Publications
Filters: Author is Mateas, Michael [Clear All Filters]
"Prom Week: Designing past the game/story dilemma",
Proceedings of the 8th International Conference on Foundations of Digital Games: ACM, 2013.
Download: Prom Week FDG 2013.pdf (660.7 KB)
"A Case Study of Expressively Constrainable Level Design Automation Tools for a Puzzle Game",
Foundations of Digital Games 2012, Raleigh, NC, 2012.
Download: fdg2012generation.pdf (1.3 MB)
"The design of Mismanor: creating a playable quest-based story game",
Proceedings of the International Conference on the Foundations of Digital Games: ACM, pp. 180–187, 2012.
"Game-O-Matic: Generating Videogames that Represent Ideas",
Procedural Content Generation Workshop at the Foundations of Digital Games Conference, 2012.
Download: Game-O-Matic (PCG2012).pdf (793.33 KB)
"Lessons Learned From a Rational Reconstruction of Minstrel",
Twenty-Sixth AAAI Conference on Artificial Intelligence, Toronto, Ontario, Canada, 2012.
Download: lessons_learned_from_RR_of_M-AAAI2012.pdf (251.02 KB)
"The Micro-Rhetorics of Game-O-Matic",
The Foundations of Digital Games Conference, 2012.
Download: Micro-Rhetorics.pdf (381.6 KB)
"Extending CRPGs as an Interactive Storytelling Form",
Proceedings of the The Fourth International Conference on Interactive Digital Storytelling (ICIDS 2011), Vancouver, BC, Canada, November, 2011.
Download: final65.pdf (310.51 KB)
"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, issue 3, 09/2011.
Download: smith-tanagra-tciaig.pdf (1.69 MB)
"Modeling Player Retention in Madden NFL 11",
Innovative Applications of Artificial Intelligence (IAAI), San Francisco, CA, AAAI Press, 08/2011.
"Using Data Mining to Model Player Experience",
FDG Workshop on Evaluating Player Experience in Games, Bordeaux, France, ACM, 06/2011.
"Answer Set Programming for Procedural Content Generation: A Design Space Approach",
Computational Intelligence and AI in Games, IEEE Transactions on, vol. 3, no. 3, pp. 187–200, 2011.
Download: tciaig-asp4pcg.pdf (634.14 KB)
"Building Human-Level AI for Real-Time Strategy Games",
Proceedings of the AAAI Fall Symposium on Advances in Cognitive Systems, San Francisco, California, AAAI Press, 2011.
Download: weber-acs2011.pdf (496.23 KB)
"BurgerTime: A Proceduralist Investigation",
Conference of the Digital Games Research Association - DIGRA 2011, Hilversum, The Netherlands, 2011.
Download: Treanor_BurgerTime (final submission).pdf (260.35 KB)
"Experimental Results from a Rational Reconstruction of Minstrel",
Second International Conference on Computational Creativity, Mexico City, Mexico, pp. 54–59, 2011.
Download: tearse_iccc11.pdf (1.15 MB)
"Knowledge-Level Creativity in Game Design",
Proceedings of the Second International Conference on Computational Creativity (ICCC 11), 2011.
Download: iccc11-rational_curiosity.pdf (632.44 KB)
"Making Quests Playable: Choices, CRPGs, and the Grail Framework",
Leonardo Electronic Almanac, vol. 17, no. 2, pp. 140–152, 2011.
Download: LEA_02_1410_10.pdf (789.88 KB)
"Making Quests Playable: Choices, CRPGs, and the Grail Framework",
Leonardo Electronic Almanac, 2011.
"A Particle Model for State Estimation in Real-Time Strategy Games",
Proceedings of AIIDE, Stanford, Palo Alto, California, AAAI Press, pp. 103–108, 2011.
Download: weber-aiide2011.pdf (689.09 KB)
"Proceduralist Readings: How to find meaning in games with graphical logics",
Proceedings of Foundations of Digital Games - FDG 2011, Bordeaux, France, 2011.
Download: Proceduralist Readings (camera ready).pdf (153.16 KB)
"Say it with systems: expanding Kodu's expressive power through gender-inclusive mechanics",
Proceedings of the 6th International Conference on Foundations of Digital Games, Bordeaux, France, ACM, pp. 227–234, 2011.
Download: p227-fristoe.pdf (191.66 KB)
"Towards Knowledge-Oriented Creativity Support in Game Design",
Proceedings of the Second International Conference on Computational Creativity (ICCC 11), 2011.
Download: iccc11-pattern_language.pdf (506.77 KB)
"Authoring Game-based Interactive Narrative using Social Games and Comme il Faut",
Proceedings of the 4th International Conference & Festival of the Electronic Literature Organization: Archive & Innovate (ELO 2010), Providence, Rhode Island, USA, June, 2010.
Download: TheProm-ELOAI.pdf (241.13 KB)
"Applying Goal-Driven Autonomy to StarCraft",
Artificial Intelligence and Interactive Digital Entertainment (AIIDE), 2010.
Download: gda_aiide2010.pdf (420.08 KB)
"Case-Based Goal Formulation",
AAAI 2010 Workshop on Goal-Driven Autonomy (AAAI-GDA), 2010.
Download: weber_goalformulation.pdf (216.04 KB)
"Comme il Faut 2: a fully realized model for socially-oriented gameplay",
INT3 ’10: Proceedings of the Intelligent Narrative Technologies III Workshop, New York, NY, USA, ACM, pp. 1–8, 2010.
Download: CiF-FDG2010-IntelligentNarrativeTechnologies3.pdf (533.32 KB)
"Kaboom! is a many-splendored thing: an interpretation and design methodology for message-driven games using graphical logics",
FDG ’10: Proceedings of the Fifth International Conference on the Foundations of Digital Games, New York, NY, USA, ACM, pp. 224–231, 2010.
Download: KaboomFDG.pdf (312.24 KB)
"Ludocore: A Logical Game Engine for Modeling Videogames",
IEEE Conference on Computational Intelligence and Games (CIG), 2010.
Download: ieeecig10_ludocore.pdf (291.81 KB)
"Ludocore: A Logical Game Engine For Modeling Videogames",
Proceedings of the IEEE Conference on Computational Intelligence and Games (CIG 2010), 2010.
Download: ieeecig10_ludocore.pdf (291.81 KB)
"MINSTREL Remixed: a rational reconstruction",
INT3 ’10: Proceedings of the Intelligent Narrative Technologies III Workshop, New York, NY, USA, ACM, pp. 1–7, 2010.
"Novice-friendly Authoring of Plan-based Interactive Storyboards",
Artificial Intelligence and Interactive Digital Entertainment (AIIDE 2010), 2010.
Download: SkorupskiMateas_AIIDE2010_final.pdf (931.08 KB)
"Procedural Level Generation using Occupancy-Regulated Extension",
2010 IEEE Conference on Computational Intelligence and Games, Copenhagen, Denmark, IEEE, 2010.
Download: cig10_043CP2_115.pdf (454.79 KB)
"Reactive Planning Idioms for Multi-Scale Game AI",
IEEE Conference on Computational Intelligence in Games (CIG), 2010.
Download: weber_cig2010.pdf (167.83 KB)
"RoleModel: towards a formal model of dramatic roles for story generation",
INT3 ’10: Proceedings of the Intelligent Narrative Technologies III Workshop, New York, NY, USA, ACM, pp. 1–8, 2010.
"Rules of engagement: moving beyond combat-based quests",
Proceedings of Foundations of Digital Games, Intelligent Narrative Technologies III Workshop, Monterey, CA, 2010.
"Tanagra: a mixed-initiative level design tool",
FDG ’10: Proceedings of the Fifth International Conference on the Foundations of Digital Games, New York, NY, USA, ACM, pp. 209–216, 2010.
Download: smith-tanagra-fdg10.pdf (1.02 MB)
"Variations Forever: Flexibly Generating Rulesets from a Sculptable Design Space of Mini-Games",
IEEE Conference on Computational Intelligence and Games (CIG), 2010.
Download: ieeecig20_vf.pdf (690 KB)
"Variations Forever: Flexibly Generating Rulesets from a Sculptable Design Space of Mini-Games",
Proceedings of the IEEE Conference on Computational Intelligence and Games (CIG 2010), 2010.
Download: ieeecig20_vf.pdf (690 KB)
"Eliza meets the wizard-of-oz: evaluating social acceptability",
CHI ’10: Proceedings of the 28th international conference on Human factors in computing systems, New York, NY, USA, ACM, pp. 547–556, 2010.
"Playing with words: from intuition to evaluation of game dialogue interfaces",
FDG ’10: Proceedings of the Fifth International Conference on the Foundations of Digital Games, New York, NY, USA, ACM, pp. 179–186, 2010.
"Agency Reconsidered",
Proceedings of the Digital Games Research Association, 6 Brunel University, London, September, 2009.
Download: nwf-C7-digra09-agency.pdf (220.38 KB)
"Defining Operational Logics",
Proceedings of the Digital Games Research Association, Brunel University, London, September, 2009.
Download: Mateas Wardrip-Fruin DIGRA 2009.pdf (233.01 KB)
"Newsgames: Procedural Rhetoric meets Political Cartoons",
Proceedings of the Digital Games Research Association, Brunel University, London, September, 2009.
Download: newsgames-DiGRA2009.pdf (234.04 KB)
"Comme il Faut: A System for Simulating Social Games Between Autonomous Characters",
Proceedings of the 8th Digital Art and Culture Conference (DAC), Irvine, CA, December 12-15, 2009.
Download: CognitionAndCreativity-JoshMcCoy-DAC09-Revised_0.pdf (506.51 KB)
"Interactive Story Generation for Writers: Lessons Learned from the Wide Ruled Authoring Tool",
Proceedings of the 8th Digital Art and Culture Conference (DAC), Irvine, CA, December 12-15, 2009.
Download: Skorupski_DAC09_WideRuledLessonsLearned.pdf (526.94 KB)
"QuestBrowser: Making Quests Playable with Computer-Assisted Quest Design",
Proceedings of the 8th Digital Art and Culture Conference (DAC), Irvine, CA, December 12-15, 2009.
Download: 0011_sullivan.pdf (1.43 MB)
"Case-Based Reasoning for Build Order in Real-Time Strategy Games",
Artificial Intelligence and Interactive Digital Entertainment (AIIDE 2009), 10/2009.
Download: bweber_aiide_09.pdf (80.96 KB)
"Computational Support for Play Testing Game Sketches",
Artificial Intelligence and Interactive Digital Entertainment Confernece (AIIDE), 2009.
Download: Smith_Nelson_Mateas_-_Play_Testing_-_AIIDE09.pdf (220.75 KB)
"Computational Support for Play Testing Game Sketches",
Proceedings of the 5th Artificial Intelligence for Interactive Digital Entertainment Conference (AIIDE 2009), 2009.
Download: Smith_Nelson_Mateas_-_Play_Testing_-_AIIDE09.pdf (220.75 KB)
"Conceptual Neighborhoods for Retrieval in Case-Based Reasoning",
ICCBR ’09: Proceedings of the 8th International Conference on Case-Based Reasoning, Berlin, Heidelberg, Springer-Verlag, pp. 343–357, 2009.
Download: iccbr_2009.pdf (159.38 KB)
"A data mining approach to strategy prediction",
CIG’09: Proceedings of the 5th international conference on Computational Intelligence and Games, Piscataway, NJ, USA, IEEE Press, pp. 140–147, 2009.
Download: cig_2009.pdf (240.93 KB)
"Evaluating the Authorial Leverage of Drama Management",
Association for the Advancement of Artificial Intelligence, Spring Symposium, 2009.
"From Abstraction to Reality: Integrating Drama Management into a Playable Game Experience",
Proceeding of the AAAI 2009 Spring Symposium, 2009.
"A requirements analysis for videogame design support tools",
FDG ’09: Proceedings of the 4th International Conference on Foundations of Digital Games, New York, NY, USA, ACM, pp. 137–144, 2009.
Download: Nelson_Mateas_-_DesignSupportReqs_-_FDG09.pdf (96.52 KB)
"Rhythm-based level generation for 2D platformers",
FDG ’09: Proceedings of the 4th International Conference on Foundations of Digital Games, New York, NY, USA, ACM, pp. 175–182, 2009.
Download: smith-fdg-09.pdf (161.11 KB)
"Scenario generation for emergency rescue training games",
FDG ’09: Proceedings of the 4th International Conference on Foundations of Digital Games, New York, NY, USA, ACM, pp. 99–106, 2009.
Download: khullett - fdg paper - final.pdf (78.21 KB)
"Al isn’t just for players: AI-based authoring tools",
CIG’09: Proceedings of the 5th international conference on Computational Intelligence and Games, Piscataway, NJ, USA, IEEE Press, pp. 1–1, 2009.
"Beep! Beep! Boom!: towards a planning model of Coyote and Road Runner cartoons",
FDG ’09: Proceedings of the 4th International Conference on Foundations of Digital Games, New York, NY, USA, ACM, pp. 145–152, 2009.
"Generative conversation tool for game writers",
FDG ’09: Proceedings of the 4th International Conference on Foundations of Digital Games, New York, NY, USA, ACM, pp. 183–190, 2009.
"Intelligent Interactive-Stories: Theory versus Practice",
Game Developers Conference, 2009.
"Inventing the Future of Story AI for Games",
Digital Humanities Conference, 2009.
"Talking with NPCs: Towards dynamic generation of discourse structures",
Proceedings of the 4th Artificial Intelligence and Interactive Digital Entertainment Conference (AIIDE), Palo Alto, California, October, 2008.
Download: Strong_Mateas_-_AIIDE08.pdf (176.09 KB)
"Tableau Machine: A Creative Alien Presence",
AAAI Spring Symposium on Creative Intelligent Systems, March, 2008.
Download: SS08-03-013.pdf (306.82 KB)
"Another look at search-based drama management",
AAAI’08: Proceedings of the 23rd national conference on Artificial intelligence: AAAI Press, pp. 792–797, 2008.
Download: Nelson_Mateas_-_SBDM_-_AAAI08.pdf (212.01 KB)
"An integrated agent for playing real-time strategy games",
AAAI’08: Proceedings of the 23rd national conference on Artificial intelligence: AAAI Press, pp. 1313–1318, 2008.
Download: AAAI08Mccoy.pdf (199.38 KB)
"Integrating Drama Management into an Adventure Game",
Proceedings of the Fourth Annual Conference on Artificial Intelligence and Interactive Digital Entertainment: AAAI Press, 2008.
Download: aiide.2008.demo_.A92.pdf (25.69 KB)
"Interactionist AI and the promise of ubicomp, or, how to put your box in the world without putting the world in your box",
UbiComp ’08: Proceedings of the 10th international conference on Ubiquitous computing, New York, NY, USA, ACM, pp. 134–143, 2008.
Download: ubicomp103-leahu.pdf (129.65 KB)
"An interactive game-design assistant",
IUI ’08: Proceedings of the 13th international conference on Intelligent user interfaces, New York, NY, USA, ACM, pp. 90–98, 2008.
Download: Nelson_Mateas_-_Game-Design_Assistant_-_IUI08.pdf (153.49 KB)
"Living with tableau machine: a longitudinal investigation of a curious domestic intelligence",
UbiComp ’08: Proceedings of the 10th international conference on Ubiquitous computing, New York, NY, USA, ACM, pp. 370–379, 2008.
Download: Pousman_etal_-_Tableau_Machine_-_UbiComp08.pdf (2.26 MB)
"Living with Tableau Machine: A Longitudinal Investigation of a Curious Domestic Intelligence",
Proceedings of the 10th International Conference on Ubiquitous Computing (UbiComp 08), 2008.
Download: pousman_romero_smith_mateas_2008.pdf (2.26 MB)
"Recombinable game mechanics for automated design support",
Proceedings of the 4th Artificial Intelligence and Interactive Digital Entertainment Conference (AIIDE), Palo Alto, California, USA, 2008.
Download: Nelson_Mateas_-_GameMechanics_-_AIIDE08.pdf (224.27 KB)
"Styles of play in immersive and interactive story: case studies from a gallery installation of AR Façade",
ACE ’08: Proceedings of the 2008 International Conference on Advances in Computer Entertainment Technology, New York, NY, USA, ACM, pp. 373–380, 2008.
Download: AEL-PlayStyles-ACE08.pdf (8 MB)
"Alien presence in the home: the design of Tableau Machine",
Personal Ubiquitous Comput., vol. 12, no. 5, London, UK, Springer-Verlag, pp. 373–382, 2008.
"Automatically Generating Summary Visualizations from Game Logs",
AIIDE: The AAAI Press, 2008.
"The disenchantment of affect",
Personal Ubiquitous Comput., vol. 12, no. 5, London, UK, Springer-Verlag, pp. 347–358, 2008.
"Semi-autonomous avatars in world of minds: a case study of AI-based game design",
ACE ’08: Proceedings of the 2008 International Conference on Advances in Computer Entertainment Technology, New York, NY, USA, ACM, pp. 201–208, 2008.
"Towards adaptive programming: integrating reinforcement learning into a programming language",
OOPSLA ’08: Proceedings of the 23rd ACM SIGPLAN conference on Object-oriented programming systems languages and applications, New York, NY, USA, ACM, pp. 603–614, 2008.
"A globally optimal algorithm for TTD-MDPs",
AAMAS ’07: Proceedings of the 6th international joint conference on Autonomous agents and multiagent systems, New York, NY, USA, ACM, pp. 1–8, 2007.
Download: Bhat_etal_-_Optimal_TTD-MDP_-_AAMAS07.pdf (152.34 KB)
"Towards Automated Game Design",
AI*IA ’07: Proceedings of the 10th Congress of the Italian Association for Artificial Intelligence on AI*IA 2007, Berlin, Heidelberg, Springer-Verlag, pp. 626–637, 2007.
Download: Nelson_Mateas_-_Automated_Game_Design_-_AIIA07.pdf (117.37 KB)
"Wide ruled: a friendly interface to author-goal based story generation",
ICVS’07: Proceedings of the 4th international conference on Virtual storytelling, Berlin, Heidelberg, Springer-Verlag, pp. 26–37, 2007.
Download: skorupski_icvs2007_wideruled.pdf (5.25 MB)
"AR Fa{\c c}ade: an augmented reality interactve drama",
VRST ’07: Proceedings of the 2007 ACM symposium on Virtual reality software and technology, New York, NY, USA, ACM, pp. 215–216, 2007.
"Casual Information Visualization: Depictions of Data in Everyday Life",
IEEE Transactions on Visualization and Computer Graphics, vol. 13, no. 6, Piscataway, NJ, USA, IEEE Educational Activities Department, pp. 1145–1152, 2007.
"Evaluating a conversation-centered interactive drama",
AAMAS ’07: Proceedings of the 6th international joint conference on Autonomous agents and multiagent systems, New York, NY, USA, ACM, pp. 1–8, 2007.
"Expressive Intelligence: Artificial Intelligence, Games and New Media",
AI*IA ’07: Proceedings of the 10th Congress of the Italian Association for Artificial Intelligence on AI*IA 2007, Berlin, Heidelberg, Springer-Verlag, pp. 2–2, 2007.
"Presence and engagement in an interactive drama",
CHI ’07: Proceedings of the SIGCHI conference on Human factors in computing systems, New York, NY, USA, ACM, pp. 1475–1484, 2007.
"Towards runtime behavior adaptation for embodied characters",
IJCAI’07: Proceedings of the 20th international joint conference on Artifical intelligence, San Francisco, CA, USA, Morgan Kaufmann Publishers Inc., pp. 1557–1562, 2007.
"Authoring an interactive narrative with declarative optimization-based drama management",
Proceedings of the 2nd Artificial Intelligence and Interactive Digital Entertainment Conference (AIIDE), Marina del Rey, California, pp. 127-129, June, 2006.
Download: Nelson_Ashmore_Mateas_-_Authoring_DODM_-_AIIDE06.pdf (42.37 KB)
"Procedural level design for platform games",
Proceedings of the 2nd Artificial Intelligence and Interactive Digital Entertainment Conference (AIIDE), Marina del Rey, California, pp. 109-111, June, 2006.
"On the difficulty of modular reinforcement learning for real-world partial programming",
Proceedings of the 21st National Conference on Artificial Intelligence (AAAI), Boston, MA, July, 2006.
"Declarative Optimization-Based Drama Management in Interactive Fiction",
IEEE Comput. Graph. Appl., vol. 26, no. 3, Los Alamitos, CA, USA, IEEE Computer Society Press, pp. 32–41, 2006.
Download: Nelson_etal_-_DODM_-_IEEE-CGA06.pdf (147.36 KB)
"Reinforcement learning for declarative optimization-based drama management",
AAMAS ’06: Proceedings of the fifth international joint conference on Autonomous agents and multiagent systems, New York, NY, USA, ACM, pp. 775–782, 2006.
Download: Nelson_etal_-_RL_for_DODM_-_AAMAS06.pdf (136.6 KB)
"Targeting specific distributions of trajectories in MDPs",
AAAI’06: proceedings of the 21st national conference on Artificial intelligence: AAAI Press, pp. 1213–1218, 2006.
Download: Roberts_etal_-_TTD-MDP_-_AAAI06.pdf (130.52 KB)
"Game Design Education: Integrating Computation and Culture",
Computer, vol. 39, no. 6, Los Alamitos, CA, USA, IEEE Computer Society Press, pp. 43–51, 2006.
"Initial lessons from AR Fa{\c c}ade, an interactive augmented reality drama",
ACE ’06: Proceedings of the 2006 ACM SIGCHI international conference on Advances in computer entertainment technology, New York, NY, USA, ACM, pp. 28, 2006.
"Tableau machine: an alien presence in the home",
CHI ’06: CHI ’06 extended abstracts on Human factors in computing systems, New York, NY, USA, ACM, pp. 1265–1270, 2006.
"Build it to understand it: Ludology meets narratology in game design space",
Proceedings of the 2005 Digital Games Research Association Conference (DiGRA), Vancouver, Canada, June, 2005.
Download: MateasSternDIGRA05.pdf (77.81 KB)
"Evolution of space configuration in videogames",
Proceedings of the 2005 Digital Games Research Association Conference (DiGRA), Vancouver, Canada, June, 2005.
"Search-based drama management in the interactive fiction Anchorhead",
Proceedings of the First Artificial Intelligence and Interactive Digital Entertainment Conference (AIIDE), Marina del Rey, California, June, 2005.
Download: Nelson_Mateas_-_SBDM_-_AIIDE05.pdf (395.86 KB)
"Structuring content in the Facade interactive drama architecture",
Proceedings of the First Artificial Intelligence and Interactive Digital Entertainment Conference (AIIDE), Marina del Rey, California, June, 2005.
Download: MateasSternAIIDE05.pdf (85.04 KB)
"Towards an ontological language for game analysis",
Proceedings of the 2005 Digital Games Research Association Conference (DiGRA), Vancouver, Canada, June, 2005.
Download: OntologyDIGRA2005.pdf (96.59 KB)
"A box, darkly: Obfuscated code, weird languages, and code aesthetics",
Proceedings of the 2005 Digital Arts and Culture Conference, Copenhagen, Denmark, pp. 144-153, December, 2005.
Download: a_box_darkly.pdf (384.74 KB)
"Preliminary evaluation of the interactive drama facade",
CHI ’05: CHI ’05 extended abstracts on Human factors in computing systems, New York, NY, USA, ACM, pp. 1549–1552, 2005.
Download: KnickmeyerMateasCHI2005.pdf (93.01 KB)
"Natural language processing in Facade: Surface-text processing",
Proceedings of the 2nd Conference on Technologies for Interactive Digital Storytelling and Entertainment (TIDSE), Darmstadt, Germany, June, 2004.
Download: MateasSternTIDSE04.pdf (193.65 KB)
Interactive drama, art and artificial intelligence,
, Pittsburgh, PA, USA, Carnegie Mellon University, 2002.
Download: CMU-CS-02-206.pdf (2.05 MB)
"A Behavior Language for Story-Based Believable Agents",
IEEE Intelligent Systems, vol. 17, no. 4, Piscataway, NJ, USA, IEEE Educational Activities Department, pp. 39–47, 2002.
"Extending interface practice: an ecosystem approach",
SIGGRAPH ’02: ACM SIGGRAPH 2002 conference abstracts and applications, New York, NY, USA, ACM, pp. 90–92, 2002.
"Interactive stories: real systems, three solutions",
SIGGRAPH ’02: ACM SIGGRAPH 2002 conference abstracts and applications, New York, NY, USA, ACM, pp. 105–106, 2002.
"Expressive AI: A hybrid art and science practice",
Leonardo: Journal of the International Society for Arts, Sciences, and Technology, vol. 34(2), pp. 147-153, 2001.
Download: Leonardo2001.pdf (62.63 KB)
"A neo-Aristotelian theory of interactive drama",
Proceedings of the AAAI Spring Symposium on Artificial Intelligence and Interactive Entertainment, Palo Alto, California, March, 2000.
Download: MMateas00.pdf (50.11 KB)
"Generation of Ideologically-Biased Historical Documentaries",
Proceedings of the Seventeenth National Conference on Artificial Intelligence and Twelfth Conference on Innovative Applications of Artificial Intelligence: AAAI Press, pp. 236–242, 2000.
Download: AAAI2000.pdf (61.63 KB)
An Oz-centric review of interactive drama and believable agents,
, Berlin, Heidelberg, Springer-Verlag, pp. 297–328, 1999.
Download: CMU-CS-97-156.html_.pdf (235.88 KB)
"Office Plant #1: Intimate space and contemplative entertainment",
Leonardo: Journal of the International Society for Arts, Sciences, and Technology, vol. 31(5), pp. 345-348, 1998.
Download: Leonardo1998.pdf (49.3 KB)
"Subjective avatars (poster)",
AGENTS ’98: Proceedings of the second international conference on Autonomous agents, New York, NY, USA, ACM, pp. 461–462, 1998.
"Introduction to design ethnography",
CHI ’97: CHI ’97 extended abstracts on Human factors in computing systems, New York, NY, USA, ACM, pp. 166–167, 1997.
"Engineering ethnography in the home",
CHI ’96: Conference companion on Human factors in computing systems, New York, NY, USA, ACM, pp. 283–284, 1996.
"Ethnographic data for product development: a collaborative process",
interactions, vol. 3, no. 6, New York, NY, USA, ACM, pp. 52–69, 1996.
"User requirements analysis for the home",
CHI ’96: Conference companion on Human factors in computing systems, New York, NY, USA, ACM, pp. 326, 1996.

