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2014
C. Alston and Jhala, A., Automating Camera Control in Games Using Gaze, in Workshops at the Twenty-Eighth AAAI Conference on Artificial Intelligence, 2014.
T. Sarratt and Jhala, A., Converging to a Player Model in Monte-Carlo Tree Search, in IEEE Computational Intelligence in Games, Dortmund, Germany, 2014.
T. Sarratt, Morgens, S. - M., and Jhala, A., Domain-Specific Sentiment Classification for Games-Related Tweets, in 3rd Workshop on Games and NLP (GAMNLP) at the AIIDE Conference, Raleigh, NC, 2014.
S. - M. C. Morgens and Jhala, A., EduCam: Cinematic Vocabulary for Educational Videos, in Workshops at the Twenty-Eighth AAAI Conference on Artificial Intelligence, 2014.
N. Wardrip-Fruin and Mateas, M., Envisioning the Future of Computational Media: The Final Report of the Media Systems Project. 2014. Media Systems-Full Report.pdf (5.19 MB)
J. C. Osborn, Samuel, B., McCoy, J. Allen, and Mateas, M., Evaluating Play Trace (Dis)similarity Metrics, in Proceedings of Tenth AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment. Palo: AAAI Press, 2014. glz-eval-FINAL.pdf (153.09 KB)
C. Maltzahn, Jhala, A., Mateas, M., and Whitehead, J., Gamification of private digital data archive management, in Proceedings of the First International Workshop on Gamification for Information Retrieval, 2014.
B. Samuel, McCoy, J., Treanor, M., Reed, A. A., Mateas, M., and Wardrip-Fruin, N., Introducing Story Sampling: Preliminary Results of a New Interactive Narrative Evaluation Technique, in FDG 2014: Proceedings of the Ninth International Conference on the Foundations of Digital Games, 2014. StorySamplingFDG2014-FinalSubmission.pdf (508.27 KB)
A. Grow, Gaudl, S., Gomes, P., Mateas, M., and Wardrip-Fruin, N., A Methodology for Requirements Analysis of AI Architecture Authoring Tools, Proc.\ 9th International Conference on the Foundations of Digital Games, 2014. Grow et al - A Methodology for Requirements Analysis for AI Architecture Authoring Tools.pdf (369.74 KB)
B. Zhang and Jhala, A., Mid-Scale Shot Classification for Detecting Narrative Transitions in Movie Clips, in Workshops at the Twenty-Eighth AAAI Conference on Artificial Intelligence, 2014.
P. F. Gomes, Sardinha, A., Segura, E. Márquez, Cramer, H., and Paiva, A., Migration Between Two Embodiments of an Artificial Pet, International Journal of Humanoid Robotics, vol. 11, 2014. Gomes et al Migration Between Two Embodiments of an Artificial Pet.pdf (2.23 MB)
D. Bates and Jhala, A., Multi-Modal Analysis of Movies for Rhythm Extraction, in Workshops at the Twenty-Eighth AAAI Conference on Artificial Intelligence, 2014.
M. Leece and Jhala, A., Opponent State Modeling in RTS games with limited information using Markov Random Fields, in IEEE Computational Intelligence in Games (CIG), Dortmund, Germany, 2014.
M. Leece and Jhala, A., Sequential Pattern Mining in StarCraft:Brood War for Short and Long-term Goals, in Workshop on Adversarial Real-Time Strategy Games at AIIDE Conference, Raleigh, NC, 2014.
B. Tearse, Mawhorter, P., Mateas, M., and Wardrip-Fruin, N., Skald: Minstrel Reconstructed, Computational Intelligence and AI in Games, IEEE Transactions on, vol. 6, pp. 1–10, 2014.
J. McCoy, Treanor, M., Samuel, B., Reed, A. A., Mateas, M., and Wardrip-Fruin, N., Social Story Worlds With Comme il Faut, IEEE Transactions On Computational Intelligence and AI in Games, vol. 6, no. 2, 2014. TCIAIGFinalVersion.pdf (1.44 MB)
J. O. Ryan, Walker, M. A., and Wardrip-Fruin, N., Toward Recombinant Dialogue in Interactive Narrative, in Proceedings of the 7th Workshop on Intelligent Narrative Technologies, 2014. ryan_et_al_toward_recombinant_dialogue.pdf (606.2 KB)
P. Mawhorter, Mateas, M., Wardrip-Fruin, N., and Jhala, A., Towards a Theory of Choice Poetics, in Proceedings of the International Conference on the Foundations of Digital Games, 2014. choice-poetics-fdg-2014-camera-ready-v2.pdf (186.08 KB)
2013
P. Gomes and Jhala, A., AI Authoring for Virtual Characters in Conflict, in Proceedings on the Ninth Annual AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment, 2013. Gomes and Jhala AI Authoring for Virtual Characters in Conflict.pdf (132.09 KB)
D. Shapiro, McCoy, J., Grow, A., Samuel, B., Stern, A., Swanson, R., Treanor, M., and Mateas, M., Creating Playable Social Experiences through Whole-Body Interaction with Virtual Characters, in Ninth Artificial Intelligence and Interactive Digital Entertainment Conference, 2013. AIIDE2013-CreatingPlayableSocialExperiencesThroughWhole-Body.pdf (3.58 MB)
M. Riedl, Sukthankar, G. Reese, Jhala, A., Zhu, J., Villar, S. Ontañón, Buro, M., and Churchill, D., The Eighth AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment., AI Magazine, vol. 34, pp. 87–89, 2013.
E. Rishes, Lukin, S. M., Elson, D. K., and Walker, M. A., Generating Different Story Tellings from Semantic Representations of Narrative, in in Sixth International Conference on Interactive Storytelling (ICIDS 2013), 2013. sch-pers-icids-13.pdf (1.17 MB)
C. Maraffi, Ishikawa, S., and Jhala, A., Inferring Performer Skill from Aesthetic Quality Features in a Dance Game Gesture Corpus, in Ninth Artificial Intelligence and Interactive Digital Entertainment Conference, 2013.
P. Gomes, Paiva, A., Martinho, C., and Jhala, A., Metrics for Character Believability in Interactive Narrative, in Proceedings on the International Conference on Interactive Digital Storytelling, 2013. Gomes et al Metrics for Character Believability in Interactive Narrative.pdf (154.37 KB)
J. Osborn, Grow, A., and Mateas, M., Modular Computational Critics for Games. 2013. 7389-32676-1-PB.pdf (330.38 KB)
J. Carter Osborn, Grow, A., and Mateas, M., Modular Computational Critics for Games., in AIIDE, 2013. modular_computational_critics_for_games.pdf (330.38 KB)
J. McCoy, Treanor, M., Samuel, B., Reed, A. A., Mateas, M., and Wardrip-Fruin, Nyear=2013, Prom Week: Designing past the game/story dilemma, 2013. Prom Week FDG 2013.pdf (660.7 KB)
C. Maraffi and Jhala, A., Raising the Aesthetic Quality of Character Interaction in Cinematic Videogames. 2013.
K. Karpouzis, Yannakakis, G., Paiva, A., Nielsen, J. Herlev, Vasalou, A., and Jhala, A., User modelling and adaptive, natural interaction for conflict resolution, in Affective Computing and Intelligent Interaction (ACII), 2013 Humaine Association Conference on, 2013.
B. Samuel, What Comes Next? An Experiment in Interactive Narrative, in Ninth Artificial Intelligence and Interactive Digital Entertainment Conference, 2013. AIIDE2013-DocCon-ResearchOverviewSamuel.pdf (420.04 KB)
2012
M. Walker, Lin, G., and Sawyer, J., An Annotated Corpus of Film Dialogue for Learning and Characterizing Character Style, in Proceedings of the Eight International Conference on Language Resources and Evaluation (LREC'12), Istanbul, Turkey, 2012. 1114_Paper.pdf (416.39 KB)
A. M. Smith, Andersen, E., Mateas, M., and Popović, Z., A Case Study of Expressively Constrainable Level Design Automation Tools for a Puzzle Game, in Foundations of Digital Games 2012, Raleigh, NC, 2012. fdg2012generation.pdf (1.3 MB)
K. Hullett, Nagappan, N., Schuh, E., and Hopson, J., Empirical analysis of user data in game software development, in Proceedings of the ACM-IEEE international symposium on Empirical software engineering and measurement, New York, NY, USA, 2012, pp. 89–98.
G. Rivera, Hullett, K., and Whitehead, J., Enemy NPC Design Patterns in Shooter Games, in Proceedings of the 1st Workshop on Design Patterns in Games, New York, NY, USA, 2012. a6-rivera.pdf (568.03 KB)
T. Boellstorff, Bowman, M., Clarke-Midura, J., Consalvo, M., Ekbia, H., Zarki, M. El, Feng, W. - C., Freedman, M., Frost, D., Hayes, B., Ito, M., Kanomata, Y., Kesselman, J., Krapp, P., Liu, K., Losh, E., Lopes, C., Mateas, M., Metcalf, S., Nardi, B., Nideffer, R., Paul, C., Pearce, C., Scacchi, W., Schiele, G., Srinavasan, V., Taylor, T. L., Wardrip-Fruin, N., White, W., E. Whitehead, J., J. Wright, T., Young, M. R., and Zordan, V., The Future of Research in Computer Games and Virtual World Environments: Workshop Report. 2012. UCI-ISR-12-8.pdf (20.94 MB)
M. Treanor, Blackford, B., Mateas, M., and Bogost, I., Game-O-Matic: Generating Videogames that Represent Ideas, in Procedural Content Generation Workshop at the Foundations of Digital Games Conference, 2012. Game-O-Matic (PCG2012).pdf (793.33 KB)
A. Sullivan, The Grail Framework: Making stories playable on three levels in CRPGS, UNIVERSITY OF CALIFORNIA, 2012.
B. George Weber, Mateas, M., and Jhala, A., Learning from Demonstration for Goal-Driven Autonomy., in AAAI, 2012.
R. Swanson, Escoffery, D., and Jhala, A., Learning visual composition preferences from an annotated corpus generated through gameplay, in Computational Intelligence and Games (CIG), 2012 IEEE Conference on, 2012.
B. Tearse, Mawhorter, P., Mateas, M., and Wardrip-Fruin, N., Lessons Learned From a Rational Reconstruction of Minstrel, Twenty-Sixth AAAI Conference on Artificial Intelligence. Toronto, Ontario, Canada, 2012. lessons_learned_from_RR_of_M-AAAI2012.pdf (251.02 KB)
M. Treanor, Schweizer, B., Bogost, I., and Mateas, M., The Micro-Rhetorics of Game-O-Matic, in The Foundations of Digital Games Conference, 2012. Micro-Rhetorics.pdf (381.6 KB)
G. Smith, Othenin-Girard, A., Whitehead, J., and Wardrip-Fruin, N., PCG-Based Game Design: Creating Endless Web, Foundations of Digital Games 2012 (FDG '12). Raleigh, NC, 2012. smith-fdg12.pdf (1000.03 KB)
E. M. Segura, Cramer, H., Gomes, P. F., Nylander, S., and Paiva, A., Revive!: reactions to migration between different embodiments when playing with robotic pets, in Proceedings of the 11th International Conference on Interaction Design and Children, 2012, pp. 88–97. 35-FINAL.pdf (443.73 KB)
R. Swanson and Jhala, A., Rich computational model of conflict for virtual characters, in Intelligent Virtual Agents, Springer Berlin Heidelberg, 2012, pp. 502–504.
A. A. Reed, Sharing Authoring with Algorithms: Procedural Generation of Satellite Sentences in Text-based Interactive Stories., in FDG 2012: Third Workshop on Procedural Content Generation in Games, Raleigh, North Carolina, 2012. almostgoodbye-paper.pdf (194.04 KB)
R. Swanson and Jhala, A., A crowd-sourced collection of narratives for studying conflict, Proceedings of Computational Models of Narrative, pp. 65–73, 2012.
A. Sullivan, Grow, A., Mateas, M., and Wardrip-Fruin, N., The design of Mismanor: creating a playable quest-based story game, in Proceedings of the International Conference on the Foundations of Digital Games, 2012, pp. 180–187.
G. Smith and Sullivan, A., The five year evolution of a game programming course, in Proceedings of the 43rd ACM technical symposium on Computer Science Education, 2012, pp. 87–92.
2011
A. A. Reed and Malloy, J., Aaron Reed: Blue Lacuna. 2011.
G. Lin and Walker, M. A., All the World’s a Stage: Learning Character Models from Film., Conference on Artificial Intelligence and Digital Entertainment. AAAI Press, 2011. lin-walker.pdf (228.42 KB)
A. M. Smith and Mateas, M., Answer Set Programming for Procedural Content Generation: A Design Space Approach, Computational Intelligence and AI in Games, IEEE Transactions on, vol. 3, pp. 187–200, 2011. tciaig-asp4pcg.pdf (634.14 KB)
A. Holloway, Sadowski, C., and Vega, L., Babies in Graduate School: Making it Happen, ACM-W CIS Newsletter, vol. 3, no. 1, 2011. newsletter_v0301.pdf (5.69 MB)
P. F. Gomes, Paiva, A., and Martinho, C., Between Downward Spirals and Habituation: Emotion Intensity in Virtual Agents’ Memory Retrieval, in Proceedings of the 2nd Symposium on Human Memory for Artificial Agents, 2011. Gomes.et_.al-Between Downward Spirals and Habituation Emotion Intensity in Virtual Agents Memory Retrieval (AISB11).pdf (422.56 KB)
B. G. Weber, Mateas, M., and Jhala, A., Building Human-Level AI for Real-Time Strategy Games, in Proceedings of the AAAI Fall Symposium on Advances in Cognitive Systems, San Francisco, California, 2011. weber-acs2011.pdf (496.23 KB)
M. Treanor and Mateas, M., BurgerTime: A Proceduralist Investigation, in Conference of the Digital Games Research Association - DIGRA 2011, Hilversum, The Netherlands, 2011. Treanor_BurgerTime (final submission).pdf (260.35 KB)
J. McCoy, Treanor, M., Samuel, B., Wardrip-Fruin, N., and Mateas, M., Comme il Faut: A System for Authoring Playable Social Models., in AIIDE, 2011. CiF-AIIDE2011.pdf (456.64 KB)
F. Mairesse and Walker, M. A., Controlling User Perceptions of Linguistic Style: Trainable Generation of Personality Traits, Computational Linguistics, 2011.
N. Crenshaw, Orzech, S., Wong, W. S., and Holloway, A., On Creating a Native Real Time Strategy Game User Interface for Multi-Touch Devices., Foundations of Digital Games. Bordeaux, France, 2011. Crenshaw2011OnCreatingANative.pdf (1.58 MB)
A. A. Reed, Creating "maybe make some change", in Proceedings of the 8th ACM Conference on Creativity and Cognition, The High Museum of Art, Atlanta, Georgia, 2011. maybemake-acm-extended-abstract.pdf (77.52 KB)
K. Hullett, Nagappan, N., Schuh, E., and Hopson, J., Data analytics for game development: NIER track, 33rd International Conference on Software Engineering. Honolulu, Hawaii, 2011. p940-hullett.pdf (209.31 KB)
N. Wardrip-Fruin, Digital Media Archaeology: Interpreting Computational Processes, in Media Archaeology: Approaches, Applications, and Implications, E. Huhtamo and Parikka, J. Berkeley: University of California Press, 2011, pp. 302-322. nwf-BC7-DigitalMediaArchaeology.pdf (1.86 MB)
B. Tearse, Mawhorter, P., Mateas, M., and Wardrip-Fruin, N., Experimental Results from a Rational Reconstruction of Minstrel, in Second International Conference on Computational Creativity, Mexico City, Mexico, 2011, pp. 54–59. tearse_iccc11.pdf (1.15 MB)
M. A. Walker, Expressive Generation for Interactive Stories, Expressive Generation for Interactive Stories. Pittsburgh, 2011. pittsburgh-v2.pdf (9.58 MB)
A. Sullivan, Grow, A., Chirrick, T., Stokols, M., Wardrip-Fruin, N., and Mateas, M., Extending CRPGs as an Interactive Storytelling Form, in Proceedings of the The Fourth International Conference on Interactive Digital Storytelling (ICIDS 2011), Vancouver, BC, Canada, 2011. final65.pdf (310.51 KB)
P. F. Gomes, Martinho, C., and Paiva, A., I’ve been here before! location and appraisal in memory retrieval, in Proceedings of the 10th International Conference on Autonomous Agents and Multiagent Systems, 2011, pp. 1039–1046. D7_B78.pdf (962.33 KB)
A. M. Smith, Lewis, C., Hullett, K., Smith, G., and Sullivan, A., An Inclusive View of Player Modeling, in 6th International Conference on Foundations of Digital Games, Bordeaux, France, 2011. pm_short.pdf (994.37 KB)
A. M. Smith, Lewis, C., Hullett, K., Smith, G., and Sullivan, A., An Inclusive View of Player Modeling, in Proceedings of the 6th International Conference on the Foundations of Digital Games (FDG 2011), 2011. amsmith-fdg11.pdf (994.37 KB)
A. M. Smith and Mateas, M., Knowledge-Level Creativity in Game Design, in Proceedings of the Second International Conference on Computational Creativity (ICCC 11), 2011. iccc11-rational_curiosity.pdf (632.44 KB)
A. Sullivan and Smith, G., Lessons in Teaching Game Design, in Foundations of Digital Games (FDG 2011), Bordeaux, France, 2011. cosmospapercameraready.pdf (161.07 KB)
A. Sullivan, Mateas, M., and Wardrip-Fruin, N., Making Quests Playable: Choices, CRPGs, and the Grail Framework, Leonardo Electronic Almanac, vol. 17, pp. 140–152, 2011. LEA_02_1410_10.pdf (789.88 KB)
A. Sullivan, Mateas, M., and Wardrip-Fruin, N., Making Quests Playable: Choices, CRPGs, and the Grail Framework, Leonardo Electronic Almanac, 2011.
B. G. Weber, John, M., Mateas, M., and Jhala, A., Modeling Player Retention in Madden NFL 11, in Innovative Applications of Artificial Intelligence (IAAI), San Francisco, CA, 2011.
M. A. Walker, Grant, R., Lin, G., Sawyer, J., Wardrip-Fruin, N., and Buell, M., Murder in the Arboretum: Comparing Character Models to Personality Models. , in 4th International Workshop on Intelligent Narrative Technologies, 2011. int4-v10.pdf (444.32 KB)
A. Holloway, Crenshaw, N., Orzech, S., and Wong, W. S., One-handed interface for multitouch-enabled real-time strategy games., Foundations of Digital Games. Bordeaux, France, 2011. Holloway2011OneHandedInterfaceForMultitouchEnabledRTS.pdf (1.39 MB)
G. Smith, Gan, E., Othenin-Girard, A., and Whitehead, J., PCG-Based Game Design: Enabling New Play Experiences through Procedural Content Generation., Second International Workshop on Procedural Content Generation in Games (PCGames 2011). Bordeaux, France, 2011.
B. G. Weber, Mateas, M., and Jhala, A., A Particle Model for State Estimation in Real-Time Strategy Games, in Proceedings of AIIDE, Stanford, Palo Alto, California, 2011, pp. 103–108. weber-aiide2011.pdf (689.09 KB)
M. A. Walker, Grant, R., Lin, G., Sawyer, J., Wardrip-Fruin, N., and Buell, M., Perceived or Not Perceived: Film Character Models for Expressive NLG., in In Interactive Storytelling: Fourth Joint Conference on Interactive Digital Storytelling, 2011. icids-v12(1).pdf (251.99 KB)
C. T. Maraffi and Jhala, A., Performatology: A Procedural Acting Approach for Interactive Drama in Cinematic Games, in ICIDS, 2011, pp. 322-325.
A. Holloway and Kurniawan, S., The Prepared Partner: Can a Video Game Teach Labor and Childbirth Support Techniques?, USAB 2011 - Information Quality in eHealth. Graz, Austria, 2011. Holloway2011PreparedPartner_CanVideoGamesTeachLaborAndChildbirthSupportTechniques.pdf (987.3 KB)
M. Treanor, Schweizer, B., Bogost, I., and Mateas, M., Proceduralist Readings: How to find meaning in games with graphical logics, in Proceedings of Foundations of Digital Games - FDG 2011, Bordeaux, France, 2011. Proceduralist Readings (camera ready).pdf (153.16 KB)
J. McCoy, Treanor, M., Samuel, B., Mateas, M., and Wardrip-Fruin, N., Prom Week: social physics as gameplay, in Proceedings of the 6th International Conference on Foundations of Digital Games, 2011. FDG 2011 Prom Week - Social Physics as Gameplay.pdf (313.83 KB)
T. Fristoe, Denner, J., MacLaurin, M., Mateas, M., and Wardrip-Fruin, N., Say it with systems: expanding Kodu's expressive power through gender-inclusive mechanics, Proceedings of the 6th International Conference on Foundations of Digital Games. ACM, Bordeaux, France, pp. 227–234, 2011. p227-fristoe.pdf (191.66 KB)
A. A. Reed, A Sequence of Possibilities: Constructive fictions, quantum authoring, and the search for an ideal story system, University of California Santa Cruz, 2011. mfathesis-reed-110609.pdf (2.55 MB)
C. Gingold, Spore's Magic Crayons: Playthings that Augment the Human Mind, in Arts of the Planet, Pittsburgh, Pennsylvania, 2011.
A. A. Reed, Samuel, B., Sullivan, A., Grant, R., Grow, A., Lazaro, J., Mahal, J., Kurniawan, S., Walker, M., and Wardrip-Fruin, N., SpyFeet: An Exercise {RPG}, in Proceedings of the 6th International Conference on the Foundations of Digital Games, 2011. spyfeet-fdg-short-v5.pdf (480.19 KB)
A. A. Reed, Samuel, B., Sullivan, A., Grant, R., Grow, A., Lazaro, J., Mahal, J., Kurniawan, S., Walker, M., and Wardrip-Fruin, N., A Step Towards the Future of Role-Playing Games: The SpyFeet Mobile {RPG} Project, in Proceedings of the 7th Annual International Artificial Intelligence and Interactive Digital Entertainment Conference, Stanford, 2011. spyfeet-aiide-2011-finalposter.pdf (277.98 KB)
G. Smith, Whitehead, J., and Mateas, M., Tanagra: Reactive Planning and Constraint Solving for Mixed-Initiative Level Design., IEEE Transactions on Computational Intelligence and AI in Games (TCIAIG), Special Issue on Procedural Content Generation, vol. 3, no. 3, 2011. smith-tanagra-tciaig.pdf (1.69 MB)
A. M. Smith and Mateas, M., Towards Knowledge-Oriented Creativity Support in Game Design, in Proceedings of the Second International Conference on Computational Creativity (ICCC 11), 2011. iccc11-pattern_language.pdf (506.77 KB)
B. G. Weber, Mateas, M., and Jhala, A., Using Data Mining to Model Player Experience, in FDG Workshop on Evaluating Player Experience in Games, Bordeaux, France, 2011.
P. F. Gomes, Segura, E. M., Cramer, H., Paiva, T., Paiva, A., and Holmquist, L. E., Vipleo and phypleo: Artificial pet with two embodiments, in Proceedings of the 8th International Conference on Advances in Computer Entertainment Technology, 2011. FULLTEXT02.pdf (994.77 KB)
A. Holloway, DeArmond, R., Francoeur, M., Seagal, D., Zuill, A., and Kurniawan, S., Visualizing Audio in a First-Person Shooter With Directional Sound Display, Foundations of Digital Games. Bordeaux, France, 2011. Holloway2011VisualizingAudioInFPSWithDirectionalSoundDisplay.pdf (1.03 MB)
2010
G. Smith and Whitehead, J., Analyzing the expressive range of a level generator, in PCGames ’10: Proceedings of the 2010 Workshop on Procedural Content Generation in Games, New York, NY, USA, 2010, pp. 1–7. smith-expressiverange-fdgpcg10.pdf (901.23 KB)
B. G. Weber, Mateas, M., and Jhala, A., Applying Goal-Driven Autonomy to StarCraft, in Artificial Intelligence and Interactive Digital Entertainment (AIIDE), 2010. gda_aiide2010.pdf (420.08 KB)
J. McCoy, Treanor, M., Samuel, B., Tearse, B., Mateas, M., and Wardrip-Fruin, N., Authoring Game-based Interactive Narrative using Social Games and Comme il Faut, in Proceedings of the 4th International Conference & Festival of the Electronic Literature Organization: Archive & Innovate (ELO 2010), Providence, Rhode Island, USA, 2010. TheProm-ELOAI.pdf (241.13 KB)
N. Wardrip-Fruin, Beyond the Complex Surface, in Beyond the Screen: Transformations of Literary Structures, Interfaces and Genres, J. Schäfer and Gendolla, P. Germany: Transcript Verlag, 2010, pp. 227–248. nwf-BC6-BeyondTheComplexSurface.pdf (1.83 MB)
A. A. Reed, Blue Lacuna: Lessons Learned Writing the World's Longest Interactive Fiction, in Electronic Literature Organization Archive & Innovate, Brown University, 2010. overview-paper-elo.pdf (261.98 KB)
N. Bee, Pollock, C., André, E., and Walker, M. A., Bossy or Wimpy: Expressing Social Dominance by Combining Gaze and Linguistic Behaviors, in Intelligent Virtual Agents, Philadelphia, 2010.
B. G. Weber, Mateas, M., and Jhala, A., Case-Based Goal Formulation, in AAAI 2010 Workshop on Goal-Driven Autonomy (AAAI-GDA), 2010. weber_goalformulation.pdf (216.04 KB)
A. Jhala and Young, M. R., Cinematic Visual Discourse: Representation, Generation, and Evaluation, IEEE Transactions on Computational Intelligence and AI in Games, vol. 2, pp. 69–81, 2010.
I. Mistrk, Grundy, J., Hoek, A., and Whitehead, J., Collaborative Software Engineering. Springer Publishing Company, Incorporated, 2010.
J. McCoy, Treanor, M., Samuel, B., Tearse, B., Mateas, M., and Wardrip-Fruin, N., Comme il Faut 2: a fully realized model for socially-oriented gameplay, in INT3 ’10: Proceedings of the Intelligent Narrative Technologies III Workshop, New York, NY, USA, 2010, pp. 1–8. CiF-FDG2010-IntelligentNarrativeTechnologies3.pdf (533.32 KB)
A. A. Reed, Creating Interactive Fiction with Inform 7. Course Technology PTR, 2010.
K. Hullett and Whitehead, J., Design patterns in FPS levels, in FDG ’10: Proceedings of the Fifth International Conference on the Foundations of Digital Games, New York, NY, USA, 2010, pp. 78–85. khullett-fdg-camera-ready.pdf (207.76 KB)
A. J. Eckert, Liechty, J. D., Tearse, B., Pande, B., and Neale, D. B., DnaSAM: Software to perform neutrality testing for large datasets with complex null models, Molecular Ecology Resources, vol. 10, pp. 542-545, 2010. DNASAM.pdf (245.64 KB)
S. P. Dow, Mehta, M., MacIntyre, B., and Mateas, M., Eliza meets the wizard-of-oz: evaluating social acceptability, in CHI ’10: Proceedings of the 28th international conference on Human factors in computing systems, New York, NY, USA, 2010, pp. 547–556.
M. Neff, Wang, Y., Abbott, R., and Walker, M. A., Evaluating the Effect of Gesture and Language on Personality Perception in Conversational Agents, Intelligent Virtual Agents. Springer, Philadelphia, 2010.
H. P. Martinez, Hullett, K., and Yannakakis, G. N., Extending Neuro-evolutionary Preference Learning through Player Modeling, in IEEE Conference on Computational Intelligence and Games (CIG), 2010. CIG-CamRdy_v2.pdf (421.72 KB)
N. Wardrip-Fruin, Five Elements of Digital Literature, in Reading Moving Letters: Digital Literature in Research and Teaching. A Handbook, R. Simanowski, Schäfer, J., and Gendolla, P. Germany: Transcript Verlag, 2010, pp. 29–57. nwf-BC5-FiveElementsOfDigitalLiterature.pdf (2.13 MB)
F. Khosmood and Walker, M. A., Grapevine: a gossip generation system, in FDG ’10: Proceedings of the Fifth International Conference on the Foundations of Digital Games, New York, NY, USA, 2010, pp. 92–99.
C. Maltzahn, Mateas, M., and Whitehead, J., InfoGarden: A Casual-Game Approach to Digital Archive Management, in Work-in-Progress and Poster Session at FAST'10, San Jose, CA, 2010. infogarden-poster.pdf (1.53 MB) infogarden-wip.pdf (759.56 KB) main.pdf (149.65 KB)
B. G. Weber, Integrating Expert Knowledge and Experience, in AAAI Doctoral Consortium, 2010. weber_dc_abstract.pdf (21.48 KB)
M. Treanor, Mateas, M., and Wardrip-Fruin, N., Kaboom! is a many-splendored thing: an interpretation and design methodology for message-driven games using graphical logics, in FDG ’10: Proceedings of the Fifth International Conference on the Foundations of Digital Games, New York, NY, USA, 2010, pp. 224–231. KaboomFDG.pdf (312.24 KB)
A. A. Reed, Knock's Memories: Creating an Emotional Story Space with Inform 7, in Critical Code Studies at USC, 2010. knocks-memories-reed-mla.pdf (146.93 KB)
A. M. Smith and Warmuth, M. K., Learning Rotations Online. UCSC-SOE-10-08, 2010. ucsc-soe-10-08.pdf (185.25 KB)
N. Wardrip-Fruin, Learning to Read Digital Literature, in Reading Moving Letters: Digital Literature in Research and Teaching. A Handbook, R. Simanowski, Schäfer, J., and Gendolla, P. Germany: Transcript Verlag, 2010, pp. 249–259. nwf-BC4-LearningToReadDigitalLiterature.pdf (902.19 KB)
A. M. Smith, Nelson, M. J., and Mateas, M., Ludocore: A Logical Game Engine For Modeling Videogames, in Proceedings of the IEEE Conference on Computational Intelligence and Games (CIG 2010), 2010. ieeecig10_ludocore.pdf (291.81 KB)
A. M. Smith, Nelson, M. J., and Mateas, M., Ludocore: A Logical Game Engine for Modeling Videogames, in IEEE Conference on Computational Intelligence and Games (CIG), 2010. ieeecig10_ludocore.pdf (291.81 KB)
B. Tearse, Mateas, M., and Wardrip-Fruin, N., MINSTREL Remixed: a rational reconstruction, in INT3 ’10: Proceedings of the Intelligent Narrative Technologies III Workshop, New York, NY, USA, 2010, pp. 1–7.
C. Lewis and Wardrip-Fruin, N., Mining game statistics from web services: a World of Warcraft armory case study, in FDG ’10: Proceedings of the Fifth International Conference on the Foundations of Digital Games, New York, NY, USA, 2010, pp. 100–107. wowspyder.pdf (364.81 KB)
J. Skorupski and Mateas, M., Novice-friendly Authoring of Plan-based Interactive Storyboards, in Artificial Intelligence and Interactive Digital Entertainment (AIIDE 2010), 2010. SkorupskiMateas_AIIDE2010_final.pdf (931.08 KB)
S. Sali, Wardrip-Fruin, N., Dow, S., Mateas, M., Kurniawan, S., Reed, A. A., and Liu, R., Playing with words: from intuition to evaluation of game dialogue interfaces, in FDG ’10: Proceedings of the Fifth International Conference on the Foundations of Digital Games, New York, NY, USA, 2010, pp. 179–186.
M. Jennings-Teats, Smith, G., and Wardrip-Fruin, N., Polymorph: dynamic difficulty adjustment through level generation, in PCGames ’10: Proceedings of the 2010 Workshop on Procedural Content Generation in Games, New York, NY, USA, 2010, pp. 1–4. jenningsteats-fdgpcg10.pdf (120.36 KB)
P. Mawhorter and Mateas, M., Procedural Level Generation using Occupancy-Regulated Extension, in 2010 IEEE Conference on Computational Intelligence and Games, Copenhagen, Denmark, 2010. cig10_043CP2_115.pdf (454.79 KB)
B. G. Weber, Mawhorter, P., Mateas, M., and Jhala, A., Reactive Planning Idioms for Multi-Scale Game AI, in IEEE Conference on Computational Intelligence in Games (CIG), 2010. weber_cig2010.pdf (167.83 KB)
{K. Tuite, Snavely, N., Hsiao, D. - Y., Smith, A. M., and Popović, Z., Reconstructing the World in 3D: Bringing Games with a Purpose Outdoors, in Proceedings of the 5th International Conference on the Foundations of Digital Games (FDG 2010), 2010. photocity-fdg2010.pdf (5.96 MB)
K. Tuite, Snavely, N., Hsiao, D. - Y., Smith, A. M., and Popović, Z., Reconstructing the world in 3D: bringing games with a purpose outdoors, in FDG ’10: Proceedings of the Fifth International Conference on the Foundations of Digital Games, New York, NY, USA, 2010, pp. 232–239.
S. Chen, Smith, A. M., Jhala, A., Wardrip-Fruin, N., and Mateas, M., RoleModel: towards a formal model of dramatic roles for story generation, in INT3 ’10: Proceedings of the Intelligent Narrative Technologies III Workshop, New York, NY, USA, 2010, pp. 1–8.
A. Sullivan, Mateas, M., and Wardrip-Fruin, N., Rules of engagement: moving beyond combat-based quests, in Proceedings of Foundations of Digital Games, Intelligent Narrative Technologies III Workshop, Monterey, CA, 2010.
C. Lewis and Whitehead, J., Runtime repair of software faults using event-driven monitoring, in ICSE ’10: Proceedings of the 32nd ACM/IEEE International Conference on Software Engineering, New York, NY, USA, 2010, pp. 275–280. demopaper.pdf (327.94 KB)
G. N. Yannakakis, Togelius, J., Khaled, R., Jhala, A., Karpouzis, K., Paiva, A., and Vasalou, A., Siren: Towards Adaptive Serious Games for Teaching Conflict Resolution, 4th European Conference on Games Based Learning ECGBL10, p. 10, 2010.
K. - F. Richter, Weber, B. G., Bojduj, B., and Bertel, S., Supporting the designer’s and the user’s perspectives in computer- aided architectural design, Adv. Eng. Inform., vol. 24, pp. 180–187, 2010.
A. Holloway and Kurniawan, S., System Design Evolution of The Prepared Partner: How a Labor and Childbirth Game Came to Term, Meaningful Play. East Lansing, MI, 2010. PP-Evolution-of-System-Design.pdf (1.49 MB)
G. Smith, Whitehead, J., and Mateas, M., Tanagra: a mixed-initiative level design tool, in FDG ’10: Proceedings of the Fifth International Conference on the Foundations of Digital Games, New York, NY, USA, 2010, pp. 209–216. smith-tanagra-fdg10.pdf (1.02 MB)
J. Whitehead, Toward proccedural decorative ornamentation in games, in PCGames ’10: Proceedings of the 2010 Workshop on Procedural Content Generation in Games, New York, NY, USA, 2010, pp. 1–4.
F. Mairesse and Walker, M. A., Towards Personality-Based User Adaptation: Psychologically Informed Stylistic Language Generation, User Modeling and User-Adapted Interaction, vol. 20, no. 3, 2010.
G. N. Yannakakis, Mart\'ınez, H. P., and Jhala, A., Towards affective camera control in games, User Model. User-Adapt. Interact., vol. 20, pp. 313-340, 2010.
B. G. Weber and Ontañón, S., Using Automated Replay Annotation for Case-Based Planning in Games, in ICCBR Workshop on CBR for Computer Games (ICCBR-Games), 2010. iccbr-cg.pdf (246.71 KB)
A. M. Smith and Mateas, M., Variations Forever: Flexibly Generating Rulesets from a Sculptable Design Space of Mini-Games, in IEEE Conference on Computational Intelligence and Games (CIG), 2010. ieeecig20_vf.pdf (690 KB)
A. M. Smith and Mateas, M., Variations Forever: Flexibly Generating Rulesets from a Sculptable Design Space of Mini-Games, in Proceedings of the IEEE Conference on Computational Intelligence and Games (CIG 2010), 2010. ieeecig20_vf.pdf (690 KB)
C. Lewis, Whitehead, J., and Wardrip-Fruin, N., What went wrong: a taxonomy of video game bugs, in FDG ’10: Proceedings of the Fifth International Conference on the Foundations of Digital Games, New York, NY, USA, 2010, pp. 108–115. taxonomy.pdf (2.44 KB)
C. Lewis, Zenet: generating and enforcing real-time temporal invariants, in ICSE ’10: Proceedings of the 32nd ACM/IEEE International Conference on Software Engineering, New York, NY, USA, 2010, pp. 329–330. doccon.pdf (134.63 KB)
K. Hullett, The science of level design, in FDG ’10: Proceedings of the Fifth International Conference on the Foundations of Digital Games, New York, NY, USA, 2010, pp. 262–264. khullett-fdg-doccon-camera-ready.pdf (138.33 KB)
2009
N. Wardrip-Fruin, Mateas, M., Dow, S., and Sali, S., Agency Reconsidered, in Proceedings of the Digital Games Research Association, 6 Brunel University, London, 2009. nwf-C7-digra09-agency.pdf (220.38 KB)
M. Mateas, Al isn’t just for players: AI-based authoring tools, in CIG’09: Proceedings of the 5th international conference on Computational Intelligence and Games, Piscataway, NJ, USA, 2009, pp. 1–1.
D. Olsen and Mateas, M., Beep! Beep! Boom!: towards a planning model of Coyote and Road Runner cartoons, in FDG ’09: Proceedings of the 4th International Conference on Foundations of Digital Games, New York, NY, USA, 2009, pp. 145–152.
K. Hullett, Kurniawan, S., and Wardrip-Fruin, N., Better Game Studies Education the Carcassonne Way, in Proceedings of the Digital Games Research Association, Brunel University, London, 2009. nwf-C5-digra09-gameEducation.pdf (624.68 KB)
P. Burelli and Jhala, A., CamOn: A Real-Time Autonomous Camera System, in AIIDE, 2009.
B. G. Weber and Mateas, M., Case-Based Reasoning for Build Order in Real-Time Strategy Games, in Artificial Intelligence and Interactive Digital Entertainment (AIIDE 2009), 2009. bweber_aiide_09.pdf (80.96 KB)
J. McCoy, Mateas, M., and Wardrip-Fruin, N., Comme il Faut: A System for Simulating Social Games Between Autonomous Characters, in Proceedings of the 8th Digital Art and Culture Conference (DAC), Irvine, CA, 2009. CognitionAndCreativity-JoshMcCoy-DAC09-Revised_0.pdf (506.51 KB)
A. Jhala and Young, M. R., Comparing Effects of Different Cinematic Visualization Strategies on Viewer Comprehension, in ICIDS ’09: Proceedings of the 2nd Joint International Conference on Interactive Digital Storytelling, Berlin, Heidelberg, 2009, pp. 26–37.
A. M. Smith, Nelson, M. J., and Mateas, M., Computational Support for Play Testing Game Sketches, in Artificial Intelligence and Interactive Digital Entertainment Confernece (AIIDE), 2009. Smith_Nelson_Mateas_-_Play_Testing_-_AIIDE09.pdf (220.75 KB)
A. M. Smith, Nelson, M. J., and Mateas, M., Computational Support for Play Testing Game Sketches, in Proceedings of the 5th Artificial Intelligence for Interactive Digital Entertainment Conference (AIIDE 2009), 2009. Smith_Nelson_Mateas_-_Play_Testing_-_AIIDE09.pdf (220.75 KB)
B. G. Weber and Mateas, M., Conceptual Neighborhoods for Retrieval in Case-Based Reasoning, in ICCBR ’09: Proceedings of the 8th International Conference on Case-Based Reasoning, Berlin, Heidelberg, 2009, pp. 343–357. iccbr_2009.pdf (159.38 KB)
M. Mateas and Wardrip-Fruin, N., Defining Operational Logics, in Proceedings of the Digital Games Research Association, Brunel University, London, 2009. Mateas Wardrip-Fruin DIGRA 2009.pdf (233.01 KB)
P. Burelli and Jhala, A., Dynamic Artificial Fields for Autonomous Camera Control, in AIIDE, 2009.
S. Chen, Nelson, M. J., Sullivan, A., and Mateas, M., Evaluating the Authorial Leverage of Drama Management, in Association for the Advancement of Artificial Intelligence, Spring Symposium, 2009.
A. Jhala and Young, M. R., Evaluation of intelligent camera control systems based on cognitive models of comprehension, in FDG ’09: Proceedings of the 4th International Conference on Foundations of Digital Games, New York, NY, USA, 2009, pp. 327–328.
N. Wardrip-Fruin, Expressive Processing: Digital Fictions, Computer Games, and Software Studies. Cambridge, MA: The MIT Press, 2009.
N. Wardrip-Fruin, Expressive Processing, in panel "Critical Code and Software Studies", in Proceedings of Digital Humanities, University of Maryland, College Park, 2009. nwf-CS11-dh09-expressiveProcessing.pdf (94.32 KB)
FDG ’09: Proceedings of the 4th International Conference on Foundations of Digital Games. ACM, New York, NY, USA, 2009.
A. Sullivan, Chen, S., and Mateas, M., From Abstraction to Reality: Integrating Drama Management into a Playable Game Experience, in Proceeding of the AAAI 2009 Spring Symposium, 2009.
A. Sullivan, Gender-inclusive quest design in massively multiplayer online role-playing games, in FDG ’09: Proceedings of the 4th International Conference on Foundations of Digital Games, New York, NY, USA, 2009, pp. 354–356. sullivan-fdg09-dc-cr2.pdf (74.16 KB)
C. R. Strong, Mateas, M., and Grossman, D., Generative conversation tool for game writers, in FDG ’09: Proceedings of the 4th International Conference on Foundations of Digital Games, New York, NY, USA, 2009, pp. 183–190.
S. Chen, Sullivan, A., Lewis, C., Wardrip-Fruin, N., and Mateas, M., Intelligent Interactive-Stories: Theory versus Practice, in Game Developers Conference, 2009.
J. Skorupski and Mateas, M., Interactive Story Generation for Writers: Lessons Learned from the Wide Ruled Authoring Tool, in Proceedings of the 8th Digital Art and Culture Conference (DAC), Irvine, CA, 2009. Skorupski_DAC09_WideRuledLessonsLearned.pdf (526.94 KB)
S. Chen, Wardrip-Fruin, N., and Mateas, M., Inventing the Future of Story AI for Games, in Digital Humanities Conference, 2009.
A. Jhala, Schwartz, M., Martinez, H. P., and Yannakakis, G., Investigating the Interplay between Camera Viewpoints, Game Information, and Challenge, in AIIDE, 2009.
S. Kim, Shivaji, S., and E. James Whitehead, J., Kenyon-Web: Reconfigurable Web-based Feature Extractor, 17th IEEE International Conference on Program Comprehension (ICPC '09). Vancouver, BC, Canada, 2009. kim-icpc-2009.pdf (191.6 KB)
A. J. Eckert, Wegrzyn, J. L., Pande, B., Jermstad, K. D., Lee, J. M., Liechty, J. D., Tearse, B., Krutovsky, K. V., and Neale, D. B., Multilocus patterns of nucleotide diversity and divergence reveal positive selection at candidate genes related to cold hardiness in coastal Douglas Fir (Pseudotsuga menziesii var. menziesii), Genetics, vol. 183, pp. 289-98, 2009. MultiLocus TreeGenes.pdf (1.75 MB)
M. Treanor and Mateas, M., Newsgames: Procedural Rhetoric meets Political Cartoons, in Proceedings of the Digital Games Research Association, Brunel University, London, 2009. newsgames-DiGRA2009.pdf (234.04 KB)
A. Sullivan, Mateas, M., and Wardrip-Fruin, N., QuestBrowser: Making Quests Playable with Computer-Assisted Quest Design, in Proceedings of the 8th Digital Art and Culture Conference (DAC), Irvine, CA, 2009. 0011_sullivan.pdf (1.43 MB)
S. Shivaji, E. James Whitehead, J., Akella, R., and Kim, S., Reducing Features to Improve Bug Prediction., 24th IEEE/ACM International Conference on Automated Software Engineering (ASE 2009). Auckland, New Zealand, 2009. shivaji-ase09-short.pdf (109 KB)
G. Smith, Treanor, M., Whitehead, J., and Mateas, M., Rhythm-based level generation for 2D platformers, in FDG ’09: Proceedings of the 4th International Conference on Foundations of Digital Games, New York, NY, USA, 2009, pp. 175–182. smith-fdg-09.pdf (161.11 KB)
K. Hullett and Mateas, M., Scenario generation for emergency rescue training games, in FDG ’09: Proceedings of the 4th International Conference on Foundations of Digital Games, New York, NY, USA, 2009, pp. 99–106. khullett - fdg paper - final.pdf (78.21 KB)
N. Wardrip-Fruin, Carroll, J., Coover, R., Greenlee, S., McClain, A., and Shine, B., Screen, in FILE Festival 2009 Catalog, São Paulo, Brazil, 2009. nwf-P21-fileFestival.pdf (226.88 KB)
J. Skorupski, Storyboard Authoring of Plan-based Interactive Dramas, in Foundations of Digital Games Doctoral Consortium, 2009. Skorupski-FDG09-dcproposal-storyboardauthoring.pdf (1.36 MB)
P. Harrigan and Wardrip-Fruin, N., Third Person: Authoring and Exploring Vast Narratives. The MIT Press, 2009.
K. Pan, Kim, S., and Whitehead, Jr., J. E., Toward an understanding of bug fix patterns, Empirical Softw. Engg., vol. 14, pp. 286–315, 2009.
B. G. Weber and Mateas, M., A data mining approach to strategy prediction, in CIG’09: Proceedings of the 5th international conference on Computational Intelligence and Games, Piscataway, NJ, USA, 2009, pp. 140–147. cig_2009.pdf (240.93 KB)
M. J. Nelson and Mateas, M., A requirements analysis for videogame design support tools, in FDG ’09: Proceedings of the 4th International Conference on Foundations of Digital Games, New York, NY, USA, 2009, pp. 137–144. Nelson_Mateas_-_DesignSupportReqs_-_FDG09.pdf (96.52 KB)
2008
M. Romero, Pousman, Z., and Mateas, M., Alien presence in the home: the design of Tableau Machine, Personal Ubiquitous Comput., vol. 12, pp. 373–382, 2008.
M. J. Nelson and Mateas, M., Another look at search-based drama management, in AAAI’08: Proceedings of the 23rd national conference on Artificial intelligence, 2008, pp. 792–797. Nelson_Mateas_-_SBDM_-_AAAI08.pdf (212.01 KB)
Y. G. Cheong, Jhala, A., Bae, B. C., and Young, M. R., Automatically Generating Summary Visualizations from Game Logs, in AIIDE, 2008.
S. Kim, Whitehead, Jr., J. E., and Zhang, Y., Classifying Software Changes: Clean or Buggy?, IEEE Trans. Softw. Eng., vol. 34, pp. 181–196, 2008.
N. Wardrip-Fruin, A Companion to Digital Literary Studies, R. Siemens and Schreibman, S. Basil Blackwell, 2008, pp. 163-182.
N. Wardrip-Fruin, ELIZA Revisited, in Proceedings of Visionary Landscapes, Electronic Literature Organization, Vancouver, WA, 2008.
A. Stern, Embracing the Combinatorial Explosion: A Brief Prescription for Interactive Story R&D, in ICIDS ’08: Proceedings of the 1st Joint International Conference on Interactive Digital Storytelling, Berlin, Heidelberg, 2008, pp. 1–5.
A. Jhala, Exploiting Structure and Conventions of Movie Scripts for Information Retrieval and Text Mining, in ICIDS ’08: Proceedings of the 1st Joint International Conference on Interactive Digital Storytelling, Berlin, Heidelberg, 2008, pp. 210–213.
N. Wardrip-Fruin, Expressive Processing: An Experiment in Blog-Based Peer Review, in HASTAC II, University of California, Irvine, 2008.
HLT ’08: Proceedings of the 46th Annual Meeting of the Association for Computational Linguistics on Human Language Technologies. Association for Computational Linguistics, Morristown, NJ, USA, 2008.
A. Sullivan, Chen, S., and Mateas, M., Integrating Drama Management into an Adventure Game, in Proceedings of the Fourth Annual Conference on Artificial Intelligence and Interactive Digital Entertainment, 2008. aiide.2008.demo_.A92.pdf (25.69 KB)
J. Polifroni and Walker, M. A., Intensional Summaries as Cooperative Responses in Dialogue: Automation and Evaluation, in Proceedings of the 46th Annual Meeting of the Association for Computational Linguistics (ACL), Columbus, 2008.
L. Leahu, Sengers, P., and Mateas, M., Interactionist AI and the promise of ubicomp, or, how to put your box in the world without putting the world in your box, in UbiComp ’08: Proceedings of the 10th international conference on Ubiquitous computing, New York, NY, USA, 2008, pp. 134–143. ubicomp103-leahu.pdf (129.65 KB)
J. Whitehead, Introduction to game design in the large classroom, in GDCSE ’08: Proceedings of the 3rd international conference on Game development in computer science education, New York, NY, USA, 2008, pp. 61–65.
A. M. Smith and Warmuth, M. K., Learning Rotations, in Proceedings of the 12th Annual Conference on Learning Theory (COLT 08), 2008. ucsc-soe-10-08.pdf (185.25 KB)
Z. Pousman, Romero, M., Smith, A. M., and Mateas, M., Living with Tableau Machine: A Longitudinal Investigation of a Curious Domestic Intelligence, in Proceedings of the 10th International Conference on Ubiquitous Computing (UbiComp 08), 2008. pousman_romero_smith_mateas_2008.pdf (2.26 MB)
Z. Pousman, Romero, M., Smith, A. M., and Mateas, M., Living with tableau machine: a longitudinal investigation of a curious domestic intelligence, in UbiComp ’08: Proceedings of the 10th international conference on Ubiquitous computing, New York, NY, USA, 2008, pp. 370–379. Pousman_etal_-_Tableau_Machine_-_UbiComp08.pdf (2.26 MB)
A. Jhala, Rawls, C., Munilla, S., and Young, M. R., Longboard: A Sketch Based Intelligent Storyboarding Tool for Creating Machinima, in FLAIRS Conference, 2008, pp. 386–390.
S. Arteaga, Chevalier, J., Coile, A., Hill, A. W., Sali, S., Sudhakrishnan, S., and Kurniawan, S. H., Low-cost accelerometry-based posture monitoring system for stroke survivors, in Assets ’08: Proceedings of the 10th international ACM SIGACCESS conference on Computers and accessibility, New York, NY, USA, 2008, pp. 243–244.
Gupta, S., Walker, M. A., and Romano, D. M., POLLy: A Conversational System that uses a Shared, Representation to Generate Action and Social Language, in IJCNLP 2008, The Third International Joint Conference on Natural Language Processing, Hyderabad, India, 2008.
S. Kim, Zimmermann, T., Whitehead, Jr., J. E., and Zeller, A., Predicting faults from cached history, in ISEC ’08: Proceedings of the 1st India software engineering conference, New York, NY, USA, 2008, pp. 15–16.
N. Wardrip-Fruin, Reading Digital Literature: Surface, Data, Interaction, and Expressive Processing, in A Companion to Digital Literary Studies, R. Siemens and Schreibman, S. London, UK: Basil Blackwell, 2008, pp. 163-182. nwf-BC3-readingDigitalLiterature.pdf (2.34 MB)
M. J. Nelson and Mateas, M., Recombinable game mechanics for automated design support, in Proceedings of the 4th Artificial Intelligence and Interactive Digital Entertainment Conference (AIIDE), Palo Alto, California, USA, 2008. Nelson_Mateas_-_GameMechanics_-_AIIDE08.pdf (224.27 KB)
G. Ge and E. James Whitehead, J., Rhizome: A Feature Modeling and Generation Platform, 23rd IEEE/ACM International Conference on Automated Software Engineering (ASE 2008). L'Aquila, Italy, 2008. Ge_ASE08_Rhizome.pdf (141.66 KB)
G. Ge, Rhizome: a feature modeling and generation platform for software product lines, University of California at Santa Cruz, Santa Cruz, CA, USA, 2008.
M. P. Eladhari and Mateas, M., Semi-autonomous avatars in world of minds: a case study of AI-based game design, in ACE ’08: Proceedings of the 2008 International Conference on Advances in Computer Entertainment Technology, New York, NY, USA, 2008, pp. 201–208.
N. Wardrip-Fruin, Software Studies, in FILE Festival (catalog essay), São Paulo, Brazil, 2008. nwf-P18-fileSoftwareStudies-asPublished.pdf (1.42 MB)
S. Dow, MacIntyre, B., and Mateas, M., Styles of play in immersive and interactive story: case studies from a gallery installation of AR Façade, in ACE ’08: Proceedings of the 2008 International Conference on Advances in Computer Entertainment Technology, New York, NY, USA, 2008, pp. 373–380. AEL-PlayStyles-ACE08.pdf (8 MB)
A. M. Smith, Romero, M., Pousman, Z., and Mateas, M., Tableau Machine: A Creative Alien Presence, in AAAI Spring Symposium on Creative Intelligent Systems, 2008. SS08-03-013.pdf (306.82 KB)
N. Wardrip-Fruin, The Tale-Spin Effect: Toward an acknowledgement of process in digital literature, Media-Space Journal , vol. 1, no. 1, 2008.
C. R. Strong and Mateas, M., Talking with NPCs: Towards dynamic generation of discourse structures, in Proceedings of the 4th Artificial Intelligence and Interactive Digital Entertainment Conference (AIIDE), Palo Alto, California, 2008. Strong_Mateas_-_AIIDE08.pdf (176.09 KB)
N. Wardrip-Fruin, Thing 119, in Things We Think About Games, W. Hindmarch and Tidball, J. Roseville, MN: Gameplaywright Press, 2008. nwf-P20-thingsWeThink.pdf (306.27 KB)
C. Simpkins, Bhat, S., Isbell, Jr., C. L., and Mateas, M., Towards adaptive programming: integrating reinforcement learning into a programming language, in OOPSLA ’08: Proceedings of the 23rd ACM SIGPLAN conference on Object-oriented programming systems languages and applications, New York, NY, USA, 2008, pp. 603–614.
F. Mairesse and Walker, M. A., Trainable Generation of Big-Five Personality Styles through Data-driven Parameter Estimation, 46th Annual Meeting of the Association for Computational Linguistics. Columbus, 2008.
A. M. Smith, Skorupski, J., and Davis, J., Transient Rendering. UCSC-SOE-08-26, 2008. ucsc-soe-08-26.pdf (115.42 KB)
J. L. Wegrzyn, Lee, J. M., Tearse, B., and Neale, D. B., TreeGenes: A forest tree genome database, International journal of plant genomics, vol. 2008, p. 412875, 2008. TreeGenes.pdf (3.49 MB)
S. Sudhakrishnan, Madhavan, J. T., Whitehead, Jr., J. E., and Renau, J., Understanding bug fix patterns in verilog, in MSR ’08: Proceedings of the 2008 international working conference on Mining software repositories, New York, NY, USA, 2008, pp. 39–42.
P. Sengers, Boehner, K., Mateas, M., and Gay, G., The disenchantment of affect, Personal Ubiquitous Comput., vol. 12, pp. 347–358, 2008.
G. Smith, Cha, M., and Whitehead, J., A framework for analysis of 2D platformer levels, in Sandbox ’08: Proceedings of the 2008 ACM SIGGRAPH symposium on Video games, New York, NY, USA, 2008, pp. 75–80. smith-sandbox-08.pdf (772.78 KB)
J. McCoy and Mateas, M., An integrated agent for playing real-time strategy games, in AAAI’08: Proceedings of the 23rd national conference on Artificial intelligence, 2008, pp. 1313–1318. AAAI08Mccoy.pdf (199.38 KB)
M. J. Nelson and Mateas, M., An interactive game-design assistant, in IUI ’08: Proceedings of the 13th international conference on Intelligent user interfaces, New York, NY, USA, 2008, pp. 90–98. Nelson_Mateas_-_Game-Design_Assistant_-_IUI08.pdf (153.49 KB)
A. J. Eckert, Tearse, B., and Hall, B. D., A phylogeographical analysis of the range disjunction for foxtail pine (Pinus balfouriana, Pinaceae): the role of Pleistocene glaciation, Molecular Ecology, vol. 17, pp. 1983-1997, 2008. Phylogeography.pdf (314.93 KB)
2007
S. Dow, Mehta, M., MacIntyre, B., and Mateas, M., AR Fa{\c c}ade: an augmented reality interactve drama, in VRST ’07: Proceedings of the 2007 ACM symposium on Virtual reality software and technology, New York, NY, USA, 2007, pp. 215–216.
Z. Pousman, Stasko, J., and Mateas, M., Casual Information Visualization: Depictions of Data in Everyday Life, IEEE Transactions on Visualization and Computer Graphics, vol. 13, pp. 1145–1152, 2007.
J. Whitehead, Collaboration in Software Engineering: A Roadmap, in FOSE ’07: 2007 Future of Software Engineering, Washington, DC, USA, 2007, pp. 214–225.
M. Mehta, Dow, S., Mateas, M., and MacIntyre, B., Evaluating a conversation-centered interactive drama, in AAMAS ’07: Proceedings of the 6th international joint conference on Autonomous agents and multiagent systems, New York, NY, USA, 2007, pp. 1–8.
M. Mateas, Expressive Intelligence: Artificial Intelligence, Games and New Media, in AI*IA ’07: Proceedings of the 10th Congress of the Italian Association for Artificial Intelligence on AI*IA 2007, Berlin, Heidelberg, 2007, pp. 2–2.
J. Skorupski, Yee, J., McCoy, J., and Davis, J., Facial type, expression, and viseme generation, in SIGGRAPH ’07: ACM SIGGRAPH 2007 posters, New York, NY, USA, 2007, p. 34.
S. Gupta, Walker, M. A., and Romano, D. M., Generating politeness in task based interaction: an evaluation of the effect of linguistic form and culture, in ENLG ’07: Proceedings of the Eleventh European Workshop on Natural Language Generation, Morristown, NJ, USA, 2007, pp. 57–64.
S. Gupta, Walker, M. A., and Romano, D. M., How Rude Are You?: Evaluating Politeness and Affect in Interaction, in ACII ’07: Proceedings of the 2nd international conference on Affective Computing and Intelligent Interaction, Berlin, Heidelberg, 2007, pp. 203–217.
M. A. Walker, Stent, A., Mairesse, F., and Prasad, R., Individual and domain adaptation in sentence planning for dialogue, J. Artif. Int. Res., vol. 30, pp. 413–456, 2007.
F. Mairesse and Walker, M. A., PERSONAGE: Personality Generation for Dialogue, 45th Annual Meeting of the Association for Computational Linguistics. Prague, 2007.
J. T. Madhavan and Whitehead, Jr., J. E., Predicting buggy changes inside an integrated development environment, in eclipse ’07: Proceedings of the 2007 OOPSLA workshop on eclipse technology eXchange, New York, NY, USA, 2007, pp. 36–40.
S. Dow, Mehta, M., Harmon, E., MacIntyre, B., and Mateas, M., Presence and engagement in an interactive drama, in CHI ’07: Proceedings of the SIGCHI conference on Human factors in computing systems, New York, NY, USA, 2007, pp. 1475–1484.
P. Harrigan and Wardrip-Fruin, N., Second Person: Role-Playing and Story in Games and Playable Media. The MIT Press, 2007.
J. Telleen, Sullivan, A., Yee, J., Wang, O., Gunawardane, P., Collins, I., and Davis, J., Synthetic Shutter Speed Imaging, in Computer Graphics Forum - Eurographics, 2007, vol. 26, pp. 591–598.
N. Wardrip-Fruin, Utterback, C., Castiglia, C., and Wardrip-Fruin, N., Talking Cure. Bathhouse 5:1, University of Eastern Michigan, 2007.
M. J. Nelson and Mateas, M., Towards Automated Game Design, in AI*IA ’07: Proceedings of the 10th Congress of the Italian Association for Artificial Intelligence on AI*IA 2007, Berlin, Heidelberg, 2007, pp. 626–637. Nelson_Mateas_-_Automated_Game_Design_-_AIIA07.pdf (117.37 KB)
P. Zang, Mehta, M., Mateas, M., and Ram, A., Towards runtime behavior adaptation for embodied characters, in IJCAI’07: Proceedings of the 20th international joint conference on Artifical intelligence, San Francisco, CA, USA, 2007, pp. 1557–1562.
F. Mairesse, Walker, M. A., Mehl, M., and Moore, R., Using Linguistic Cues for the Automatic Recognition of Personality in Conversation and Text, Journal of Artificial Intelligence Research, vol. 30, pp. 457-500, 2007.
J. Skorupski, Jayapalan, L., Marquez, S., and Mateas, M., Wide ruled: a friendly interface to author-goal based story generation, in ICVS’07: Proceedings of the 4th international conference on Virtual storytelling, Berlin, Heidelberg, 2007, pp. 26–37. skorupski_icvs2007_wideruled.pdf (5.25 MB)
S. Bhat, Roberts, D. L., Nelson, M. J., Isbell, C. L., and Mateas, M., A globally optimal algorithm for TTD-MDPs, in AAMAS ’07: Proceedings of the 6th international joint conference on Autonomous agents and multiagent systems, New York, NY, USA, 2007, pp. 1–8. Bhat_etal_-_Optimal_TTD-MDP_-_AAMAS07.pdf (152.34 KB)
R. Higashinaka, Walker, M. A., and Prasad, R., An unsupervised method for learning generation dictionaries for spoken dialogue systems by mining user reviews, ACM Trans. Speech Lang. Process., vol. 4, p. 8, 2007.
2006
S. Kim, Adaptive bug prediction by analyzing project history, University of California at Santa Cruz, Santa Cruz, CA, USA, 2006.
J. Polifroni and Walker, M. A., An Analysis of Automatic Content Selection Algorithms for Spoken Dialogue System Summaries, in IEEE/ACL, Aruba, 2006.
M. J. Nelson, Ashmore, C., and Mateas, M., Authoring an interactive narrative with declarative optimization-based drama management, in Proceedings of the 2nd Artificial Intelligence and Interactive Digital Entertainment Conference (AIIDE), Marina del Rey, California, 2006, pp. 127-129. Nelson_Ashmore_Mateas_-_Authoring_DODM_-_AIIDE06.pdf (42.37 KB)
F. Mairesse and Walker, M. A., Automatic Recognition of Personality in Conversation, HLT-NAACL 2006: Proceedings of the Human Language Technology Conference of the NAACL, Companion Volume: Short Papers on XX. Association for Computational Linguistics, New York, NY, 2006.
K. Pan, Kim, S., and Whitehead, Jr., J. E., Bug Classification Using Program Slicing Metrics, in SCAM ’06: Proceedings of the Sixth IEEE International Workshop on Source Code Analysis and Manipulation, Washington, DC, USA, 2006, pp. 31–42.
A. Jhala, Darshak: an intelligent cinematic camera planning system, in AAAI’06: proceedings of the 21st national conference on Artificial intelligence, 2006, pp. 1918–1919.
M. J. Nelson, Mateas, M., Roberts, D. L., and Isbell Jr., C. L., Declarative Optimization-Based Drama Management in Interactive Fiction, IEEE Comput. Graph. Appl., vol. 26, pp. 32–41, 2006. Nelson_etal_-_DODM_-_IEEE-CGA06.pdf (147.36 KB)
N. Wardrip-Fruin, Expressive processing: on the process-intensive literature and digital media, Brown University, Providence, RI, USA, 2006.
N. Wardrip-Fruin and Harrigan, P., First Person: New Media as Story, Performance, and Game. The MIT Press, 2006.
J. Murray, Bogost, I., Mateas, M., and Nitsche, M., Game Design Education: Integrating Computation and Culture, Computer, vol. 39, pp. 43–51, 2006.
S. Kim and Whitehead, Jr., J. E., How long did it take to fix bugs?, in MSR ’06: Proceedings of the 2006 international workshop on Mining software repositories, New York, NY, USA, 2006, pp. 173–174.
S. Dow, Mehta, M., Lausier, A., MacIntyre, B., and Mateas, M., Initial lessons from AR Fa{\c c}ade, an interactive augmented reality drama, in ACE ’06: Proceedings of the 2006 ACM SIGCHI international conference on Advances in computer entertainment technology, New York, NY, USA, 2006, p. 28.
J. Polifroni and Walker, M. A., Learning Database Content for Spoken Dialogue System Design, in Proceedings of the International Conference on Language Resources and Evaluation (LREC)2006, Genoa, 2006.
R. Higashinaka, Prasad, R., and Walker, M. A., Learning to Generate Naturalistic Utterances Using Reviews in Spoken Dialogue Systems, in COLING-ACL, Australia, 2006.
R. Higashinaka, Prasad, R., and Walker, M. A., Learning to generate naturalistic utterances using reviews in spoken dialogue systems, in ACL-44: Proceedings of the 21st International Conference on Computational Linguistics and the 44th annual meeting of the Association for Computational Linguistics, Morristown, NJ, USA, 2006, pp. 265–272.
S. Kim, Pan, K., and Whitehead, Jr., J. E., Micro pattern evolution, in MSR ’06: Proceedings of the 2006 international workshop on Mining software repositories, New York, NY, USA, 2006, pp. 40–46.
T. Zimmermann, Kim, S., Zeller, A., and Whitehead, Jr., J. E., Mining version archives for co-changed lines, in MSR ’06: Proceedings of the 2006 international workshop on Mining software repositories, New York, NY, USA, 2006, pp. 72–75.
K. Compton and Mateas, M., Procedural level design for platform games, in Proceedings of the 2nd Artificial Intelligence and Interactive Digital Entertainment Conference (AIIDE), Marina del Rey, California, 2006, pp. 109-111.
S. Kim, Whitehead, Jr., J. E., and Bevan, Jr., J., Properties of Signature Change Patterns, in ICSM ’06: Proceedings of the 22nd IEEE International Conference on Software Maintenance, Washington, DC, USA, 2006, pp. 4–13.
M. J. Nelson, Roberts, D. L., Isbell, C. L., and Mateas, M., Reinforcement learning for declarative optimization-based drama management, in AAMAS ’06: Proceedings of the fifth international joint conference on Autonomous agents and multiagent systems, New York, NY, USA, 2006, pp. 775–782. Nelson_etal_-_RL_for_DODM_-_AAMAS06.pdf (136.6 KB)
A. Jhala and Young, M. R., Representational Requirements for a Plan Based Approach to Automated Camera Control, in AIIDE, 2006, pp. 36–41.
E. Barker, Higashinaka, R., Mairesse, F., Robert Gaizauskas,, Walker, M. A., and Foster, J., Simulating Cub Reporter Dialogues: The collection of naturalistic human-human dialogues for information access to text archives, in Proceedings of the International Conference on Language Resources and Evaluation (LREC), Genoa, 2006.
J. L. Bevan, Software instability analysis: co-change analysis across configuration-based dependence relationships, University of California at Santa Cruz, Santa Cruz, CA, USA, 2006.
S. Kim, Zimmermann, T., Kim, M., Hassan, A., Mockus, A., Girba, T., Pinzger, M., Whitehead, Jr., J. E., and Zeller, A., TA-RE: an exchange language for mining software repositories, in MSR ’06: Proceedings of the 2006 international workshop on Mining software repositories, New York, NY, USA, 2006, pp. 22–25.
M. Romero, Pousman, Z., and Mateas, M., Tableau machine: an alien presence in the home, in CHI ’06: CHI ’06 extended abstracts on Human factors in computing systems, New York, NY, USA, 2006, pp. 1265–1270.
D. L. Roberts, Nelson, M. J., Isbell, C. L., Mateas, M., and Littman, M. L., Targeting specific distributions of trajectories in MDPs, in AAAI’06: proceedings of the 21st national conference on Artificial intelligence, 2006, pp. 1213–1218. Roberts_etal_-_TTD-MDP_-_AAAI06.pdf (130.52 KB)
K. Pan, Using evolution patterns to find duplicated bugs, University of California at Santa Cruz, Santa Cruz, CA, USA, 2006.
F. Mairesse and Walker, M. A., Words Mark the Nerds: Computational Models of Personality Recognition through Language, 28th Annual Conference of the Cognitive Science Society. Vancouver, 2006.
S. Bhat, Isbell, Jr., C. L., and Mateas, M., On the difficulty of modular reinforcement learning for real-world partial programming, in Proceedings of the 21st National Conference on Artificial Intelligence (AAAI), Boston, MA, 2006.
2005
S. Kim, Whitehead, Jr., J. E., and Bevan, Jr., J., Analysis of signature change patterns, in MSR ’05: Proceedings of the 2005 international workshop on Mining software repositories, New York, NY, USA, 2005, pp. 1–5.
R. Higashinaka, Prasad, R., and Walker, M. A., Augmenting Variation of System Utterances using Corpora in Spoken Dialogue Systems, in IEEE Automatic Speech Recognition and Understanding (ASRU), Puerto Rico, 2005.
G. Ge and Whitehead, Jr., J. E., Automatic generation of rule-based software configuration management systems, in ICSE ’05: Proceedings of the 27th international conference on Software engineering, New York, NY, USA, 2005, pp. 659–659.
G. Ge and Whitehead, Jr., J. E., Bamboo: an architecture modeling and code generation framework for configuration management systems, in ASE ’05: Proceedings of the 20th IEEE/ACM international Conference on Automated software engineering, New York, NY, USA, 2005, pp. 427–428.
M. Mateas and Stern, A., Build it to understand it: Ludology meets narratology in game design space, in Proceedings of the 2005 Digital Games Research Association Conference (DiGRA), Vancouver, Canada, 2005. MateasSternDIGRA05.pdf (77.81 KB)
M. A. Walker, Can We Talk? Methods for Evaluation and Training of Spoken Dialogue System, Language Resources and Evaluation, vol. 39, pp. 65-75, 2005.
S. Becker, Greenlee, S., Lemmerman, D., McGuire, M., Musurca, N., and Wardrip-Fruin, N., Cave writing: toward a platform for literary immersive VR, in SIGGRAPH ’05: ACM SIGGRAPH 2005 Sketches, New York, NY, USA, 2005, p. 113.
C. Fernández-Vara, Zagal, J., and Mateas, M., Evolution of space configuration in videogames, in Proceedings of the 2005 Digital Games Research Association Conference (DiGRA), Vancouver, Canada, 2005.
J. Bevan, Jr., Whitehead, Jr., J. E., Kim, S., and Godfrey, M., Facilitating software evolution research with kenyon, in ESEC/FSE-13: Proceedings of the 10th European software engineering conference held jointly with 13th ACM SIGSOFT international symposium on Foundations of software engineering, New York, NY, USA, 2005, pp. 177–186.
P. W. Jordan and Walker, M. A., Learning content selection rules for generating object descriptions in dialogue, J. Artif. Int. Res., vol. 24, pp. 157–194, 2005.
F. Mairesse and Walker, M. A., Learning to Personalize Spoken Generation for Dialogue Systems, in Proceedings of Interspeech'2005 - Eurospeech: 9th European Conference on Speech Communication and Technology, Lisbon, 2005, pp. 1881-1884.
L. Dusseault and Whitehead, J., Open Calendar Sharing and Scheduling with CalDAV, IEEE Internet Computing, vol. 9, pp. 81–89, 2005.
N. Wardrip-Fruin, Playable Media and Textual Instruments, Dichtung Digital , vol. 2005, no. 1, 2005.
R. L. Knickmeyer and Mateas, M., Preliminary evaluation of the interactive drama facade, in CHI ’05: CHI ’05 extended abstracts on Human factors in computing systems, New York, NY, USA, 2005, pp. 1549–1552. KnickmeyerMateasCHI2005.pdf (93.01 KB)
M. J. Nelson and Mateas, M., Search-based drama management in the interactive fiction Anchorhead, in Proceedings of the First Artificial Intelligence and Interactive Digital Entertainment Conference (AIIDE), Marina del Rey, California, 2005. Nelson_Mateas_-_SBDM_-_AIIDE05.pdf (395.86 KB)
M. Mateas and Stern, A., Structuring content in the Facade interactive drama architecture, in Proceedings of the First Artificial Intelligence and Interactive Digital Entertainment Conference (AIIDE), Marina del Rey, California, 2005. MateasSternAIIDE05.pdf (85.04 KB)
K. Pan, Whitehead, Jr., J. E., and Ge, G., Textual and behavioral views of function changes, in TEFSE ’05: Proceedings of the 3rd international workshop on Traceability in emerging forms of software engineering, New York, NY, USA, 2005, pp. 8–13.
A. Jhala, William, B., and Young, M. R., Towards an intelligent storyboarding tool for 3D games, in (to appear) ACM Advanced in Computer Entertainment 2005, 2005.
J. Zagal, Mateas, M., Fernández-Vara, C., Hochhalter, B., and Lichti, N., Towards an ontological language for game analysis, in Proceedings of the 2005 Digital Games Research Association Conference (DiGRA), Vancouver, Canada, 2005. OntologyDIGRA2005.pdf (96.59 KB)
J. Whitehead, WebDAV: Versatile Collaboration Multiprotocol, IEEE Internet Computing, vol. 9, pp. 66–74, 2005.
S. Kim, Pan, K., and Whitehead, Jr., J. E., When Functions Change Their Names: Automatic Detection of Origin Relationships, in WCRE ’05: Proceedings of the 12th Working Conference on Reverse Engineering, Washington, DC, USA, 2005, pp. 143–152.
M. D. Hansen, An analysis of the diagrammatic visual data querying domain, University of California at Santa Cruz, Santa Cruz, CA, USA, 2005.
M. Mateas and Montfort, N., A box, darkly: Obfuscated code, weird languages, and code aesthetics, in Proceedings of the 2005 Digital Arts and Culture Conference, Copenhagen, Denmark, 2005, pp. 144-153. a_box_darkly.pdf (384.74 KB)
A. Jhala and Young, M. R., A discourse planning approach to cinematic camera control for narratives in virtual environments, in AAAI’05: Proceedings of the 20th national conference on Artificial intelligence, 2005, pp. 307–312.

Pages

This publication list highlights the broad impact of center members on technical research in games and playable media. Center members have authored books with presses including Springer, The MIT Press, Wiley Publishing, and O’Reilly Media. They have published articles in journals including the Journal of Artificial Intelligence Research, IEEE Intelligent Systems, and Personal Ubiquitous Computing. Center members have also presented papers at conferences such as ACM Hypertext, Computational Intelligence and Games, Computational Linguistics, Foundations of Digital Games, Intelligent Narrative Technologies, and the International Conference on Software Engineering. List of authors