Publications

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endless-web
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.
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)
electronic literature
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)
eisbot
Weber, B. G., and M. Mateas, "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)
Weber, B. G., and S. Ontañón, "Using Automated Replay Annotation for Case-Based Planning in Games", ICCBR Workshop on CBR for Computer Games (ICCBR-Games), 2010.  Download: iccbr-cg.pdf (246.71 KB)
Weber, B. G., P. Mawhorter, M. Mateas, and A. Jhala, "Reactive Planning Idioms for Multi-Scale Game AI", IEEE Conference on Computational Intelligence in Games (CIG), 2010.  Download: weber_cig2010.pdf (167.83 KB)
Weber, B. G., M. Mateas, and A. Jhala, "Case-Based Goal Formulation", AAAI 2010 Workshop on Goal-Driven Autonomy (AAAI-GDA), 2010.  Download: weber_goalformulation.pdf (216.04 KB)
Weber, B. G., M. Mateas, and A. Jhala, "Applying Goal-Driven Autonomy to StarCraft", Artificial Intelligence and Interactive Digital Entertainment (AIIDE), 2010.  Download: gda_aiide2010.pdf (420.08 KB)
EIS
Treanor, M., B. Schweizer, I. Bogost, and M. Mateas, "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)
Mateas, M., "Subjective avatars (poster)", AGENTS ’98: Proceedings of the second international conference on Autonomous agents, New York, NY, USA, ACM, pp. 461–462, 1998.
Simpkins, C., S. Bhat, C. L. Isbell, Jr., and M. Mateas, "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.
Smith, A. M., M. J. Nelson, and M. Mateas, "Ludocore: A Logical Game Engine for Modeling Videogames", IEEE Conference on Computational Intelligence and Games (CIG), 2010.  Download: ieeecig10_ludocore.pdf (291.81 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)
Zagal, J., M. Mateas, C. Fernández-Vara, B. Hochhalter, and N. Lichti, "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)
Smith, A. M., M. J. Nelson, and M. Mateas, "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)
Skorupski, J., L. Jayapalan, S. Marquez, and M. Mateas, "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)
Sullivan, A., M. Mateas, and N. Wardrip-Fruin, "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)
Weber, B. G., and M. Mateas, "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)
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)
Strong, C. R., M. Mateas, and D. Grossman, "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.
Mateas, M., 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)
Skorupski, J., and M. Mateas, "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)
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)
Mateas, M., "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)
Tearse, B., P. Mawhorter, M. Mateas, and N. Wardrip-Fruin, "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)
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., and S. Ontañón, "Using Automated Replay Annotation for Case-Based Planning in Games", ICCBR Workshop on CBR for Computer Games (ICCBR-Games), 2010.  Download: iccbr-cg.pdf (246.71 KB)
Hayes-Roth, B., G. Ball, C. Lisetti, R. W. Picard, and A. Stern, "Panel on affect and emotion in the user interface", IUI ’98: Proceedings of the 3rd international conference on Intelligent user interfaces, New York, NY, USA, ACM, pp. 91–94, 1998.
Mateas, M., T. Salvador, J. Scholtz, and D. Sorensen, "Engineering ethnography in the home", CHI ’96: Conference companion on Human factors in computing systems, New York, NY, USA, ACM, pp. 283–284, 1996.
Nelson, M. J., C. Ashmore, and M. Mateas, "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)
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)
Martinez, H. P., K. Hullett, and G. N. Yannakakis, "Extending Neuro-evolutionary Preference Learning through Player Modeling", IEEE Conference on Computational Intelligence and Games (CIG), 2010.  Download: CIG-CamRdy_v2.pdf (421.72 KB)
Wardrip-Fruin, N., M. Mateas, S. Dow, and S. Sali, "Agency Reconsidered", Proceedings of the Digital Games Research Association, 6 Brunel University, London, September, 2009.  Download: nwf-C7-digra09-agency.pdf (220.38 KB)
McCoy, J., M. Treanor, B. Samuel, B. Tearse, M. Mateas, and N. Wardrip-Fruin, "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)
Treanor, M., and M. Mateas, "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)
Dow, S., B. MacIntyre, and M. Mateas, "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)
Pousman, Z., M. Romero, A. M. Smith, and M. Mateas, "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)
McCoy, J., M. Mateas, and N. Wardrip-Fruin, "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)
Mateas, M., and A. Stern, "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)
Sullivan, A., "Gender-inclusive quest design in massively multiplayer online role-playing games", FDG ’09: Proceedings of the 4th International Conference on Foundations of Digital Games, New York, NY, USA, ACM, pp. 354–356, 2009.  Download: sullivan-fdg09-dc-cr2.pdf (74.16 KB)
Lewis, C., J. Whitehead, and N. Wardrip-Fruin, "What went wrong: a taxonomy of video game bugs", FDG ’10: Proceedings of the Fifth International Conference on the Foundations of Digital Games, New York, NY, USA, ACM, pp. 108–115, 2010. Abstract  Download: taxonomy.pdf (2.44 KB)
Dow, S., M. Mehta, E. Harmon, B. MacIntyre, and M. Mateas, "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.
Wardrip-Fruin, N., "Five Elements of Digital Literature", Reading Moving Letters: Digital Literature in Research and Teaching. A Handbook, Germany, Transcript Verlag, pp. 29–57, 2010.  Download: nwf-BC5-FiveElementsOfDigitalLiterature.pdf (2.13 MB)
Carroll, J. J., R. Coover, S. Greenlee, A. McClain, and N. Wardrip-Fruin, "Screen: bodily interaction with text in immersive VR", SIGGRAPH ’03: ACM SIGGRAPH 2003 Sketches & Applications, New York, NY, USA, ACM, pp. 1–1, 2003.
Mateas, M., P. Vanouse, and S. Domike, "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)
Nelson, M. J., and M. Mateas, "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)
Wardrip-Fruin, N., A. Stern, P. Molyneux, M. Mateas, and B. Yee, "Interactive stories: real systems, three solutions", SIGGRAPH ’02: ACM SIGGRAPH 2002 conference abstracts and applications, New York, NY, USA, ACM, pp. 105–106, 2002.
Weber, B. G., M. Mateas, and A. Jhala, "Case-Based Goal Formulation", AAAI 2010 Workshop on Goal-Driven Autonomy (AAAI-GDA), 2010.  Download: weber_goalformulation.pdf (216.04 KB)
Boehlen, M., and M. Mateas, "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)
Tearse, B., P. Mawhorter, M. Mateas, and N. Wardrip-Fruin, "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)
Strong, C. R., and M. Mateas, "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)
Scholtz, J., M. Mateas, T. Salvador, and D. Sorensen, "User requirements analysis for the home", CHI ’96: Conference companion on Human factors in computing systems, New York, NY, USA, ACM, pp. 326, 1996.
Skorupski, J., and M. Mateas, "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)
Wardrip-Fruin, N., "ELIZA Revisited", Proceedings of Visionary Landscapes, Electronic Literature Organization, Vancouver, WA, May, 2008.
Mateas, M., and N. Montfort, "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)
Smith, A. M., M. Romero, Z. Pousman, and M. Mateas, "Tableau Machine: A Creative Alien Presence", AAAI Spring Symposium on Creative Intelligent Systems, March, 2008.  Download: SS08-03-013.pdf (306.82 KB)
Nelson, M. J., D. L. Roberts, C. L. Isbell, and M. Mateas, "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)
Jeremijenko, N., T. Schiphorst, M. Mateas, W. Strauss, W. Wright, and A. Kerne, "Extending interface practice: an ecosystem approach", SIGGRAPH ’02: ACM SIGGRAPH 2002 conference abstracts and applications, New York, NY, USA, ACM, pp. 90–92, 2002.
Wardrip-Fruin, N., J. Meyer, K. Perlin, B. Bederson, and J. Hollan, "A zooming sketchpad, a multiscale narrative: Pad++, PadDraw, Gray Matters", SIGGRAPH ’97: ACM SIGGRAPH 97 Visual Proceedings: The art and interdisciplinary programs of SIGGRAPH ’97, New York, NY, USA, ACM, pp. 141, 1997.
Dow, S., M. Mehta, B. MacIntyre, and M. Mateas, "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.
Weber, B. G., M. Mateas, and A. Jhala, "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)
Dow, S., M. Mehta, A. Lausier, B. MacIntyre, and M. Mateas, "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.
Treanor, M., M. Mateas, and N. Wardrip-Fruin, "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)
McCoy, J., M. Treanor, B. Samuel, B. Tearse, M. Mateas, and N. Wardrip-Fruin, "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)
Nelson, M. J., and M. Mateas, "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)
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)
Wardrip-Fruin, N., "Thing 119", Things We Think About Games, Roseville, MN, Gameplaywright Press, 2008.  Download: nwf-P20-thingsWeThink.pdf (306.27 KB)
Wardrip-Fruin, N., "What hypertext is", HYPERTEXT ’04: Proceedings of the fifteenth ACM conference on Hypertext and hypermedia, New York, NY, USA, ACM, pp. 126–127, 2004.
Knickmeyer, R. L., and M. Mateas, "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)
Mateas, M., "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.
Mateas, M., and A. Stern, "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.
Wardrip-Fruin, N., "Learning to Read Digital Literature", Reading Moving Letters: Digital Literature in Research and Teaching. A Handbook, Germany, Transcript Verlag, pp. 249–259, 2010.  Download: nwf-BC4-LearningToReadDigitalLiterature.pdf (902.19 KB)
Wardrip-Fruin, N., J. Carroll, R. Coover, S. Greenlee, A. McClain, and B. Shine, "Screen", FILE Festival 2009 Catalog, São Paulo, Brazil, 2009.  Download: nwf-P21-fileFestival.pdf (226.88 KB)
Murray, J., I. Bogost, M. Mateas, and M. Nitsche, "Game Design Education: Integrating Computation and Culture", Computer, vol. 39, no. 6, Los Alamitos, CA, USA, IEEE Computer Society Press, pp. 43–51, 2006.
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)
Hullett, K., S. Kurniawan, and N. Wardrip-Fruin, "Better Game Studies Education the Carcassonne Way", Proceedings of the Digital Games Research Association, Brunel University, London, September, 2009.  Download: nwf-C5-digra09-gameEducation.pdf (624.68 KB)
Wardrip-Fruin, N., "Playable Media and Textual Instruments", Dichtung Digital , vol. 2005, issue 1, Spring 2005.
Mateas, M., and N. Wardrip-Fruin, "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)
Wardrip-Fruin, N., C. Utterback, C. Castiglia, and N. Wardrip-Fruin, Talking Cure, , Bathhouse 5:1, University of Eastern Michigan, 2007.
Mateas, M., Interactive drama, art and artificial intelligence, , Pittsburgh, PA, USA, Carnegie Mellon University, 2002.  Download: CMU-CS-02-206.pdf (2.05 MB)
Zang, P., M. Mehta, M. Mateas, and A. Ram, "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.
Treanor, M., and M. Mateas, "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)
Dow, S. P., M. Mehta, B. MacIntyre, and M. Mateas, "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.
Fernández-Vara, C., J. Zagal, and M. Mateas, "Evolution of space configuration in videogames", Proceedings of the 2005 Digital Games Research Association Conference (DiGRA), Vancouver, Canada, June, 2005.
Sullivan, A., S. Chen, and M. Mateas, "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)
Wardrip-Fruin, N., "Digital Media Archaeology: Interpreting Computational Processes", Media Archaeology: Approaches, Applications, and Implications, Berkeley, University of California Press, pp. 302-322, 2011.  Download: nwf-BC7-DigitalMediaArchaeology.pdf (1.86 MB)
Nelson, M. J., and M. Mateas, "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)
Nelson, M. J., and M. Mateas, "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)
Weber, B. G., M. Mateas, and A. Jhala, "Applying Goal-Driven Autonomy to StarCraft", Artificial Intelligence and Interactive Digital Entertainment (AIIDE), 2010.  Download: gda_aiide2010.pdf (420.08 KB)
Weber, B. G., M. Mateas, and A. Jhala, "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)
Wardrip-Fruin, N., "Software Studies", FILE Festival (catalog essay), São Paulo, Brazil, June, 2008.  Download: nwf-P18-fileSoftwareStudies-asPublished.pdf (1.42 MB)
Becker, S., S. Greenlee, D. Lemmerman, M. McGuire, N. Musurca, and N. Wardrip-Fruin, "Cave writing: toward a platform for literary immersive VR", SIGGRAPH ’05: ACM SIGGRAPH 2005 Sketches, New York, NY, USA, ACM, pp. 113, 2005.
Mateas, M., and A. Stern, "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)
Sengers, P., K. Boehner, M. Mateas, and G. Gay, "The disenchantment of affect", Personal Ubiquitous Comput., vol. 12, no. 5, London, UK, Springer-Verlag, pp. 347–358, 2008.
Stern, A., A. Frank, and B. Resner, "Virtual petz (video session): a hybrid approach to creating autonomous, lifelike dogz and catz", AGENTS ’98: Proceedings of the second international conference on Autonomous agents, New York, NY, USA, ACM, pp. 334–335, 1998.
Jennings-Teats, M., G. Smith, and N. Wardrip-Fruin, "Polymorph: dynamic difficulty adjustment through level generation", PCGames ’10: Proceedings of the 2010 Workshop on Procedural Content Generation in Games, New York, NY, USA, ACM, pp. 1–4, 2010.  Download: jenningsteats-fdgpcg10.pdf (120.36 KB)
Mehta, M., S. Dow, M. Mateas, and B. MacIntyre, "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.
Bhat, S., C. L. Isbell, Jr., and M. Mateas, "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.
Wardrip-Fruin, N., "Beyond the Complex Surface", Beyond the Screen: Transformations of Literary Structures, Interfaces and Genres, Germany, Transcript Verlag, pp. 227–248, 2010.  Download: nwf-BC6-BeyondTheComplexSurface.pdf (1.83 MB)
Hullett, K., and M. Mateas, "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)
Romero, M., Z. Pousman, and M. Mateas, "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.
Olsen, D., and M. Mateas, "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.
Gingold, C., "Spore's Magic Crayons: Playthings that Augment the Human Mind", Arts of the Planet, Pittsburgh, Pennsylvania, The Association for the Study of the Arts of the Present, October, 2011.
Romero, M., Z. Pousman, and M. Mateas, "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.
Leahu, L., P. Sengers, and M. Mateas, "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)
Nelson, M. J., and M. Mateas, "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)
Lewis, C., and N. Wardrip-Fruin, "Mining game statistics from web services: a World of Warcraft armory case study", FDG ’10: Proceedings of the Fifth International Conference on the Foundations of Digital Games, New York, NY, USA, ACM, pp. 100–107, 2010. Abstract  Download: wowspyder.pdf (364.81 KB)
Nelson, M. J., M. Mateas, D. L. Roberts, and C. L. Isbell Jr., "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)
Mateas, M., and A. Stern, "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)
Chen, S., M. J. Nelson, A. Sullivan, and M. Mateas, "Evaluating the Authorial Leverage of Drama Management", Association for the Advancement of Artificial Intelligence, Spring Symposium, 2009.
Wardrip-Fruin, N., "Reading Digital Literature: Surface, Data, Interaction, and Expressive Processing", A Companion to Digital Literary Studies, London, UK, Basil Blackwell, pp. 163-182, 2008.  Download: nwf-BC3-readingDigitalLiterature.pdf (2.34 MB)
Weber, B. G., P. Mawhorter, M. Mateas, and A. Jhala, "Reactive Planning Idioms for Multi-Scale Game AI", IEEE Conference on Computational Intelligence in Games (CIG), 2010.  Download: weber_cig2010.pdf (167.83 KB)
Wardrip-Fruin, N., "Expressive Processing, in panel "Critical Code and Software Studies"", Proceedings of Digital Humanities, University of Maryland, College Park, June, 2009.  Download: nwf-CS11-dh09-expressiveProcessing.pdf (94.32 KB)
Bhat, S., D. L. Roberts, M. J. Nelson, C. L. Isbell, and M. Mateas, "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)
Mawhorter, P., and M. Mateas, "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)
Eladhari, M. P., and M. Mateas, "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.
Wardrip-Fruin, N., "Hypermedia, eternal life, and the impermanence agent", SIGGRAPH ’99: ACM SIGGRAPH 99 Electronic art and animation catalog, New York, NY, USA, ACM, pp. 90, 1999.
Nelson, M. J., and M. Mateas, "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)
Salvador, T., and M. Mateas, "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.
Pousman, Z., J. Stasko, and M. Mateas, "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.
Mateas, M., "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)
Tearse, B., M. Mateas, and N. Wardrip-Fruin, "MINSTREL Remixed: a rational reconstruction", INT3 ’10: Proceedings of the Intelligent Narrative Technologies III Workshop, New York, NY, USA, ACM, pp. 1–7, 2010.
Roberts, D. L., M. J. Nelson, C. L. Isbell, M. Mateas, and M. L. Littman, "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)
Smith, A. M., and M. Mateas, "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)
Sali, S., N. Wardrip-Fruin, S. Dow, M. Mateas, S. Kurniawan, A. A. Reed, and R. Liu, "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.
Lewis, S., M. Mateas, S. Palmiter, and G. Lynch, "Ethnographic data for product development: a collaborative process", interactions, vol. 3, no. 6, New York, NY, USA, ACM, pp. 52–69, 1996.
Compton, K., and M. Mateas, "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.
Chen, S., A. M. Smith, A. Jhala, N. Wardrip-Fruin, and M. Mateas, "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.
Mateas, M., "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.
education
Sullivan, A., and G. Smith, "Lessons in Teaching Game Design", Foundations of Digital Games (FDG 2011), Bordeaux, France, June, 2011.  Download: cosmospapercameraready.pdf (161.07 KB)
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