8803 AGA / 4803 AGA / LCC 8823 MR : Advanced Game AI

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[Pederson09] Christoffer Pedersen, Julian Togelius and Georgios Yannakakis (2009): Modeling Player Experience in Super Mario Bros. Proceedings ot the IEEE Symposium on Computational Intelligence and Games (CIG).

[Thue07] David Thue, Vadim Bulitko, Marcia Spetch, and Eric Wasylishen. Interactive Storytelling: A Player Modelling Approach. The Third Conference on Artificial Intelligence and Interactive Digital Entertainment (AIIDE).

[Sharma07] Manu Sharma, Manish Mehta, Santiago Ontanon, and Ashwin Ram. (2007). Player Modeling Evaluation for Interactive Fiction. Third Artificial Intelligence for Interactive Digital Entertainment Conference (AIIDE-07), Workshop on Optimizing Player Satisfaction

[Togelius08] Julian Togelius and Juergen Schmidhuber (2008): An Experiment in Automatic Game Design.Proceedings of the IEEE Symposium on Computational Intelligence and Games (CIG).

[A.Smith10] Adam M. Smith, Mark J. Nelson, and Michael Mateas. Ludocore: A Logical Game Engine for Modeling Videogames. IEEE Conference on Computational Intelligence and Games (CIG), 2010

[Togelius07] Julian Togelius, Renzo De Nardi and Simon M. Lucas (2007): Towards automatic personalised content creation for racing games. Proceedings of IEEE Symposium on Computational Intelligence and Games (CIG).

[Johnson10] Lawrence Johnson, Georgios N. Yannakakis and Julian Togelius (2010): Cellular automata for real-time generation of infinite cave levels. FDG workshop on Procedural Content Generation.

[G.Smith10] Gillian Smith, Jim Whitehead, Michael Mateas. Tanagra: A Mixed-Initiative Level Design Tool. In Proceedings of Foundations of Digital Games (FDG 2010). Monterey, California, USA. 19--21 June 2010.

[Shaker10] Noor Shaker, Georgios N. Yannakakis and Julian Togelius (2010): Towards Automatic Personalized Content Generation for Platform Games. To be presented at AIIDE'10.

[Roden04] Roden, T., and Parberry, I. (2004) From Artistry to Automation: A Structured Methodology for Procedural Content Creation. In Proceedings of the 3rd International Conference on Entertainment Computing

[Parish01] Yoav I. H. Parish, Pascal Müller. (2001). Procedural modeling of cities. Proceedings of the 28th annual conference on Computer graphics and interactive techniques.

[Hecker08] Chris Hecker, Bernd Raabe, Ryan W. Enslow, John DeWeese, Jordan Maynard, and Kees van Prooijen (2008). Real-time motion retargeting to highly varied user-created morphologies. International Conference on Computer Graphics and Interactive Techniques.

[Hastings09] Erin J. Hastings, Ratan K. Guha, and Kenneth O. Stanley. (2009). Automatic Content Generation in the Galactic Arms Race Video Game. IEEE TRANSACTIONS ON COMPUTATIONAL INTELLIGENCE AND AI IN GAMES. VOLUME 1. ISSUE 4. DECEMBER 2009.

[Hunicke04] Hunicke, R., Chapman, V., AI for Dynamic Difficulty Adjustment in Games. In Proceedings of the Challenges in Game AI Workshop, Nineteenth National Conference on Artificial Intelligence (AAAI '04)

[Jennings-Teats10] Martin Jennings-Teats, Gillian Smith, Noah Wardrip-Fruin. Polymorph: Dynamic Difficulty Adjustment through Level Generation. In Proceedings of the Workshop on Procedural Content Generation in Games (Co-located with FDG 2010). Monterey, California, USA. 18 June 2010.

[Beaudry10] Beaudry, É., Bisson, F., Chamberland, S. and Kabanza, F. Using Markov Decision Theory to Provide a Fair Challenge in a Roll-and-Move Board Game. Proc. of the 2010 IEEE Conference on Computational Intelligence and Games, 2010.

[Agapitos08] Alexandros Agapitos, Julian Togelius, Simon M. Lucas, Juergen Schmidhuber and Andreas Konstantinidis (2008): Generating Diverse Opponents with Multiobjective Evolution. Proceedings of the IEEE Symposium on Computational Intelligence and Games (CIG).

[Dimovska10] Dajana Dimovska, Patrick Jarnfelt, Sebbe Selvig, and Georgios N. Yannakakis. (2010). Towards procedural level generation for rehabilitation. Proceedings of the FDG 2010 Workshop on Procedural Content Generation in Games.

[Hullett09] Kenneth Hullett and Michael Mateas. Scenario Generation for Emergency Rescue Training Games. In Proceedings of the Fourth International Conference on the Foundations of Digital Games (FDG 2009).

[Ashmore07] Calvin Ashmore and Michael Nitsche. 2007. The Quest in a Generated World. Proceedings of DiGRA 2007 Conference.

[Dormans10] Joris Dormans. (2010). Adventures in level design: generating missions and spaces for action adventure games. Proceedings of the FDG 2010 Workshop on Procedural Content Generation in Games.

[Li10] Boyang Li and Mark O. Riedl. An Offline Planning Approach to Game Plotline Adaptation. Proceedings of the 6th Conference on Artificial Intelligence for Interactive Digital Entertainment, Palo Alto, California, 2010.

[Riedl04] Mark O. Riedl and R. Michael Young. (2004) An Intent-Driven Planner for Multi-Agent Story Generation. Proceedings of the 3rd International Joint Conference on Autonomous Agents and Multi Agent Systems

[Diaz-Agudo04] B Díaz-Agudo, P Gervás, F Peinado. (2004). A Case Based Reasoning Approach to Story Plot Generation. In Proc. of the 7 th European Conf. on Case Based Reasoning.

[Lebowitz84] Lebowitz, M. (1984). Creating characters in a story-telling universe. Poetics, 13, 171-194.

[Lebowitz85] Lebowitz, M. (1985). Story-telling as planning and learning. Poetics, 14, 483-502.

[Meehan81] Meehan, J. (1981). Tale-Spin. In R.C. Schank and C.K. Riesbeck (Eds). Inside Computer Understanding (pp. 197-226). Lawrence Erlbaum Associates.

[Khosmood10] Foaad Khosmood, Marilyn Walker. (2010). Grapevine: a gossip generation system. Proceedings of the Fifth International Conference on the Foundations of Digital Games.

[Nitsche06] M. Nitsche, C. Ashmore, W. Hankinson, R. Fitzpatrick, J. Kelly, and K. Margenau. Designing Procedural Game Spaces: A Case Study. Proceedings of FuturePlay, 2006.

[Magerko06] Magerko, B., Stensrud, B., and Holt, L. Bringing the Schoolhouse Inside the Box – A Tool for Engaging, Individualized Training. 25th Army Science Conference, 2006. Orlando, FL.

[Pita07] Pita,, J., Magerko, B. and Brodie, S. TRUE STORY: Dynamically Generated, Contextually Linked Quests in Persistent Systems. FuturePlay, Toronto, ON, 2007.

[Doran10] Jon Doran and Ian Parberry, "Controlled Procedural Terrain Generation Using Software Agents", IEEE Transactions on Computational Intelligence and AI in Games, Vol. 2, No. 2, pp. 111-119, June 2010.

[Charles05] Darryl Charles, Michael McNeill, Moira McAlister, Michaela Black, Adrian Moore, Karl Stringer, Julian Kücklich, Aphra Kerr. (2005). Player-Centred Game Design: Player Modelling and Adaptive Digital Games. Proceedings of DiGRA 2005 Conference.

[Strong08] Christina Strong and Michael Mateas. (2008). Talking with NPCs: Towards Dynamic Generation of Discourse Structures. Proceedings of the 2008Conference on Artificial Intelligence for Interactive Digital Entertainment.

[Porteous09] Porteous, J. and Cavazza, M., 2009. Controlling Narrative Generation with Planning Trajectories: the Role of Constraints. International Conference on Interactive Digital Storytelling.

[Swanson08] Reid Swanson and Andrew S. Gordon. Say anything: A massively collaborative open domain story writing companion. In First International Conference on Interactive Digital Storytelling, Erfurt, Germany, November 2008.

[Mairesse08] François Mairesse and Marilyn Walker. A Personality-based Framework for Utterance Generation in Dialogue Applications. In Proceedings of the AAAI Spring Symposium on Emotion, Personality, and Social Behavior, Palo Alto, March 2008.

[Moore94] J. Moore, C. Paris. 1994. Planning text for advisory dialogues: Capturing intentional, rhetorical and attentional information. Computational Linguistics, 19(4).

[Nelson05] Nelson, M. and Mateas, M. (2005). Search-based drama management in the interactive fiction Anchorhead . Proceedings of the First Conference on Artificial Intelligence and Interactive Digital Entertainment.

[Mateas02] Mateas, M. and Stern, A (2002). Architecture, authorial idioms and early observations of the interactive drama Facade. Technical report CMU-CS-02-198, School of Computer Science, Carnegie Mellon University.

[Cavazza02] Cavazza, M., Charles, F., and Mead, S. (2002). Planning Characters' Behaviour in Interactive Storytelling. Journal of Visualization and Computer Animation, 13, 121-131.

[Perez01] Perez y Perez, R. and Sharples, M. (2001). MEXICA: a computer model of a cognitive account of creative writing. Journal of Experimental and Theoretical Artificial Intelligence, 13, 119-139.

[Leuski10] Anton Leuski and David Traum. 2010. NPCEditor: A Tool for Building Question-Answering Characters. Proceedings of the Seventh conference on International Language Resources and Evaluation.

[Magerko04] Magerko, B. and Laird, J.E. Mediating the Tension Between Plot and Interaction. AAAI Workshop Series: Challenges in Game Artificial Intelligence, 2004.

[Riedl08] Mark O. Riedl, Andrew Stern, Don Dini, and Jason Alderman. Dynamic Experience Management in Virtual Worlds for Entertainment, Education, and Training. International Transactions on Systems Science and Applications, Special Issue on Agent Based Systems for Human Learning, vol. 4(2), 2008.

[Rowe08] Mark O. Riedl, Jonathan P. Rowe, and David K. Elson. Toward Intelligent Support of Authoring Machinima Media Content: Story and Visualization. Proceedings of the 2nd International Conference on Intelligent Technologies for Interactive Entertainment (INTETAIN), Playa del Carmen, Cancun Mexico, 2008.

[Gonalzo08] Gonzalo Florez-Puga, Marco Gomez-Martın, Belen Dıaz-Agudo and Pedro A. Gonzalez-Calero. Dynamic Expansion of Behaviour Trees. Proceedings of AIIDE 2008.

[McNaughton04] McNaughton et al. Script Ease: Generative Design Patters for Computer Role-Playing Games, Proceedings of ASE 2004.