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EXAG Workshop

AIIDE Workshop on Experimental AI in Games

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A Component-based Game Engine for the Game-O-Mat Game Generation System

2021

Mike Treanor

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Drawcto: A Multi-Agent Co-Creative AI for Collaborative Non-Representational Art

2021

Manoj Deshpande and Brian Magerko

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Guiding Generative Graph Grammars of Dungeon Mission Graphs via Examples

2021

Abdelrahman Madkour, Stacy Marsella, Casper Harteveld, Magy Seif El-Nasr and Jan Willem van de Meent

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Towards an AI Holodeck: Generating Virtual Scenes from Sparse Natural Language Input

2021

Jason Smith, Nazanin Alsadat Tabatabaei Anaraki, Atefeh Goloujeh, Karan Khosla and Brian Magerko

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Procedural Content Generation using Behavior Trees (PCGBT)

2021

Anurag Sarkar and Seth Cooper

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Designing a Combined World and Story Procedural Content Generation Engine

2021

Brenden Lech, Sasha Azad, Jennifer Wellnitz, Joel Jonasson and Chris Martens

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TileTerror: A System for Procedurally Generating 2D Horror Maps

2021

Arunpreet Sandhu, Kyle Mitchell and Joshua McCoy

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Intertwining World and Narrative Generation for a Mobile Roleplaying Game

2021

Joel Jonasson, Brenden Lech, Sasha Azad and Chris Martens

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AgentCraft: An Agent-Based Minecraft Settlement Generator

2021

Ari Iramanesh and Max Kreminski

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An Agent Framework for Manipulation Games

2021

Javier M. Torres

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Argument Box

2021

Rehaf AlJammaz, Yasheng She and Michael Mateas

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Open Player Modeling: Empowering Players through Data Transparency

2021

Jichen Zhu and Magy Seif El-Nasr

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Design Considerations for Creating AI-based Gameplay

2021

Ben Samuel, Mike Treanor and Joshua McCoy

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Benchmarking Imitation and Reinforcement Learning for NPC players in casual video games

2020

Gema Parreno Piqueras

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Tokamak Elementary: Visual Novel Meets Natural Language Understanding

2020

Daniel Darabos, Gyorgy Lajtai and Andras Nemeth

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TAG: A Tabletop Games Framework

2020

Raluca D. Gaina, Martin Balla, Alexander Dockhorn, Raul Montoliu, and Diego Perez-Liebana

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Precomputing Player Movement in Platformers for Level Generation with Reachability Constraints

2020

Vivian Lee, Nathan Partlan and Seth Cooper

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Conditional Level Generation and Game Blending

2020

Anurag Sarkar, Zhihan Yang and Seth Cooper

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Extracting Physics from Blended Platformer Game Levels

2020

Adam Summerville, Anurag Sarkar, Sam Snodgrass and Joseph Osborn

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SMES: Adapting Dexterity-based Games for Deliberative Play

2020

Batu Aytemiz and Adam M. Smith

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Explainability via Responsibility

2020

Faraz Khadivpour and Matthew Guzdial

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Pathfinding Agents for Platformer Level Repair

2020

Seth Cooper and Anurag Sarkar

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Towards Automatically Abridging Game Levels

2020

Varun Prakash Bhat and Gillian Smith

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Grammar Based Modular Level Generator for a Programming Puzzle Game

2020

Chaima Jemmali, Carter Ithier, Seth Cooper and Magy Seif El-Nasr

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Entity Embedding as Game Representation

2020

Nazanin Yousefzadeh Khameneh and Matthew Guzdial

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Generating Gameplay-Relevant Art Assets with Transfer Learning

2020

Adrian Gonzalez, Matthew Guzdial and Felix Ramos

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Synthesizing Retro Game Screenshot Datasets for Sprite Detection

2020

Chanha Kim, Jaden Kim and Joseph C. Osborn

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Generative Text using Classical Nondeterminism

2020

Ian Horswill

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Warm Rocks for Cold Lizards: Generating Meaningful Quests in Caves of Qud

2020

Jason Grinblat and C. Brian Bucklew

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Solving the Take-Down and Body-Hiding Problems

2019

Jorge Morales Diaz, Clark Verbrugge

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DeepCrawl: Deep Reinforcement Learning for Turn-based Strategy Games

2019

Alessandro Sestini, Alexander Kuhnle, Andrew D. Bagdanov

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On Automatically Motivating Story Characters

2019

Alireza Shirvani, Stephen G. Ware

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Generative Tarot: Internet-Mining for the Collective Consciousness

2019

Asiiah Song

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Automated Let's Play Commentary

2019

Shukan Shah, Matthew Guzdial, Mark O. Riedl

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Toward Automated Critique for Student-Created Interactive Narrative Projects

2019

Shruti Mahajan, Leo Bunyea, Nathan Partlan, Dylan Schout, Casper Harteveld, Camillia Matuk, Will Althoff, Tyler Duke, Steven Sutherland, Gillian Smith

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Visualizing Game Mechanics with Automated Clustering

2019

Jacopo Ameli, David Thue

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Pandemic as a Challenge for Human-AI Cooperation

2019

Pablo Sauma Chacon, Markus Eger

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Development of Lab Assistant: Use of Neural Networks in Video Games for Human-AI Partnership

2019

Liz Fiacco

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Controllable and Coherent Level Generation: A Two-Pronged Approach

2019

Justin Mott, Saujas Nandi, Luke Zeller

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Integrating Automated Play in Level Co-Creation

2019

Andrew Hoyt, Matthew Guzdial, Yalini Kumar, Gillian Smith, Mark O. Riedl

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Controllable Level Blending between Games using Variational Autoencoders

2019

Anurag Sarkar, Zhihan Yang, Seth Cooper

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Moving in Virtual Space: A Laban-inspired Framework for Procedural Animation

2019

Swar Gujrania, Duri Long, Brian Magerko

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Imaginarium: A Tool for Casual Constraint-Based PCG

2019

Ian Horswill

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Using Fractal Neural Networks to play SimCity 1 and Conway's Game of Life at Variable Scales

2019

Sam Earle

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Understanding Boss Battles: A Case Study of Cuphead

2019

Andrew Wood, Adam Summerville

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The Videogame Affordances Corpus

2019

Gerard R. Bentley, Joseph C. Osborn

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A Structured Analysis of Experience Management Techniques

2019

Giulio Mori, David Thue, Stephan Schiffel

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Deceptive Level Generator

2018

Adeel Zafar, Hasan Mujtaba, Mirza Omer Beg, Sajid Ali

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Wonderful Design: Applying Appraisal Theory to Procedural Level Generation

2018

Rosa Corstjens, Anders Bouwer, Joris Dormans, Riemer van Rozen

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Explainable PCGML via Game Design Patterns

2018

Matthew Guzdial, Joshua Reno, Jonathan Chen, Gillian Smith, Mark Riedl

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GenerationMania: Learning to Semantically Choreograph

2018

Zhiyu Lin, Kyle Xiao Mark Riedl

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I See What You See: Integrating Eye Tracking into Hanabi Playing Agents

2018

Eva Tallula Gottwald, Markus Eger Chris Martens

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Eliminating the Impossible: A Procedurally Generated Murder Mystery

2018

Henry Mohr, Markus Eger, Chris Martens

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Deep Learning for Classification of Speech Accents in Video Games

2018

Sergio Poo Hernandez, Vadim Bulitko, Shelby Carleton, Astrid Ensslin, Tejasvi Goorimoorthee

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Towards 3D Neural Style Transfer

2018

Jo Mazeika, Jim Whitehead

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Evolving NPC Behaviours in A-life with Player Proxies

2018

Vadim Bulitko, Mac Walters, Matthew R. Brown

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Desire Path-Inspired Procedural Placement of Coins in a Platformer Game

2018

Anurag Sarkar, Riddhi Padte, Jeffrey Cao, Seth Cooper

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What's the Worst Thing You've Ever Done at a Conference? Operationalizing Dread's Questionnaire Mechanic

2018

Ian Horswill, Ethan Robison

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Towards Automatic Extraction of Tile Types from Level Images

2018

Sam Snodgrass

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Towards Automated Let's Play Commentary

2018

Matthew Guzdial, Shukan Shah, Mark Riedl

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Generating Puzzle Progressions to Study Mental Model Matching

2018

Chris Martens, Aaron Williams, Ryan S. Alexander, Chinmaya Dabral

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Learning to Generate Natural Language Rationales for Game Playing Agents

2018

Upol Ehsan, Pradyumna Tambwekar, Larry Chan, Brent Harrison, Mark O. Riedl

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Addressing the Elephant in the Room: Opinionated Virtual Characters

2018

Sasha Azad, Chris Martens

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Freedom of Movement: Generative Responses to Motion Control

2018

Kate Compton, Michael Mateas

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Blending Levels from Different Games using LSTMs

2018

Anurag Sarkar, Seth Cooper

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Co-Creative Level Design via Machine Learning

2018

Matthew Guzdial, Nicholas Liao, Mark Riedl

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Secret Identities in Dwarf Fortress

2017

Tarn Adams

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Effects of Self-Knowledge: Once Bitten Twice Shy

2017

Vadim Bulitko

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Towards Positively Surprising Non-Player Characters in Video Games

2017

Vadim Bulitko, Shelby Carleton, Delia Cormier, Devon Sigurdson, John Simpson

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A Generative Framework of Generativity

2017

Kate Compton, Michael Mateas

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Generominos: Ideation Cards for Interactive Generativity

2017

Kate Compton, Edward Melcer, Michael Mateas

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A Vision for Continuous Automated Game Design

2017

Michael Cook

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Social Simulation for Social Justice

2017

Melanie Leah Dickinson, Noah Wardrip-Fruin, Michael Mateas

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Deep Learning for Speech Accent Detection in Videogames

2017

Astrid Ensslin, Tejasvi Goorimoorthee, Shelby Carleton, Vadim Bulitko, Sergio Poo Hernandez

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Press Space to Fire: Automatic Video Game Tutorial Generation

2017

Michael Cerny Green, Ahmed Khalifa, Gabriella A. B. Barros, Julian Togellius

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A General Level Design Editor for Co-Creative Level Design

2017

Matthew James Guzdial, Jonathan Chen, Shao-Yu Chen, Mark Riedl

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Marahel: A Language for Constructive Level Generation

2017

Ahmed Khalifa, Julian Togelius

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Towards General RPG Playing

2017

Joseph C. Osborn, Ben Samuel, Adam Summerville, Michael Mateas

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Poetic Sound Similarity Vectors Using Phonetic Features

2017

Allison Parrish

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A Sandbox for Modeling Social AI

2017

Ethan Christopher Robison

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Designing Stronger AI Personalities

2017

Tanya X. Short

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Answer Set Programming in Proofdoku

2017

Adam M. Smith

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Leveraging Multi-Layer Level Representations for Puzzle-Platformer Level Generation

2017

Sam Snodgrass, Santiago Ontanon

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ProcDefense - A Game Framework for Procedural Player Skill Training

2017

Brandon R. Thorne, Hiru Nelakkutti, Joseph Reinhart, Arnav Jhala

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Dynamic Epistemic Logic in Game Design

2017

Javier M. Torres

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A Proposal for a Unified Agent Behaviour Framework

2017

Javier M. Torres

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Mixed Reality Meets Procedural Content Generation in Video Games

2016

Sasha Azad, Carl Saldanha, Cheng-Hann Gan, Mark O. Riedl

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Intelligent Physiotherapy Through Procedural Content Generation

2016

Shabnam Sadeghi Esfahlani, Tommy Thompson

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Deep Static and Dynamic Level Analysis: A Study on Infinite Mario

2016

Matthew James Guzdial, Nathan Sturtevant, Boyang Li

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Dear Leader's Happy Story Time: A Party Game Based on Automated Story Generation

2016

Ian D. Horswill

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Predicting Resource Locations in Game Maps Using Deep Convolutional Neural Networks

2016

Scott Lee, Aaron Isaksen, Christoffer Holmgard, Julian Togelius

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Proceduralist Readings, Procedurally

2016

Chris Martens, Adam Summerville, Michael Mateas, Joseph Osborn, Sarah Harmon, Noah Wardrip-Fruin, Arnav Jhala

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What Does Bach Have in Common with World 1-1: Automatic Platformer Gestalt Analysis

2016

Johnathan Pagnutti

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A Model of Superposed States

2016

Justus Robertson, R. Michael Young

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Juke Joint: Characters Who Are Moved By Music

2016

James Ryan, Tyler Brothers, Michael Mateas, Noah Wardrip-Fruin

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Computatrum Personae: Toward a Role-Based Taxonomy of (Computationally Assisted) Performance

2016

Ben Samuel, James Ryan, Adam Summerville, Michael Mateas, Noah Wardrip-Fruin

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A Programming Model for Boss Encounters in 2D Action Games

2016

Kristin Siu, Eric Butler, Alexander Zook

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ClueGen: An Exploration of Procedural Storytelling in the Format of Murder Mystery Games

2016

Andrew Stockdale

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Draft-Analysis of the Ancients: Predicting Draft Picks in DotA 2 Using Machine Learning

2016

Adam Summerville, Michael Cook, Ben Steenhuisen

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Learning Player Tailored Content From Observation: Platformer Level Generation from Video Traces using LSTMs

2016

Adam Summerville, Matthew Guzdial, Michael Mateas, Mark O. Riedl

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Sarah and Sally: Creating a Likeable and Competent AI Sidekick for a Videogame

2015

Martin Cerny

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Would You Look At That! Vision-Driven Procedural Level Design

2015

Michael Cook

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Towards Generating Novel Games Using Conceptual Blending

2015

Jeremy Gow, Joseph Corneli

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Fiascomatic: A Framework for Automated Fiasco Playsets

2015

Ian D. Horswill

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Exploring the Use of Role Model Avatars in Educational Games

2015

Dominic Kao, D. Fox Harrell

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Intelligent Content Generation via Abstraction, Evolution and Reinforcement

2015

Dean M. LeBaron, Logan A. Mitchell, Dan Ventura

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Map Sketch Generation as a Service

2015

Antonios Liapis

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The Marginal: A Game for Modeling Players' Perceptions of Gradient Membership in Avatar Categories

2015

Chong-U Lim, D. Fox Harrell

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Toward Characters Who Observe, Tell, Misremember, and Lie

2015

James Owen Ryan, Adam Summerville, Michael Mateas, Noah Wardrip-Fruin

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Sampling Hyrule: Multi-Technique Probabilistic Level Generation for Action Role Playing Games

2015

Adam James Summerville, Michael Mateas

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An Algorithmic Approach to Decorative Content Placement

2015

Jonathan Tremblay, Clark Verbrugge

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MCMCTS PCG 4 SMB: Monte Carlo Tree Search to Guide Platformer Level Generation

2015

Adam James Summerville, Shweta Philip, Michael Mateas

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A Rogue Dream: Automatically Generating Meaningful Content For Games

2014

Michael Cook, Simon Colton

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Asymmetric Virtual Environments: Exploring the Effects of Avatar Colors on Performance

2014

Ignacio X. Dominguez, David L. Roberts

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Towards Computational Co-Creation in Modding Communities

2014

Kazjon Grace, Mary Lou Maher

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Toward Generating 3D Games with the Help of Commonsense Knowledge and the Crowd

2014

Rania Hodhod, Marc Huet, Mark Riedl

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Game Design for Classical AI

2014

Ian D. Horswill

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Towards the Automatic Generation of Fictional Ideas for Games

2014

Maria Teresa Llano, Michael Cook, Christian Guckelsberger, Simon Colton, Rose Hepworth

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Gameplay as On-Line Mediation Search

2014

Justus Robertson, R. Michael Young

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Educational Neurogaming: EEG-Controlled Videogames as Interactive Teaching Tools For Introductory Neuroscience

2014

David Schwarz, Vivek Subramanian, Katie Zhuang, Christine Adamczyk

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The Future of Procedural Content Generation in Games

2014

Gillian Smith

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I Can Jump! Exploring Search Algorithms for Simulating Platformer Players

2014

Jonathan Tremblay, Alexander Borodovski, Clark Verbrugge

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The General Mediation Engine

2014

Justus Robertson, R. Michael Young

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Integrated Pathfinding and Player Analysis for Touch-Driven Games

2014

Tommy Thompson, Michele Vinciguerra

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