Publications
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
"Chimera: hypertext for heterogeneous software environments",
ECHT ’94: Proceedings of the 1994 ACM European conference on Hypermedia technology, New York, NY, USA, ACM, pp. 94–107, 1994.
"Chimera: hypermedia for heterogeneous software development enviroments",
ACM Trans. Inf. Syst., vol. 18, no. 3, New York, NY, USA, ACM, pp. 211–245, 2000.
"Low-cost accelerometry-based posture monitoring system for stroke survivors",
Assets ’08: Proceedings of the 10th international ACM SIGACCESS conference on Computers and accessibility, New York, NY, USA, ACM, pp. 243–244, 2008.
"Missing the 404: link integrity on the World Wide Web",
WWW7: Proceedings of the seventh international conference on World Wide Web 7, Amsterdam, The Netherlands, The Netherlands, Elsevier Science Publishers B. V., pp. 761–762, 1998.
"Simulating Cub Reporter Dialogues: The collection of naturalistic human-human dialogues for information access to text archives",
Proceedings of the International Conference on Language Resources and Evaluation (LREC), Genoa, May, 2006.
"Cave writing: toward a platform for literary immersive VR",
SIGGRAPH ’05: ACM SIGGRAPH 2005 Sketches, New York, NY, USA, ACM, pp. 113, 2005.
"Bossy or Wimpy: Expressing Social Dominance by Combining Gaze and Linguistic Behaviors",
Intelligent Virtual Agents, Philadelphia, 2010.
Software instability analysis: co-change analysis across configuration-based dependence relationships,
, Santa Cruz, CA, USA, University of California at Santa Cruz, 2006.
"Identification of Software Instabilities",
WCRE ’03: Proceedings of the 10th Working Conference on Reverse Engineering, Washington, DC, USA, IEEE Computer Society, pp. 134, 2003.
"Facilitating software evolution research with kenyon",
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, ACM, pp. 177–186, 2005.
"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.
"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)
"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)
"CamOn: A Real-Time Autonomous Camera System",
AIIDE, 2009.
"Dynamic Artificial Fields for Autonomous Camera Control",
AIIDE, 2009.
"Screen: bodily interaction with text in immersive VR",
SIGGRAPH ’03: ACM SIGGRAPH 2003 Sketches & Applications, New York, NY, USA, ACM, pp. 1–1, 2003.
"Things change: deal with it! versioning, cooperative editing and hypertext",
HYPERTEXT ’96: Proceedings of the the seventh ACM conference on Hypertext, New York, NY, USA, ACM, pp. 259, 1996.
"Inventing the Future of Story AI for Games",
Digital Humanities Conference, 2009.
"Towards automatic generation of natural language generation systems",
Proceedings of the 19th international conference on Computational linguistics, Morristown, NJ, USA, Association for Computational Linguistics, pp. 1–7, 2002.
"Intelligent Interactive-Stories: Theory versus Practice",
Game Developers Conference, 2009.
"Evaluating the Authorial Leverage of Drama Management",
Association for the Advancement of Artificial Intelligence, Spring Symposium, 2009.
"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.
"Automatically Generating Summary Visualizations from Game Logs",
AIIDE: The AAAI Press, 2008.
"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 Creating a Native Real Time Strategy Game User Interface for Multi-Touch Devices.",
Foundations of Digital Games, Bordeaux, France, 06/2011.
Download: Crenshaw2011OnCreatingANative.pdf (1.58 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.
"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.
"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)
"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.
"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.
"Open Calendar Sharing and Scheduling with CalDAV",
IEEE Internet Computing, vol. 9, no. 2, Piscataway, NJ, USA, IEEE Educational Activities Department, pp. 81–89, 2005.
"Just (all) the facts, ma’am",
CHI ’01: CHI ’01 extended abstracts on Human factors in computing systems, New York, NY, USA, ACM, pp. 133–134, 2001.
"Amount of information presented in a complex list: effects on user performance",
HLT ’01: Proceedings of the first international conference on Human language technology research, Morristown, NJ, USA, Association for Computational Linguistics, pp. 1–6, 2001.
"DnaSAM: Software to perform neutrality testing for large datasets with complex null models",
Molecular Ecology Resources, vol. 10, pp. 542-545, May 2010.
Download: DNASAM.pdf (245.64 KB)
"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.
Download: Phylogeography.pdf (314.93 KB)
"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, Sep. 2009.
Download: MultiLocus TreeGenes.pdf (1.75 MB)
"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.
"Evolution of space configuration in videogames",
Proceedings of the 2005 Digital Games Research Association Conference (DiGRA), Vancouver, Canada, June, 2005.
"Web-based development of complex information products",
Commun. ACM, vol. 41, no. 8, New York, NY, USA, ACM, pp. 84–92, 1998.
"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)
"Bamboo: an architecture modeling and code generation framework for configuration management systems",
ASE ’05: Proceedings of the 20th IEEE/ACM international Conference on Automated software engineering, New York, NY, USA, ACM, pp. 427–428, 2005.
"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)
"Automatic generation of rule-based software configuration management systems",
ICSE ’05: Proceedings of the 27th international conference on Software engineering, New York, NY, USA, ACM, pp. 659–659, 2005.
Rhizome: a feature modeling and generation platform for software product lines,
, Santa Cruz, CA, USA, University of California at Santa Cruz, 2008.
"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.
"Between Downward Spirals and Habituation: Emotion Intensity in Virtual Agents’ Memory Retrieval",
Proceedings of the 2nd Symposium on Human Memory for Artificial Agents, 2011.
Download: Gomes.et_.al-Between Downward Spirals and Habituation Emotion Intensity in Virtual Agents Memory Retrieval (AISB11).pdf (422.56 KB)
"Vipleo and phypleo: Artificial pet with two embodiments",
Proceedings of the 8th International Conference on Advances in Computer Entertainment Technology: ACM, 2011.
Download: FULLTEXT02.pdf (994.77 KB)
"I’ve been here before! location and appraisal in memory retrieval",
Proceedings of the 10th International Conference on Autonomous Agents and Multiagent Systems: IFAAMAS, pp. 1039–1046, 2011.
Download: D7_B78.pdf (962.33 KB)
"Branching storylines in virtual reality environments for leadership development",
IAAI’04: Proceedings of the 16th conference on Innovative applications of artifical intelligence: AAAI Press, pp. 844–851, 2004.
"Generating politeness in task based interaction: an evaluation of the effect of linguistic form and culture",
ENLG ’07: Proceedings of the Eleventh European Workshop on Natural Language Generation, Morristown, NJ, USA, Association for Computational Linguistics, pp. 57–64, 2007.
"How Rude Are You?: Evaluating Politeness and Affect in Interaction",
ACII ’07: Proceedings of the 2nd international conference on Affective Computing and Intelligent Interaction, Berlin, Heidelberg, Springer-Verlag, pp. 203–217, 2007.
"POLLy: A Conversational System that uses a Shared, Representation to Generate Action and Social Language",
IJCNLP 2008, The Third International Joint Conference on Natural Language Processing, Hyderabad, India, January, 2008.
An analysis of the diagrammatic visual data querying domain,
, Santa Cruz, CA, USA, University of California at Santa Cruz, 2005.
Third Person: Authoring and Exploring Vast Narratives,
: The MIT Press, 2009.
Second Person: Role-Playing and Story in Games and Playable Media,
: The MIT Press, 2007.
"Automatic Evaluation: Using a DATE Dialogue Act Tagger for User Satisfaction and Task Completion Prediction",
Language Resources and Evaluation Conference, 2002.
"What’s the trouble: automatically identifying problematic dialogues in DARPA communicator dialogue systems",
ACL ’02: Proceedings of the 40th Annual Meeting on Association for Computational Linguistics, Morristown, NJ, USA, Association for Computational Linguistics, pp. 384–391, 2002.
"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.
"An unsupervised method for learning generation dictionaries for spoken dialogue systems by mining user reviews",
ACM Trans. Speech Lang. Process., vol. 4, no. 4, New York, NY, USA, ACM, pp. 8, 2007.
"Augmenting Variation of System Utterances using Corpora in Spoken Dialogue Systems",
IEEE Automatic Speech Recognition and Understanding (ASRU), Puerto Rico, 2005.
"Learning to generate naturalistic utterances using reviews in spoken dialogue systems",
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, Association for Computational Linguistics, pp. 265–272, 2006.
"Learning to Generate Naturalistic Utterances Using Reviews in Spoken Dialogue Systems",
COLING-ACL, Australia, 2006.
"System Design Evolution of The Prepared Partner: How a Labor and Childbirth Game Came to Term",
Meaningful Play, East Lansing, MI, Oct 21-23, 2010.
Download: PP-Evolution-of-System-Design.pdf (1.49 MB)
"One-handed interface for multitouch-enabled real-time strategy games.",
Foundations of Digital Games, Bordeaux, France, 06/2011.
Download: Holloway2011OneHandedInterfaceForMultitouchEnabledRTS.pdf (1.39 MB)
"The Prepared Partner: Can a Video Game Teach Labor and Childbirth Support Techniques?",
USAB 2011 - Information Quality in eHealth, Graz, Austria, 11/2011.
Download: Holloway2011PreparedPartner_CanVideoGamesTeachLaborAndChildbirthSupportTechniques.pdf (987.3 KB)
"Babies in Graduate School: Making it Happen",
ACM-W CIS Newsletter, vol. 3, issue 1, Winter 2011.
Download: newsletter_v0301.pdf (5.69 MB)
"Visualizing Audio in a First-Person Shooter With Directional Sound Display",
Foundations of Digital Games, Bordeaux, France, 06/2011.
Download: Holloway2011VisualizingAudioInFPSWithDirectionalSoundDisplay.pdf (1.03 MB)
"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)
"Data analytics for game development: NIER track",
33rd International Conference on Software Engineering, Honolulu, Hawaii, 2011.
Download: p940-hullett.pdf (209.31 KB)
"Empirical analysis of user data in game software development",
Proceedings of the ACM-IEEE international symposium on Empirical software engineering and measurement, New York, NY, USA, ACM, pp. 89–98, 2012.
"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)
"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)
"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)
"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)
"Extending interface practice: an ecosystem approach",
SIGGRAPH ’02: ACM SIGGRAPH 2002 conference abstracts and applications, New York, NY, USA, ACM, pp. 90–92, 2002.
"Exploiting Structure and Conventions of Movie Scripts for Information Retrieval and Text Mining",
ICIDS ’08: Proceedings of the 1st Joint International Conference on Interactive Digital Storytelling, Berlin, Heidelberg, Springer-Verlag, pp. 210–213, 2008.
"Darshak: an intelligent cinematic camera planning system",
AAAI’06: proceedings of the 21st national conference on Artificial intelligence: AAAI Press, pp. 1918–1919, 2006.
"Comparing Effects of Different Cinematic Visualization Strategies on Viewer Comprehension",
ICIDS ’09: Proceedings of the 2nd Joint International Conference on Interactive Digital Storytelling, Berlin, Heidelberg, Springer-Verlag, pp. 26–37, 2009.
"A discourse planning approach to cinematic camera control for narratives in virtual environments",
AAAI’05: Proceedings of the 20th national conference on Artificial intelligence: AAAI Press, pp. 307–312, 2005.
"Representational Requirements for a Plan Based Approach to Automated Camera Control",
AIIDE: The AAAI Press, pp. 36–41, 2006.
"Evaluation of intelligent camera control systems based on cognitive models of comprehension",
FDG ’09: Proceedings of the 4th International Conference on Foundations of Digital Games, New York, NY, USA, ACM, pp. 327–328, 2009.
"Longboard: A Sketch Based Intelligent Storyboarding Tool for Creating Machinima",
FLAIRS Conference: AAAI Press, pp. 386–390, 2008.
"Cinematic Visual Discourse: Representation, Generation, and Evaluation",
IEEE Transactions on Computational Intelligence and AI in Games, vol. 2, no. 2, pp. 69–81, June, 2010.
Abstract
INT3 '10: Proceedings of the Intelligent Narrative Technologies III Workshop,
, New York, NY, USA, ACM, 2010.
"Towards an intelligent storyboarding tool for 3D games",
(to appear) ACM Advanced in Computer Entertainment 2005, 2005.
"MATCH: an architecture for multimodal dialogue systems",
ACL ’02: Proceedings of the 40th Annual Meeting on Association for Computational Linguistics, Morristown, NJ, USA, Association for Computational Linguistics, pp. 376–383, 2002.
"Learning attribute selections for non-pronominal expressions",
ACL ’00: Proceedings of the 38th Annual Meeting on Association for Computational Linguistics, Morristown, NJ, USA, Association for Computational Linguistics, pp. 181–190, 2000.
"Learning content selection rules for generating object descriptions in dialogue",
J. Artif. Int. Res., vol. 24, no. 1, USA, AI Access Foundation, pp. 157–194, 2005.
"Distributed Authoring and Versioning",
IEEE Internet Computing, vol. 1, no. 2, Piscataway, NJ, USA, IEEE Educational Activities Department, pp. 76–77, 1997.
"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.
"Evaluating Spoken Language Systems",
Proceedings of American Voice Input/Output Society (AVIOS), 1999.
"Grapevine: a gossip generation system",
FDG ’10: Proceedings of the Fifth International Conference on the Foundations of Digital Games, New York, NY, USA, ACM, pp. 92–99, 2010.
"When Functions Change Their Names: Automatic Detection of Origin Relationships",
WCRE ’05: Proceedings of the 12th Working Conference on Reverse Engineering, Washington, DC, USA, IEEE Computer Society, pp. 143–152, 2005.
"How long did it take to fix bugs?",
MSR ’06: Proceedings of the 2006 international workshop on Mining software repositories, New York, NY, USA, ACM, pp. 173–174, 2006.
"Micro pattern evolution",
MSR ’06: Proceedings of the 2006 international workshop on Mining software repositories, New York, NY, USA, ACM, pp. 40–46, 2006.
"TA-RE: an exchange language for mining software repositories",
MSR ’06: Proceedings of the 2006 international workshop on Mining software repositories, New York, NY, USA, ACM, pp. 22–25, 2006.
"Analysis of signature change patterns",
MSR ’05: Proceedings of the 2005 international workshop on Mining software repositories, New York, NY, USA, ACM, pp. 1–5, 2005.
"Properties of Signature Change Patterns",
ICSM ’06: Proceedings of the 22nd IEEE International Conference on Software Maintenance, Washington, DC, USA, IEEE Computer Society, pp. 4–13, 2006.
"Kenyon-Web: Reconfigurable Web-based Feature Extractor",
17th IEEE International Conference on Program Comprehension (ICPC '09), Vancouver, BC, Canada, May 17-19, 2009.
Download: kim-icpc-2009.pdf (191.6 KB)
"Predicting faults from cached history",
ISEC ’08: Proceedings of the 1st India software engineering conference, New York, NY, USA, ACM, pp. 15–16, 2008.
Adaptive bug prediction by analyzing project history,
, Santa Cruz, CA, USA, University of California at Santa Cruz, 2006.
"Classifying Software Changes: Clean or Buggy?",
IEEE Trans. Softw. Eng., vol. 34, no. 2, Piscataway, NJ, USA, IEEE Press, pp. 181–196, 2008.
"Properties of academic paper references",
HYPERTEXT ’04: Proceedings of the fifteenth ACM conference on Hypertext and hypermedia, New York, NY, USA, ACM, pp. 44–45, 2004.
"WebDAV-based hypertext annotation and trail system",
HYPERTEXT ’04: Proceedings of the fifteenth ACM conference on Hypertext and hypermedia, New York, NY, USA, ACM, pp. 87–88, 2004.
"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)
"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)
"The AT&T DARPA Communicator Mixed-Initiative Spoken Dialog System",
Proceedings of the International Conference on Spoken Language Processing, 2000.
"Zenet: generating and enforcing real-time temporal invariants",
ICSE ’10: Proceedings of the 32nd ACM/IEEE International Conference on Software Engineering, New York, NY, USA, ACM, pp. 329–330, 2010.
Abstract
Download: doccon.pdf (134.63 KB)
"Ethnographic data for product development: a collaborative process",
interactions, vol. 3, no. 6, New York, NY, USA, ACM, pp. 52–69, 1996.
"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)
"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)
"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)
"All the World’s a Stage: Learning Character Models from Film.",
Conference on Artificial Intelligence and Digital Entertainment: AAAI Press, 2011.
Download: lin-walker.pdf (228.42 KB)
"Evaluating response strategies in a Web-based spoken dialogue agent",
Proceedings of the 17th international conference on Computational linguistics, Morristown, NJ, USA, Association for Computational Linguistics, pp. 780–786, 1998.
"Automatic optimization of dialogue management",
Proceedings of the 18th conference on Computational linguistics, Morristown, NJ, USA, Association for Computational Linguistics, pp. 502–508, 2000.
"NJFun: a reinforcement learning spoken dialogue system",
ConversationalSys ’00: Proceedings of the ANLP-NAACL 2000 Workshop on Conversational Systems, Morristown, NJ, USA, Association for Computational Linguistics, pp. 17–20, 2000.
"Automatic detection of poor speech recognition at the dialogue level",
Proceedings of the 37th annual meeting of the Association for Computational Linguistics on Computational Linguistics, Morristown, NJ, USA, Association for Computational Linguistics, pp. 309–316, 1999.
"Predicting buggy changes inside an integrated development environment",
eclipse ’07: Proceedings of the 2007 OOPSLA workshop on eclipse technology eXchange, New York, NY, USA, ACM, pp. 36–40, 2007.
"PERSONAGE: Personality Generation for Dialogue",
45th Annual Meeting of the Association for Computational Linguistics, Prague, June 2007.
"Learning to Personalize Spoken Generation for Dialogue Systems",
Proceedings of Interspeech'2005 - Eurospeech: 9th European Conference on Speech Communication and Technology, Lisbon, pp. 1881-1884, September, 2005.
"Using Linguistic Cues for the Automatic Recognition of Personality in Conversation and Text",
Journal of Artificial Intelligence Research, vol. 30, pp. 457-500, 2007.
"Words Mark the Nerds: Computational Models of Personality Recognition through Language",
28th Annual Conference of the Cognitive Science Society, Vancouver, July 2006.
"Controlling User Perceptions of Linguistic Style: Trainable Generation of Personality Traits",
Computational Linguistics, 2011.
"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, New York, NY, Association for Computational Linguistics, June 2006.
"Trainable Generation of Big-Five Personality Styles through Data-driven Parameter Estimation",
46th Annual Meeting of the Association for Computational Linguistics, Columbus, June 2008.
"Towards Personality-Based User Adaptation: Psychologically Informed Stylistic Language Generation",
User Modeling and User-Adapted Interaction, vol. 20, issue 3, 2010.
"Performatology: A Procedural Acting Approach for Interactive Drama in Cinematic Games",
ICIDS, pp. 322-325, 2011.
"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)
"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)
"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.
"Subjective avatars (poster)",
AGENTS ’98: Proceedings of the second international conference on Autonomous agents, New York, NY, USA, ACM, pp. 461–462, 1998.
"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)
"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)
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)
"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)
"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)
"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)
"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)
"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.
"Engineering ethnography in the home",
CHI ’96: Conference companion on Human factors in computing systems, New York, NY, USA, ACM, pp. 283–284, 1996.
"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)
"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.
"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)
"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)
"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)
"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)
"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)
"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)
"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.
Collaborative Software Engineering,
: Springer Publishing Company, Incorporated, 2010.
"Game Design Education: Integrating Computation and Culture",
Computer, vol. 39, no. 6, Los Alamitos, CA, USA, IEEE Computer Society Press, pp. 43–51, 2006.
"A Boosting Approach to Topic Spotting on Subdialogues",
ICML ’00: Proceedings of the Seventeenth International Conference on Machine Learning, San Francisco, CA, USA, Morgan Kaufmann Publishers Inc., pp. 655–662, 2000.
"Evaluating the Effect of Gesture and Language on Personality Perception in Conversational Agents",
Intelligent Virtual Agents, Philadelphia, Springer, 2010.
"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)
"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)
"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)
"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)
"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)
"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)
"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)
"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)
"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)
"Panel: perspectives on software engineering",
ICSE ’01: Proceedings of the 23rd International Conference on Software Engineering, Washington, DC, USA, IEEE Computer Society, pp. 699–704, 2001.
"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.
"Textual and behavioral views of function changes",
TEFSE ’05: Proceedings of the 3rd international workshop on Traceability in emerging forms of software engineering, New York, NY, USA, ACM, pp. 8–13, 2005.
"Bug Classification Using Program Slicing Metrics",
SCAM ’06: Proceedings of the Sixth IEEE International Workshop on Source Code Analysis and Manipulation, Washington, DC, USA, IEEE Computer Society, pp. 31–42, 2006.
"Toward an understanding of bug fix patterns",
Empirical Softw. Engg., vol. 14, no. 3, Hingham, MA, USA, Kluwer Academic Publishers, pp. 286–315, 2009.
Using evolution patterns to find duplicated bugs,
, Santa Cruz, CA, USA, University of California at Santa Cruz, 2006.
"Hypertext versioning for embedded link models",
HYPERTEXT ’04: Proceedings of the fifteenth ACM conference on Hypertext and hypermedia, New York, NY, USA, ACM, pp. 195–204, 2004.
"Intensional Summaries as Cooperative Responses in Dialogue: Automation and Evaluation",
Proceedings of the 46th Annual Meeting of the Association for Computational Linguistics (ACL), Columbus, June, 2008.
"An Analysis of Automatic Content Selection Algorithms for Spoken Dialogue System Summaries",
IEEE/ACL, Aruba, 2006.
"Learning Database Content for Spoken Dialogue System Design",
Proceedings of the International Conference on Language Resources and Evaluation (LREC)2006, Genoa, May, 2006.
"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)
"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.
"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)
"Training a Dialogue Act Tagger for human-human and human-computer travel dialogues",
Proceedings of the 3rd SIGdial workshop on Discourse and dialogue, Morristown, NJ, USA, Association for Computational Linguistics, pp. 162–173, 2002.
"Voice-If: a Mixed-Initiative Spoken Dialogue System for AT&T Conference Services",
EUROSPEECH: European Conference on Speech Processing, 2001.
"Natural language generation in dialog systems",
HLT ’01: Proceedings of the first international conference on Human language technology research, Morristown, NJ, USA, Association for Computational Linguistics, pp. 1–4, 2001.
"Evaluating a trainable sentence planner for a spoken dialogue system",
ACL ’01: Proceedings of the 39th Annual Meeting on Association for Computational Linguistics, Morristown, NJ, USA, Association for Computational Linguistics, pp. 434–441, 2001.
"Knock's Memories: Creating an Emotional Story Space with Inform 7",
Critical Code Studies at USC, 2010.
Download: knocks-memories-reed-mla.pdf (146.93 KB)
"Creating "maybe make some change"",
Proceedings of the 8th ACM Conference on Creativity and Cognition, The High Museum of Art, Atlanta, Georgia, 2011.
Download: maybemake-acm-extended-abstract.pdf (77.52 KB)
"SpyFeet: An Exercise {RPG}",
Proceedings of the 6th International Conference on the Foundations of Digital Games, 2011.
Download: spyfeet-fdg-short-v5.pdf (480.19 KB)
Creating Interactive Fiction with Inform 7,
: Course Technology PTR, 2010.
"Blue Lacuna: Lessons Learned Writing the World's Longest Interactive Fiction",
Electronic Literature Organization Archive & Innovate, Brown University, 2010.
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"A Step Towards the Future of Role-Playing Games: The SpyFeet Mobile {RPG} Project",
Proceedings of the 7th Annual International Artificial Intelligence and Interactive Digital Entertainment Conference, Stanford, 2011.
Download: spyfeet-aiide-2011-finalposter.pdf (277.98 KB)
"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
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Aaron Reed: Blue Lacuna,
, April, 2011.
A Sequence of Possibilities: Constructive fictions, quantum authoring, and the search for an ideal story system,
: University of California Santa Cruz, 2011.
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"Supporting the designer’s and the user’s perspectives in computer- aided architectural design",
Adv. Eng. Inform., vol. 24, no. 2, Amsterdam, The Netherlands, The Netherlands, Elsevier Science Publishers B. V., pp. 180–187, 2010.
"Enemy NPC Design Patterns in Shooter Games",
Proceedings of the 1st Workshop on Design Patterns in Games, New York, NY, USA, ACM, 2012.
Download: a6-rivera.pdf (568.03 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.
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"Training a Sentence Planner for Spoken Dialog: The Impact of Syntactic and Planning Features",
EUROSPEECH: European Conference on Speech Processing, 2001.
"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.
"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.
"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.
"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.
"User requirements analysis for the home",
CHI ’96: Conference companion on Human factors in computing systems, New York, NY, USA, ACM, pp. 326, 1996.
"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.
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"The disenchantment of affect",
Personal Ubiquitous Comput., vol. 12, no. 5, London, UK, Springer-Verlag, pp. 347–358, 2008.
"Reducing Features to Improve Bug Prediction.",
24th IEEE/ACM International Conference on Automated Software Engineering (ASE 2009), Auckland, New Zealand, Nov. 16-20, 2009.
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"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.
"Empirical Evaluation of a Reinforcement Learning Spoken Dialogue System",
Proceedings of the Seventeenth National Conference on Artificial Intelligence and Twelfth Conference on Innovative Applications of Artificial Intelligence: AAAI Press, pp. 645–651, 2000.
"Optimizing dialogue management with reinforcement learning: experiments with the NJFun system",
J. Artif. Int. Res., vol. 16, no. 1, USA, AI Access Foundation, pp. 105–133, 2002.
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"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.
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"Facial type, expression, and viseme generation",
SIGGRAPH ’07: ACM SIGGRAPH 2007 posters, New York, NY, USA, ACM, pp. 34, 2007.
"Novice-friendly Authoring of Plan-based Interactive Storyboards",
Artificial Intelligence and Interactive Digital Entertainment (AIIDE 2010), 2010.
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"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.
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"Storyboard Authoring of Plan-based Interactive Dramas",
Foundations of Digital Games Doctoral Consortium, 2009.
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"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.
"PCG-Based Game Design: Creating Endless Web",
Foundations of Digital Games 2012 (FDG '12), Raleigh, NC, 2012.
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Transient Rendering,
: UCSC-SOE-08-26, 2008.
Download: ucsc-soe-08-26.pdf (115.42 KB)
"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.
"Computational Support for Play Testing Game Sketches",
Artificial Intelligence and Interactive Digital Entertainment Confernece (AIIDE), 2009.
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"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.
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"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.
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"Towards Knowledge-Oriented Creativity Support in Game Design",
Proceedings of the Second International Conference on Computational Creativity (ICCC 11), 2011.
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"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.
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"Variations Forever: Flexibly Generating Rulesets from a Sculptable Design Space of Mini-Games",
IEEE Conference on Computational Intelligence and Games (CIG), 2010.
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"Tableau Machine: A Creative Alien Presence",
AAAI Spring Symposium on Creative Intelligent Systems, March, 2008.
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"Computational Support for Play Testing Game Sketches",
Proceedings of the 5th Artificial Intelligence for Interactive Digital Entertainment Conference (AIIDE 2009), 2009.
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"Ludocore: A Logical Game Engine For Modeling Videogames",
Proceedings of the IEEE Conference on Computational Intelligence and Games (CIG 2010), 2010.
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"An Inclusive View of Player Modeling",
6th International Conference on Foundations of Digital Games, Bordeaux, France, 07/2011.
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"A Case Study of Expressively Constrainable Level Design Automation Tools for a Puzzle Game",
Foundations of Digital Games 2012, Raleigh, NC, 2012.
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"An Inclusive View of Player Modeling",
Proceedings of the 6th International Conference on the Foundations of Digital Games (FDG 2011), 2011.
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"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.
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"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)
"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.
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Learning Rotations Online,
: UCSC-SOE-10-08, 2010.
Download: ucsc-soe-10-08.pdf (185.25 KB)
"Learning Rotations",
Proceedings of the 12th Annual Conference on Learning Theory (COLT 08), 2008.
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"Ludocore: A Logical Game Engine for Modeling Videogames",
IEEE Conference on Computational Intelligence and Games (CIG), 2010.
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"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.
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"Knowledge-Level Creativity in Game Design",
Proceedings of the Second International Conference on Computational Creativity (ICCC 11), 2011.
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"The five year evolution of a game programming course",
Proceedings of the 43rd ACM technical symposium on Computer Science Education: ACM, pp. 87–92, 2012.
"User-Tailored Generation for Spoken Dialogue: An Experiment",
ICSLP, 2002.
"Trainable sentence planning for complex information presentation in spoken dialog systems",
ACL ’04: Proceedings of the 42nd Annual Meeting on Association for Computational Linguistics, Morristown, NJ, USA, Association for Computational Linguistics, pp. 79, 2004.
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AGENTS ’98: Proceedings of the second international conference on Autonomous agents, New York, NY, USA, ACM, pp. 334–335, 1998.
"Embracing the Combinatorial Explosion: A Brief Prescription for Interactive Story R&D",
ICIDS ’08: Proceedings of the 1st Joint International Conference on Interactive Digital Storytelling, Berlin, Heidelberg, Springer-Verlag, pp. 1–5, 2008.
"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.
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"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.
"Understanding bug fix patterns in verilog",
MSR ’08: Proceedings of the 2008 international working conference on Mining software repositories, New York, NY, USA, ACM, pp. 39–42, 2008.
"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.
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The Grail Framework: Making stories playable on three levels in CRPGS,
: UNIVERSITY OF CALIFORNIA, 2012.
"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.
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"From Abstraction to Reality: Integrating Drama Management into a Playable Game Experience",
Proceeding of the AAAI 2009 Spring Symposium, 2009.
"Rules of engagement: moving beyond combat-based quests",
Proceedings of Foundations of Digital Games, Intelligent Narrative Technologies III Workshop, Monterey, CA, 2010.
"The design of Mismanor: creating a playable quest-based story game",
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"Making Quests Playable: Choices, CRPGs, and the Grail Framework",
Leonardo Electronic Almanac, vol. 17, no. 2, pp. 140–152, 2011.
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"Integrating Drama Management into an Adventure Game",
Proceedings of the Fourth Annual Conference on Artificial Intelligence and Interactive Digital Entertainment: AAAI Press, 2008.
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"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.
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"Lessons in Teaching Game Design",
Foundations of Digital Games (FDG 2011), Bordeaux, France, June, 2011.
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"Making Quests Playable: Choices, CRPGs, and the Grail Framework",
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ICSE ’95: Proceedings of the 17th international conference on Software engineering, New York, NY, USA, ACM, pp. 295–304, 1995.
"MINSTREL Remixed: a rational reconstruction",
INT3 ’10: Proceedings of the Intelligent Narrative Technologies III Workshop, New York, NY, USA, ACM, pp. 1–7, 2010.
"Lessons Learned From a Rational Reconstruction of Minstrel",
Twenty-Sixth AAAI Conference on Artificial Intelligence, Toronto, Ontario, Canada, 2012.
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"Experimental Results from a Rational Reconstruction of Minstrel",
Second International Conference on Computational Creativity, Mexico City, Mexico, pp. 54–59, 2011.
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"Synthetic Shutter Speed Imaging",
Computer Graphics Forum - Eurographics, vol. 26, no. 3, pp. 591–598, 2007.
"Kaboom! is a many-splendored thing: an interpretation and design methodology for message-driven games using graphical logics",
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"BurgerTime: A Proceduralist Investigation",
Conference of the Digital Games Research Association - DIGRA 2011, Hilversum, The Netherlands, 2011.
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"The Micro-Rhetorics of Game-O-Matic",
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"Newsgames: Procedural Rhetoric meets Political Cartoons",
Proceedings of the Digital Games Research Association, Brunel University, London, September, 2009.
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