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16th AIIDE 2021 [virtual] - Workshops
- Brent Harrison:
Joint Proceedings of the AIIDE 2021 Workshops co-located with 17th AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment (AIIDE 2021)(AAAI 2021), Virtual Event, Lexington, KY, USA, October 11-12, 2021. CEUR Workshop Proceedings 3217, CEUR-WS.org 2022
Workshop 1: Experimental AI in Games
- Jichen Zhu, Magy Seif El-Nasr:
Open Player Modeling: Empowering Players through Data Transparency. - Joel Jonasson, Brenden Lech, Sasha Azad, Chris Martens:
Intertwining World and Narrative Generation for a Mobile Role-playing Game. - Ari Iramanesh, Max Kreminski:
AgentCraft: An Agent-Based Minecraft Settlement Generator. - Jason Smith, Nazanin Alsadat Tabatabaei Anaraki, Atefeh Mahdavi Goloujeh, Karan Khosla, Brian Magerko:
Towards an AI Holodeck: Generating Virtual Scenes from Sparse Natural Language Input. - Javier M. Torres:
An Agent Framework for Manipulation Games. - Mike Treanor:
A Component-based Game Engine for the Game-O-Mat Game Generation System. - Manoj Deshpande, Brian Magerko:
Drawcto: A Multi-Agent Co-Creative AI for Collaborative Non-Representational Art. - Abdelrahman Madkour, Stacy Marsella, Casper Harteveld, Magy Seif El-Nasr, Jan-Willem van de Meent:
Guiding Generative Graph Grammars of Dungeon Mission Graphs via Examples. - Rehaf Aljammaz, Yasheng She, Michael Mateas:
Argument Box. - Ben Samuel, Mike Treanor, Joshua McCoy:
Design Considerations for Creating AI-based Gameplay. - Anurag Sarkar, Seth Cooper:
Procedural Content Generation using Behavior Trees (PCGBT). - Brenden Lech, Sasha Azad, Jennifer Wellnitz, Joel Jonasson, Chris Martens:
Designing a Combined World and Story Procedural Content Generation Engine. - Arunpreet Sandhu, Kyle Mitchell, Joshua McCoy:
TileTerror: A System for Procedurally Generating 2D Horror Maps.
Workshop 2: The Workshop on Programming Languages in Entertainment
- Joseph C. Osborn, Cynthia Li, Katiana Wieser:
Asterism: Operational Logics as a Game Engine Engine. - Adam Summerville, Ben Samuel, James Owen Ryan, Liz England:
Casual Creator Cursed Problems or: How I Learned to Start Worrying And Love Designers. - Halley Young:
A First-Order Theory of Film Scores for Generation from Lightweight Specifications. - Jan Wanot:
Wordgrind: a Logic Programming Language for Creating Quality-Based Narrative. - Dan Carpenter, John Thomas Bacher, Henry Crain, Chris Martens:
Casual Creation of Tile Maps via Authorable Constraint-Based Generators. - Ian Horswill:
Answer Set Programming for PCG: the Good, the Bad, and the Ugly. - Riemer van Rozen, Youri Reijne, Clement Julia, Georgia Samaritaki:
First-Person Realtime Collaborative Metaprogramming Adventures. - Kat Pompermayer, Catherine Ji, Hannah Macias, Mark Santolucito:
Demo: Synthesis-Enabled Live Coding on the Web. - Jacques Carette, Sasha Soraine:
Types for Players. - Max Kreminski, Michael Mateas:
Opportunities for Approachable Game Development via Program Synthesis. - Kate Compton:
Conversation Starter: Imagining Autotelic IDEs. - Shi Johnson-Bey, Michael Mateas:
Centrifuge: A Visual Tool for Authoring Sifting Patterns for Character-Based Simulationist StoryWorlds.
Workshop 3: The Strategy Games Workshop
- Hao Pan:
Pathfinding and Map Feature Learning in RTS Games with Partial Observability. - Derek Martin, Arnav Jhala:
BeClone: Behavior Cloning with Inference for Real-Time Strategy Games.
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