo Hernandez, Graham Erickson, Russell Greiner,
Michael Buro
·
The
Combinatorial Multi-Armed Bandit Problem and its Application to Real-Time
Strategy Games
Santiago Ontanon
Spotlights:
·
Modeling
Unit Classes as Agents in Real-Time Strategy Games
Ulit Jaidee, Hector Munoz-Avila
·
Reinforcement
Learning for Spatial Reasoning in Strategy Games
Michael Leece, Arnav Jhala
12:00pm-1:30 Lunch on your own
1:30-2:30 Invited talk: Aleissia Laidacker (introduced by Dave Mark)
2:30-3:30 Paper session: Procedural content generation (session chair: Michael Cook)
·
Evolving
Playable Content for Cut the Rope through a Simulation-Based Approach
Mohammad Shaker, Noor Shaker, Julian Togelius
·
Mission-based
Scenario Modeling and Generation for Virtual Training
Linbo Luo, Haiyan Yin, Jinghui Zhong, Wentong Cai, Michael Lees, Suiping
Zhou
Spotlights:
·
Automated
Generation of Diverse NPC-controlling FSMs using Nondeterministic Planning
Techniques
Alexandra Coman, Hector Munoz-Avila
·
Modular
computational critics for games
Joseph Osborn, April Grow, Michael Mateas
3:30-4:00 Coffee break
4:00-4:15 Demo madness (spotlights) (session chair: Santiago Ontanon)
·
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
4:15-6:00 Panel: Playable Experiences (moderator: Michael Mateas)
·
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
6:00-8:00 Poster and demo reception
Friday (October 18)
9:00-10:15 Paper session: Systems (session chair: Richard Evans)
·
Third Eye
Crime: Building a Stealth Game Around Occupancy Maps
Damian Isla
·
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
·
Viewpoints
AI
Mikhail Jacob, Gaëtan Coisne, Akshay Gupta, Ivan Sysoev, Gaurav Verma, Brian
Magerko
10:15-10:45 Coffee break
10:45-12:00 Paper session: Evaluation (session chair: Ian Horswill)
·
Towards a
Generic Method of Evaluating Game Levels
Antonios Liapis, Georgios N. Yannakakis, Julian Togelius
·
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
12:00pm-1:30 Lunch on your own; AIIDE Community Meeting (all invited)
1:30-2:30 Doctoral consortium research sketches (session chair: Gillian Smith and Adam Smith)
·
Human-Computer
Co-Creativity: Blending Human and Computational Creativity
Nicholas Davis
·
Improving
Behaviour and Decision Making for Companions in Modern Digital Games
Jonathan Tremblay
·
Improving
Plan-Based Interactive Narrative Generation
Justus Roberson
·
Narrative
Extraction, Processing and Generation for Interactive Fiction and Computer
Games
Josep Valls-Vargas
·
Ontological
Knowledge for Goal-Driven Autonomy Agents in Starcraft
Dustin Dannenhauer
·
Player
Knowledge Modeling in Game Design Feedback and Automation
Eric Butler
·
Producing
Meaningful Interactive Narratives in Complex 3D Open Worlds
Alexander Shoulson
·
Reader-Model-Based
Story Generation
Peter A. Mawhorter
·
Towards
Dynamically Crafted Affective Experiences Through Emotional Response Player
Modelling
Pedro Nogueira
·
What
Happens Next? An Experiment in Interactive Narrative
Benjamin Samuel
2:30-3:30 Panel: Advice for doctoral students
Michael Mateas, Julian Togelius, Jichen Zhu
3:30-4:00 Coffee break
4:00-5:00 Doctoral consortium poster session
6:00 End