AIIDE-2017 Conference
An AIIDE-2017 Conference is an Artificial Intelligence for Interactive Digital Entertainment (AIIDE) conference occurred during Oct 7-8, Utah (that focuses on interactive digital entertainment).
- Context:
- Counter-Example(s):
- AIIDE-2016, ..., AIIDE-2005.
- See: AAAI.
References
2017a
- https://sites.google.com/view/aiide2017/home/call-for-papers
- QUOTE: Following is a (non-comprehensive) list of topics that fall within the scope of AIIDE:
- Adversarial Agents.
- AI, Education, and Entertainment.
- AI and Expressive Motion.
- AI in Games.
- AI-Enabled Authoring Tools.
- AI in Performance.
- AI in Serious Games/Games for Change.
- Believable Virtual Agents.
- Computational Creativity.
- Drama Management/Interactive Narrative.
- Entertainment AI in “Weird Places”.
- Evaluation methodologies and user studies.
- Intelligent Cinematography.
- Interactive Installations and AI.
- Generative Art.
- Narrative Generation/Understanding.
- Natural Language Processing in Games.
- Path Planning.
- Player Modeling/Analytics.
- Procedural Animation.
- Procedural Content Generation.
- Robots in Entertainment.
- Tools for AI in the Arts & Entertainment.
- Virtual/Augmented/Mixed Reality.
- Research Track: Research track papers describe AI research results that make advances toward solving known entertainment AI problems, enable new forms of interactive digital entertainment, or use AI to improve the game design and development process. The novel technique should be validated in a prototype or test-bed system (e.g., game, robot, generative algorithm), but it need not be tested in a commercial environment. Research track papers are evaluated by the highest standards of academic rigor.
Submissions must be in PDF format and no longer than 7 pages, where page 7 must contain only references. Papers should be formatted in AAAI two-column, camera-ready style (see the AAAI Press Author Kit). All Research Track papers must be formatted for BLIND REVIEW with NO author or affiliation information listed. All research papers will be allocated 7 pages in the proceedings.
- Practitioner Track: AIIDE-17 also solicits submissions from practicing game developers, roboticists, and artists on the use of artificial intelligence in games, art, and other cultural artifacts. While these practitioners are also invited to submit to the research track, we recognize that many will have neither the time nor the inclination to prepare full-length papers for archival academic publication. These authors may instead submit a 500-word extended abstract in PDF format to the practitioner track. Practitioner track papers need not describe new technology, but they must describe new ideas relevant to the AIIDE audience and they must be based on experience creating deployed cultural artifacts. Results from academic projects are more appropriate for the research track or demonstration tracks, rather than the practitioner track.
In addition to 500-word extended abstracts, authors should include short bios describing their professional experience (not counted toward the document length). Papers should preferably be formatted in AAAI two-column, camera-ready style as above; however, Practitioner Track authors may submit their content in any reasonable format for review, and the AIIDE organizers will assign an editor to help meet publication formatting requirements for accepted work.
- QUOTE: Following is a (non-comprehensive) list of topics that fall within the scope of AIIDE:
2017b
- Research Papers
Scheduling Live Interactive Narratives with Mixed-Integer Linear Programming / 2 Sasha Azad, Jingyang Xu, Haining Yu, Boyang Li
Combining Strategic Learning with Tactical Search in Real-Time Strategy Games / 9 Nicolas A. Barriga, Marius Stanescu, Michael Buro
Learning Combat in NetHack / 16 Jonathan Campbell, Clark Verbrugge
A Social Robot as a Card Game Player / 23 Filipa Correia, Patrícia Alves-Oliveira, Tiago Ribeiro, Francisco S. Melo, Ana Paiva
Practical Specification of Belief Manipulation in Games / 30 Markus Eger, Chris Martens
Influencing User Choices in Interactive Narratives Using Indexter’s Pairwise Event Salience Hypothesis / 37 Rachelyn Farrell, Stephen G. Ware
A Recommender System for Hero Line-Ups in MOBA Games / 43 Lucas Hanke, Luiz Chaimowicz
STARDATA: A StarCraft AI Research Dataset / 50 Zeming Lin, Jonas Gehring, Vasil Khalidov, Gabriel Synnaeve
Balancing Zero-Sum Games with One Variable per Strategy / 57 Albert Julius Liu, Steve Marschner
Improvised Theatre Alongside Artificial Intelligences / 66 Kory W. Mathewson, Piotr Mirowski
Solving for Bespoke Game Assets: Applying Style to 3D Generative Artifacts / 73 Jo Mazeika, Jim Whitehead
Multimodal Goal Recognition in Open-World Digital Games / 80 Wookhee Min, Bradford Mott, Jonathan Rowe, Robert Taylor, Eric Wiebe, Kristy Elizabeth Boyer, James Lester
HyPED: Modeling and Analyzing Action Games as Hybrid Systems / 87 Joseph C. Osborn, Brian Lambrigger, Michael Mateas
Memory Bounded Monte Carlo Tree Search / 94 Edward J. Powley, Peter I. Cowling, Daniel Whitehouse
A Possible Worlds Model of Belief for State-Space Narrative Planning / 101 Alireza Shirvani, Stephen G. Ware, Rachelyn Farrell
Deep Learning for Real-Time Heuristic Search Algorithm Selection / 108 Devon Sigurdson, Vadim Bulitko
Generative Design for Textiles: Opportunities and Challenges for Entertainment AI / 115 Gillian Smith
Studying the Effects of Training Data on Machine Learning-Based Procedural Content Generation / 122 Sam Snodgrass, Adam Summerville, Santiago Ontanon
Turn-Taking with Improvisational Co-Creative Agents / 129 Lauren Winston, Brian Magerko
- Poster Papers
Robustness of Real-Time Heuristic Search Algorithms to Read/Write Error in Externally Stored Heuristics / 137 Mina Abdi Oskouie, Vadim Bulitko
An Empirical Evaluation of a Generative Method for the Expression of Personality Traits through Action Choice / 144 Julio Cesar Bahamon, R. Michael Young
Reputation Systems for Non-Player Character Interactions Based on Player Actions / 151 Joseph Alexander Brown, Jooyoung Lee, Niktia Kraev
Modeling Individual Differences in Game Behavior Using HMM / 158 Sara Bunian, Alessandro Canossa, Randy Colvin, Magy Seif El-Nasr
Fast Random Genetic Search for Large-Scale RTS Combat Scenarios / 165 Corey Clark, Anthony Fleshner
Evaluation of a Template-Based Puzzle Generator for an Educational Programming Game / 172 Yihuan Dong, Tiffany Barnes
Towards Adaptability of Demonstration-Based Training of NPC Behavior / 179 John Drake, Alla Safonova, Maxim Likhachev
Emerging Sounds Through Implicit Cooperation: A Novel Model for Dynamic Music Generation / 186 Mário Escarce Junior, Georgia Rossmann Martins, Leandro Soriano Marcolino, Yuri Tavares dos Passos
Causal Link Semantics for Narrative Planning Using Numeric Fluents / 193 Rachelyn Farrell, Stephen G. Ware
Dante Agent Architecture for Force-On-Force Wargame Simulation and Training / 200 Brian Hart, Derek Hart, Russell Gayle, Fred Oppel, Patrick Xavier, Jonathan Whetzel
Predicting Victory in a Hybrid Online Competitive Game: The Case of Destiny / 207 Yaser Norouzzadeh Ravari, Pieter Spronck, Rafet Sifa, Anders Drachen
Bardo: Emotion-Based Music Recommendation for Tabletop Role-Playing Games / 214 Rafael R. Padovani, Lucas N. Ferreira, Levi H. S. Lelis
LISA: Lexically Intelligent Story Assistant / 221 Rushit Sanghrajka, Daniel Hidalgo, Patrick P. Chen, Mubbasir Kapadia
Level Difficulty and Player Skill Prediction in Human Computation Games / 228 Anurag Sarkar, Seth Cooper
Creating a Hyper-Agent for Solving Angry Birds Levels / 234 Matthew Stephenson, Jochen Renz
The Computational Complexity of Angry Birds and Similar Physics-Simulation Games / 241 Matthew Stephenson, Jochen Renz, Xiaoyu Ge
A/B-Test of Retention and Monetization Using the Cox Model / 248 Markus Viljanen, Antti Airola, Jukka Heikkonen, Tapio Pahikkala
Simulating Player Behavior for Data-Driven Interactive Narrative Personalization / 255 Pengcheng Wang, Jonathan Rowe, Wookhee Min, Bradford Mott, James Lester
Merits of Hierarchical Story and Discourse Planning with Merged Languages / 262 David R. Winer, R. Michael Young
- Demonstrations
Feasibility Study: Moving Non-Homogeneous Teams in Congested Video Game Environments / 270 Hang Ma, Jingxing Yang, Liron Cohen, T. K. Satish Kumar, Sven Koenig
Wevva: Democratising Game Design / 273 Edward Jack Powley, Mark J Nelson, Swen E Gaudl, Simon Colton, Blanca Pérez Ferrer, Rob Saunders, Peter Ivey, Michael Cook
- Doctoral Consortium Abstracts
Character Focused Narrative Models for Computational Storytelling / 277 Leonid Berov
Intentional Agents for Epistemic Games / 280 Markus Eger
Dream Machine: A Creative and Autonomous Machine for Creating Stories and Worlds / 283 Mário Escarce Junior
MTG: Context-Based Music Composition for Tabletop Role-Playing Games / 286 Lucas N. Ferreira, Jim Whitehead
Cooperative Creativity Support Tools for Computational Crafting / 289 April Grow
A Skill-Based Framework for the Generation and Presentation of Educational Videogame Content / 292 Britton Horn
Crowdsourced Social Media Poetry / 295 Carolyn Elizabeth Lamb
Pre-Learning Experiences with Co-Creative Agents in Museums / 298 Duri Long
Algorithm Selection in Zero-Sum Computer Games / 301 Anderson Rocha Tavares
Towards Expressive Automated Storytelling Systems / 304 David R. Winer