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Mike Treanor
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- affiliation: American University, Washington, D.C., USA
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2020 – today
- 2024
- [c29]Mike Treanor, Ben Samuel, Mark J. Nelson:
Prototyping Slice of Life: Social Physics with Symbolically Grounded LLM-based Generative Dialogue. FDG 2024: 56 - 2021
- [c28]Ben Samuel, Mike Treanor, Joshua McCoy:
Design Considerations for Creating AI-based Gameplay. AIIDE Workshops 2021 - [c27]Mike Treanor:
A Component-based Game Engine for the Game-O-Mat Game Generation System. AIIDE Workshops 2021 - [c26]Daniel DeKerlegand, Ben Samuel, Mike Treanor:
Pedagogical Challenges in Social Physics Authoring. ICIDS 2021: 34-47
2010 – 2019
- 2019
- [c25]Mike Treanor, Mark J. Nelson:
Order-fulfillment games: an analysis of games about serving customers. FDG 2019: 43:1-43:7 - 2018
- [c24]Ben Samuel, Aaron A. Reed, Emily Short, Samantha Heck, Barrie D. Robison, Landon Wright, Terence Soule, Mike Treanor, Joshua McCoy, Anne Sullivan, Alireza Shirvani, Edward T. Garcia, Rachelyn Farrell, Stephen G. Ware, Katherine Compton:
Playable Experiences at AIIDE 2018. AIIDE 2018: 275-281 - 2017
- [c23]Mike Treanor, Nicholas Warren, Mason Reed, Adam M. Smith, Pablo Ortiz, Laurel Coney, Loren Sherman, Elizabeth Carré, Nadya Vivatvisha, D. Fox Harrell, Paola Mardo, Andrew Gordon, Joris Dormans, Barrie D. Robison, Spencer Gomez, Samantha Heck, Landon Wright, Terence Soule:
Playable Experiences at AIIDE 2017. AIIDE 2017: 308- - 2016
- [c22]Mike Treanor, Josh McCoy, Anne Sullivan:
A Framework for Playable Social Dialogue. AIIDE 2016: 232-238 - [c21]Mike Treanor:
Finding Meaning in Abstract Games: A Deep Reading of Sage Solitaire. DiGRA/FDG 2016 - [i1]Michael Cook, Mirjam Eladhari, Andy Nealen, Mike Treanor, Eddy Boxerman, Alex Jaffe, Paul Sottosanti, Steve Swink:
PCG-Based Game Design Patterns. CoRR abs/1610.03138 (2016) - 2015
- [c20]Mike Treanor, Josh McCoy, Anne Sullivan:
Social Play in Non-Player Character Dialog. INT/SBG@AIIDE 2015: 99-101 - [c19]Mike Treanor, Alexander Zook, Mirjam P. Eladhari, Julian Togelius, Gillian Smith, Michael Cook, Tommy Thompson, Brian Magerko, John Levine, Adam M. Smith:
AI-based Game Design Patterns. FDG 2015 - 2014
- [j2]Joshua McCoy, Mike Treanor, Ben Samuel, Aaron A. Reed, Michael Mateas, Noah Wardrip-Fruin:
Social Story Worlds With Comme il Faut. IEEE Trans. Comput. Intell. AI Games 6(2): 97-112 (2014) - [c18]Ben Samuel, Josh McCoy, Mike Treanor, Aaron A. Reed, Michael Mateas, Noah Wardrip-Fruin:
Introducing story sampling: Preliminary results of a new interactive narrative evaluation technique. FDG 2014 - [c17]Mike Treanor, Michael Mateas:
Understanding representation in playable simulations. FDG 2014 - 2013
- [b1]Mike Treanor:
Investigating Procedural Expression and Interpretation in Videogames. University of California, Santa Cruz, USA, 2013 - [c16]Joshua McCoy, Mike Treanor, Ben Samuel, Aaron A. Reed, Michael Mateas, Noah Wardrip-Fruin:
Prom Week. AIIDE 2013 - [c15]Daniel G. Shapiro, Joshua McCoy, April Grow, Ben Samuel, Andrew Stern, Reid Swanson, Mike Treanor, Michael Mateas:
Creating Playable Social Experiences through Whole-Body Interaction with Virtual Characters. AIIDE 2013 - [c14]Mike Treanor, Michael Mateas:
An Account of Proceduralist Meaning. DiGRA Conference 2013 - [c13]Joshua McCoy, Mike Treanor, Ben Samuel, Aaron A. Reed, Michael Mateas, Noah Wardrip-Fruin:
Prom Week: Designing past the game/story dilemma. FDG 2013: 94-101 - 2012
- [c12]Mike Treanor, Bryan Blackford, Michael Mateas, Ian Bogost:
Game-O-Matic: Generating Videogames that Represent Ideas. PCG@FDG 2012: 11:1-11:8 - [c11]Mike Treanor, Bobby Schweizer, Ian Bogost, Michael Mateas:
The micro-rhetorics of Game-o-Matic. FDG 2012: 18-25 - [c10]Joshua McCoy, Mike Treanor, Ben Samuel, Aaron A. Reed, Noah Wardrip-Fruin, Michael Mateas:
Prom week. FDG 2012: 235-237 - 2011
- [j1]Gillian Smith, Jim Whitehead, Michael Mateas, Mike Treanor, Jameka March, Mee Cha:
Launchpad: A Rhythm-Based Level Generator for 2-D Platformers. IEEE Trans. Comput. Intell. AI Games 3(1): 1-16 (2011) - [c9]Joshua McCoy, Mike Treanor, Ben Samuel, Noah Wardrip-Fruin, Michael Mateas:
Comme il Faut: A System for Authoring Playable Social Models. AIIDE 2011 - [c8]Mike Treanor, Michael Mateas:
BurgerTime: A Proceduralist Investigation. DiGRA Conference 2011 - [c7]Mike Treanor, Bobby Schweizer, Ian Bogost, Michael Mateas:
Proceduralist readings: how to find meaning in games with graphical logics. FDG 2011: 115-122 - [c6]Joshua McCoy, Mike Treanor, Ben Samuel, Michael Mateas, Noah Wardrip-Fruin:
Prom Week: social physics as gameplay. FDG 2011: 319-321 - 2010
- [c5]Joshua McCoy, Mike Treanor, Ben Samuel, Brandon Robert Tearse, Michael Mateas, Noah Wardrip-Fruin:
The Prom: An Example of Socially-Oriented Gameplay. AIIDE 2010 - [c4]Mike Treanor, Michael Mateas, Noah Wardrip-Fruin:
Kaboom! is a many-splendored thing: an interpretation and design methodology for message-driven games using graphical logics. FDG 2010: 224-231 - [c3]Josh McCoy, Mike Treanor, Ben Samuel, Brandon Robert Tearse, Michael Mateas, Noah Wardrip-Fruin:
Comme il Faut 2: a fully realized model for socially-oriented gameplay. FDG 2010: 10:1-10:8
2000 – 2009
- 2009
- [c2]Mike Treanor:
Newsgames - Procedural Rhetoric Meets Political Cartoons. DiGRA Conference 2009 - [c1]Gillian Smith, Mike Treanor, Jim Whitehead, Michael Mateas:
Rhythm-based level generation for 2D platformers. FDG 2009: 175-182
Coauthor Index
aka: Josh McCoy
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