Publications
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"Reactive Planning Idioms for Multi-Scale Game AI",
IEEE Conference on Computational Intelligence in Games (CIG), 2010.
Download: weber_cig2010.pdf (167.83 KB)
"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)
"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)
"Reconstructing the world in 3D: bringing games with a purpose outdoors",
FDG ’10: Proceedings of the Fifth International Conference on the Foundations of Digital Games, New York, NY, USA, ACM, pp. 232–239, 2010.
"Reconstructing the World in 3D: Bringing Games with a Purpose Outdoors",
Proceedings of the 5th International Conference on the Foundations of Digital Games (FDG 2010), 2010.
Download: photocity-fdg2010.pdf (5.96 MB)
"Reducing Features to Improve Bug Prediction.",
24th IEEE/ACM International Conference on Automated Software Engineering (ASE 2009), Auckland, New Zealand, Nov. 16-20, 2009.
Download: shivaji-ase09-short.pdf (109 KB)
"Redundancy in collaborative dialogue",
Proceedings of the 14th conference on Computational linguistics, Morristown, NJ, USA, Association for Computational Linguistics, pp. 345–351, 1992.
Reference accessibility,
, 1995.
"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)
"Reinforcement Learning for Spoken Dialogue Systems",
Proceedings of NIPS*99, 1999.
"Representational Requirements for a Plan Based Approach to Automated Camera Control",
AIIDE: The AAAI Press, pp. 36–41, 2006.
"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)
"Requirements for distributed authoring and versioning on the World Wide Web",
StandardView, vol. 5, no. 1, New York, NY, USA, ACM, pp. 17–24, 1997.
"Review of "Using language" by Herbert H. Clark. Cambridge University Press 1996.",
Comput. Linguist., vol. 23, no. 4, Cambridge, MA, USA, MIT Press, pp. 625–628, 1997.
"Revive!: reactions to migration between different embodiments when playing with robotic pets",
Proceedings of the 11th International Conference on Interaction Design and Children: ACM, pp. 88–97, 2012.
Download: 35-FINAL.pdf (443.73 KB)
"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)
Rhizome: a feature modeling and generation platform for software product lines,
, Santa Cruz, CA, USA, University of California at Santa Cruz, 2008.
"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)
"The role of cognitive modeling in achieving communicative intentions",
INLG ’94: Proceedings of the Seventh International Workshop on Natural Language Generation, Morristown, NJ, USA, Association for Computational Linguistics, pp. 171–180, 1994.
"The role of speech processing in human–-computer intelligent communication",
Speech Commun., vol. 23, no. 4, Amsterdam, The Netherlands, The Netherlands, Elsevier Science Publishers B. V., pp. 263–278, 1997.
"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.
"Runtime repair of software faults using event-driven monitoring",
ICSE ’10: Proceedings of the 32nd ACM/IEEE International Conference on Software Engineering, New York, NY, USA, ACM, pp. 275–280, 2010.
Abstract
Download: demopaper.pdf (327.94 KB)

