Monday (October 14)

AI and Game Aesthetics

Description: The AI and Game Aesthetics workshop aims to examine the 'human' aspects of games from a computational perspective. In this context, game aesthetics encompass believability, challenge, surprise, novelty, visual and aural appeal, interestingness, and more. Seen from an AI perspective, these aesthetics should be studied as computational models grounded in theory, derived from human-based computation or extracted from gameplay or survey data. These models can be used in AI applications targeting, for instance, believable agent behavior or visually appealing procedurally generated content. The workshop will focus on the study, evaluation and support of aesthetics in games, game genres and game elements, and how they shape the player experience.

Intelligent Narrative Technologies (INT6) (2 days)

Description:  The Intelligent Narrative Technologies workshop series advances research in artificial intelligence for the computational understanding and expression of narrative. Previous meetings of this workshop have brought together a multidisciplinary group of researchers including computer scientists, psychologists, narrative theorists, media theorists, artists, and members of the interactive entertainment industry. We invite contributions to computational systems that represent, reason about, adapt, and perform interactive and non-interactive narrative experiences. This also includes fundamental research in relevant fields such as natural language processing, believable agents, commonsense reasoning and human narrative experiences.

Musical Metacreation (2 days)

The 2nd Musical Metacreation (MUME 2013) workshop will bring together artists and scientists involved in developing systems that autonomously (or interactively) recognize, learn, represent, compose, complete, accompany, or interpret music. As such, MUME welcome contributions to the theory or practice of generative music systems and their applications in new media, digital art, and entertainment at large.

DAGGER: Game Dev and Academic Demo Night

As part of the AI and Game Aesthetics Workshop, the Computational Creativity Group at Goldsmiths College in London is organizing an evening event to get game developers and academics together to play games and talk about making them! DAGGER is a completely open event, playing host to a number of games with cool twists and playable research projects.   Light refreshments will be served.   DAGGER is free for all to attend; please sign up at by Oct 1.
Time: 6:00-9:00pm
Location: Curry Student Center Rm 442, 444, and 448

Tuesday (October 15)

AI in the Game Design Process

Description: “Game AI” usually brings to mind control of opponents and other characters. This workshop explores an alternate intersection of games and AI. How can AI loosen the bottlenecks and share the creative responsibilities in design? Following the first IDP workshop at AIIDE 2011, this workshop aims to be true to authentic game design concerns, operating outside of a strictly scientific perspective. Accordingly, input from a practitioner viewpoint is greatly valued. We seek deep problems and interesting solutions inspired by active design projects. This year’s suggested theme asks participants to reflect on how to provide realtime and interactive feedback to designers.

Intelligent Narrative Technologies (INT6) (Day 2)

Musical Metacreation (Day 2)

Main Conference

Wednesday (October 16)

8:45: Welcome (Gita Sukthankar and Ian Horswill)

9:00-10:00  Invited talk: John Abercrombie
(introduced by Michael Mateas)

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


·      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


·      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


·      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


·      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