Publications

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abl-wargus
McCoy, J., and M. Mateas, "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)
Weber, B. G., and M. Mateas, "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)
Weber, B. G., and M. Mateas, "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)
ADL
Whitehead, J., "Toward proccedural decorative ornamentation in games", PCGames ’10: Proceedings of the 2010 Workshop on Procedural Content Generation in Games, New York, NY, USA, ACM, pp. 1–4, 2010.
Hullett, K., and J. Whitehead, "Design patterns in FPS levels", FDG ’10: Proceedings of the Fifth International Conference on the Foundations of Digital Games, New York, NY, USA, ACM, pp. 78–85, 2010.  Download: khullett-fdg-camera-ready.pdf (207.76 KB)
Smith, A. M., C. Lewis, K. Hullett, G. Smith, and A. Sullivan, "An Inclusive View of Player Modeling", 6th International Conference on Foundations of Digital Games, Bordeaux, France, 07/2011.  Download: pm_short.pdf (994.37 KB)
Hullett, K., "The science of level design", FDG ’10: Proceedings of the Fifth International Conference on the Foundations of Digital Games, New York, NY, USA, ACM, pp. 262–264, 2010.  Download: khullett-fdg-doccon-camera-ready.pdf (138.33 KB)
Smith, G., and J. Whitehead, "Analyzing the expressive range of a level generator", PCGames ’10: Proceedings of the 2010 Workshop on Procedural Content Generation in Games, New York, NY, USA, ACM, pp. 1–7, 2010.  Download: smith-expressiverange-fdgpcg10.pdf (901.23 KB)
Hullett, K., N. Nagappan, E. Schuh, and J. Hopson, "Data analytics for game development: NIER track", 33rd International Conference on Software Engineering, Honolulu, Hawaii, 2011.  Download: p940-hullett.pdf (209.31 KB)
Smith, G., J. Whitehead, and M. Mateas, "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)
Ge, G., and J. E. James Whitehead, "Rhizome: A Feature Modeling and Generation Platform", 23rd IEEE/ACM International Conference on Automated Software Engineering (ASE 2008), L'Aquila, Italy, Sept. 15, 2008.  Download: Ge_ASE08_Rhizome.pdf (141.66 KB)
Smith, G., M. Treanor, J. Whitehead, and M. Mateas, "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)
Smith, G., M. Cha, and J. Whitehead, "A framework for analysis of 2D platformer levels", Sandbox ’08: Proceedings of the 2008 ACM SIGGRAPH symposium on Video games, New York, NY, USA, ACM, pp. 75–80, 2008.  Download: smith-sandbox-08.pdf (772.78 KB)
Whitehead, Jr., J. E., "Uniform comparison of data models using containment modeling", HYPERTEXT ’02: Proceedings of the thirteenth ACM conference on Hypertext and hypermedia, New York, NY, USA, ACM, pp. 182–191, 2002.
Whitehead, J., "Introduction to game design in the large classroom", GDCSE ’08: Proceedings of the 3rd international conference on Game development in computer science education, New York, NY, USA, ACM, pp. 61–65, 2008.
Smith, G., E. Gan, A. Othenin-Girard, and J. Whitehead, "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, June 28, 2011.
AI
Fristoe, T., J. Denner, M. MacLaurin, M. Mateas, and N. Wardrip-Fruin, "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)
Yannakakis, G. N., H. P. Mart\'ınez, and A. Jhala, "Towards affective camera control in games", User Model. User-Adapt. Interact., vol. 20, no. 4, pp. 313-340, 2010.
Smith, G., A. Othenin-Girard, J. Whitehead, and N. Wardrip-Fruin, "PCG-Based Game Design: Creating Endless Web", Foundations of Digital Games 2012 (FDG '12), Raleigh, NC, 2012.  Download: smith-fdg12.pdf (1000.03 KB)
Smith, G., J. Whitehead, and M. Mateas, "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)
Weber, B. G., M. John, M. Mateas, and A. Jhala, "Modeling Player Retention in Madden NFL 11", Innovative Applications of Artificial Intelligence (IAAI), San Francisco, CA, AAAI Press, 08/2011.
almost-goodbye
Reed, A. A., "Sharing Authoring with Algorithms: Procedural Generation of Satellite Sentences in Text-based Interactive Stories.", FDG 2012: Third Workshop on Procedural Content Generation in Games, Raleigh, North Carolina, 06/2012. Abstract  Download: almostgoodbye-paper.pdf (194.04 KB)
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