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
A B C D E F G H I J K L M N O P Q R S T U V W X Y Z 
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Zimmermann, T., S. Kim, A. Zeller, and J. E. Whitehead, Jr., "Mining version archives for co-changed lines", MSR ’06: Proceedings of the 2006 international workshop on Mining software repositories, New York, NY, USA, ACM, pp. 72–75, 2006.
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.
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)
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Whittaker, S., M. A. Walker, and P. Maloor, "Should I Tell All? An Experiment On Conciseness in Spoken Dialogue", EUROSPEECH: European Conference on Speech Processing, Geneva, pp. 1685-1689, 2003.
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.
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, Jr., J. E., G. Ge, and K. Pan, "Automatic generation of hypertext system repositories: a model driven approach", HYPERTEXT ’04: Proceedings of the fifteenth ACM conference on Hypertext and hypermedia, New York, NY, USA, ACM, pp. 205–214, 2004.
Whitehead, J., "WebDAV: Versatile Collaboration Multiprotocol", IEEE Internet Computing, vol. 9, no. 1, Piscataway, NJ, USA, IEEE Educational Activities Department, pp. 66–74, 2005.
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.
Whitehead, J., P. De Bra, K. Grønbæk, D. Larsen, J. Leggett, and mc schraefel, "Seven Issues, Revisited", HYPERTEXT ’02: Proceedings of the thirteenth ACM conference on Hypertext and hypermedia, New York, NY, USA, ACM, pp. 171–171, 2002.
Whitehead, Jr., J. E., "Design spaces for link and structure versioning", HYPERTEXT ’01: Proceedings of the 12th ACM conference on Hypertext and Hypermedia, New York, NY, USA, ACM, pp. 195–204, 2001.
Whitehead, J., "Collaboration in Software Engineering: A Roadmap", FOSE ’07: 2007 Future of Software Engineering, Washington, DC, USA, IEEE Computer Society, pp. 214–225, 2007.
Whitehead, Jr., J. E., "WebDAV and DeltaV: collaborative authoring, versioning, and configuration management for the Web", HYPERTEXT ’01: Proceedings of the 12th ACM conference on Hypertext and Hypermedia, New York, NY, USA, ACM, pp. 259–260, 2001.
Whitehead, Jr., J. E., "An architectural model for application integration in open hypermedia environments", HYPERTEXT ’97: Proceedings of the eighth ACM conference on Hypertext, New York, NY, USA, ACM, pp. 1–12, 1997.
Whitehead, Jr., J. E., "Control choices and network effects in hypertext systems", HYPERTEXT ’99: Proceedings of the tenth ACM Conference on Hypertext and hypermedia : returning to our diverse roots, New York, NY, USA, ACM, pp. 75–82, 1999.
Whitehead, Jr., J. E., and Y. Y. Goland, "The WebDAV property design", Softw. Pract. Exper., vol. 34, no. 2, New York, NY, USA, John Wiley & Sons, Inc., pp. 135–161, 2004.
Whitehead, J., "As we do write: hyper-terms for hypertext", SIGWEB Newsl., vol. 9, no. 2-3, New York, NY, USA, ACM, pp. 8–18, 2000.
Whitehead, Jr., J. E., and Y. Y. Goland, "WebDAV: a network protocol for remote collaborative authoring on the Web", ECSCW’99: Proceedings of the sixth conference on European Conference on Computer Supported Cooperative Work, Norwell, MA, USA, Kluwer Academic Publishers, pp. 291–310, 1999.
Wegrzyn, J. L., J. M. Lee, B. Tearse, and D. B. Neale, "TreeGenes: A forest tree genome database", International journal of plant genomics, vol. 2008, pp. 412875, Jan. 2008.  Download: TreeGenes.pdf (3.49 MB)
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)
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)
Weber, B. G., M. Mateas, and A. Jhala, "Using Data Mining to Model Player Experience", FDG Workshop on Evaluating Player Experience in Games, Bordeaux, France, ACM, 06/2011.
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)
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.
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., 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)
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., C. Utterback, C. Castiglia, and N. Wardrip-Fruin, Talking Cure, , Bathhouse 5:1, University of Eastern Michigan, 2007.
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)
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.
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.
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)
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)
Wardrip-Fruin, N., "Playable Media and Textual Instruments", Dichtung Digital , vol. 2005, issue 1, Spring 2005.
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)
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)
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., "Software Studies", FILE Festival (catalog essay), São Paulo, Brazil, June, 2008.  Download: nwf-P18-fileSoftwareStudies-asPublished.pdf (1.42 MB)
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)
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.
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)
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., "ELIZA Revisited", Proceedings of Visionary Landscapes, Electronic Literature Organization, Vancouver, WA, May, 2008.
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.
Walker, M. A., D. J. Litman, C. A. Kamm, and A. Abella, "PARADISE: a framework for evaluating spoken dialogue agents", Proceedings of the eighth conference on European chapter of the Association for Computational Linguistics, Morristown, NJ, USA, Association for Computational Linguistics, pp. 271–280, 1997.
Walker, M. A., "Redundancy in collaborative dialogue", Proceedings of the 14th conference on Computational linguistics, Morristown, NJ, USA, Association for Computational Linguistics, pp. 345–351, 1992.
Walker, M. A., R. Prasad, and A. Stent, "A Trainable Generator for Recommendations in Multimodal Dialog", EUROSPEECH: European Conference on Speech Processing, Geneva, pp. 1697-1701, 2003.
Walker, M. A., O. Rambow, and M. Rogati, "Training a Sentence Planner for Spoken Dialogue Using Boosting", Computer Speech and Language Special Issue on Spoken Language Generation, July, 2002.
Walker, M. A., "Can We Talk? Methods for Evaluation and Training of Spoken Dialogue System", Language Resources and Evaluation, vol. 39, no. 1: Springer, pp. 65-75, 2005.
Walker, M. A., "Discourse and deliberation: testing a collaborative strategy", Proceedings of the 15th conference on Computational linguistics, Morristown, NJ, USA, Association for Computational Linguistics, pp. 1205–1211, 1994.
Walker, M. A., "Expressive Generation for Interactive Stories", Expressive Generation for Interactive Stories, Pittsburgh, 2011.  Download: pittsburgh-v2.pdf (9.58 MB)
Walker, M. A., A. Stent, F. Mairesse, and R. Prasad, "Individual and domain adaptation in sentence planning for dialogue", J. Artif. Int. Res., vol. 30, no. 1, USA, AI Access Foundation, pp. 413–456, 2007.
Walker, M. A., "Experimentally evaluating communicative strategies: the effect of the task", AAAI ’94: Proceedings of the twelfth national conference on Artificial intelligence (vol. 1), Menlo Park, CA, USA, American Association for Artificial Intelligence, pp. 86–93, 1994.
Walker, M. A., and P. W. Jordan, "Design-World: a testbed of communicative action and resource limits", SIGART Bull., vol. 6, no. 2, New York, NY, USA, ACM, pp. 34–38, 1995.
Walker, M. A., R. Grant, G. Lin, J. Sawyer, N. Wardrip-Fruin, and M. Buell, "Murder in the Arboretum: Comparing Character Models to Personality Models. ", 4th International Workshop on Intelligent Narrative Technologies: AAAI Press, 2011.  Download: int4-v10.pdf (444.32 KB)
Walker, M. A., A. L. Nelson, and P. Stenton, "A case study of natural language customisation: the practical effects of world knowledge", Proceedings of the 14th conference on Computational linguistics, Morristown, NJ, USA, Association for Computational Linguistics, pp. 820–826, 1992.
Walker, M. A., "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.
Walker, M. A., C. Kamm, and D. Litman, "Towards developing general models of usability with PARADISE", Nat. Lang. Eng., vol. 6, no. 3-4, New York, NY, USA, Cambridge University Press, pp. 363–377, 2000.
Walker, M. A., "Limited attention and discourse structure", Comput. Linguist., vol. 22, no. 2, Cambridge, MA, USA, MIT Press, pp. 255–264, 1996.
Walker, M. A., and O. Rambow, "Spoken Language Generation", Computer Speech and Language Special Issue on Spoken Language Generation, July, 2002.
Walker, M. A., and J. D. Moore, "Empirical studies in discourse", Comput. Linguist., vol. 23, no. 1, Cambridge, MA, USA, MIT Press, pp. 1–12, 1997.
Walker, M. A., D. J. Litman, C. A. Kamm, and A. Abella, Paradise: a framework for evaluating spoken dialogue agents, , San Francisco, CA, USA, Morgan Kaufmann Publishers Inc., pp. 631–641, 1998.
Walker, M. A., J. H. Wright, and I. Langkilde, "Using Natural Language Processing and discourse Features to Identify Understanding Errors", ICML ’00: Proceedings of the Seventeenth International Conference on Machine Learning, San Francisco, CA, USA, Morgan Kaufmann Publishers Inc., pp. 1111–1118, 2000.
Walker, M. A., J. C. Fromer, and S. Narayanan, "Learning optimal dialogue strategies: a case study of a spoken dialogue agent for email", Proceedings of the 17th international conference on Computational linguistics, Morristown, NJ, USA, Association for Computational Linguistics, pp. 1345–1351, 1998.
Walker, M. A., "The effect of resource limits and task complexity on collaborative planning in dialogue", Artif. Intell., vol. 85, no. 1-2, Essex, UK, Elsevier Science Publishers Ltd., pp. 181–243, 1996.
Walker, M. A., S. Cote, and M. Iida, "Japanese discourse and the process of centering", Comput. Linguist., vol. 20, no. 2, Cambridge, MA, USA, MIT Press, pp. 193–232, 1994.
Walker, M. A., O. Rambow, and M. Rogati, "SPoT: a trainable sentence planner", NAACL ’01: Second meeting of the North American Chapter of the Association for Computational Linguistics on Language technologies 2001, Morristown, NJ, USA, Association for Computational Linguistics, pp. 1–8, 2001.
Walker, M. A., J. Fromer, G. Di Fabbrizio, C. Mestel, and D. Hindle, "What can I say?: evaluating a spoken language interface to Email", CHI ’98: Proceedings of the SIGCHI conference on Human factors in computing systems, New York, NY, USA, ACM Press/Addison-Wesley Publishing Co., pp. 582–589, 1998.
Walker, M. A., R. Passonneau, and J. E. Boland, "Quantitative and qualitative evaluation of Darpa Communicator spoken dialogue systems", ACL ’01: Proceedings of the 39th Annual Meeting on Association for Computational Linguistics, Morristown, NJ, USA, Association for Computational Linguistics, pp. 515–522, 2001.
Walker, M. A., D. J. Litman, C. A. Kamm, and A. Abella, "Evaluating interactive dialogue systems: extending component evaluation to integrated system evaluation", ISDS ’97: Interactive Spoken Dialog Systems on Bringing Speech and NLP Together in Real Applications, Morristown, NJ, USA, Association for Computational Linguistics, pp. 1–8, 1997.
Walker, M. A., and R. Passonneau, "DATE: a dialogue act tagging scheme for evaluation of spoken dialogue systems", HLT ’01: Proceedings of the first international conference on Human language technology research, Morristown, NJ, USA, Association for Computational Linguistics, pp. 1–8, 2001.
Walker, M. A., I. Langkilde, J. H. Wright, A. Gorin, and D. Litman, "Learning to predict problematic situations in a spoken dialogue system: experiments with how may I help you?", Proceedings of the 1st North American chapter of the Association for Computational Linguistics conference, San Francisco, CA, USA, Morgan Kaufmann Publishers Inc., pp. 210–217, 2000.
Walker, M. A., "Evaluating discourse processing algorithms", Proceedings of the 27th annual meeting on Association for Computational Linguistics, Morristown, NJ, USA, Association for Computational Linguistics, pp. 251–261, 1989.
Walker, M. A., R. Grant, G. Lin, J. Sawyer, N. Wardrip-Fruin, and M. Buell, " Perceived or Not Perceived: Film Character Models for Expressive NLG.", In Interactive Storytelling: Fourth Joint Conference on Interactive Digital Storytelling: ICIDS, 2011.  Download: icids-v12(1).pdf (251.99 KB)
Walker, M. A., and O. Rambow, "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.
Walker, M., G. Lin, and J. Sawyer, "An Annotated Corpus of Film Dialogue for Learning and Characterizing Character Style", Proceedings of the Eight International Conference on Language Resources and Evaluation (LREC'12), Istanbul, Turkey, European Language Resources Association (ELRA), may, 2012.  Download: 1114_Paper.pdf (416.39 KB)
Walker, M. A., J. E. Cahn, and S. J. Whittaker, "Improvising linguistic style: social and affective bases for agent personality", AGENTS ’97: Proceedings of the first international conference on Autonomous agents, New York, NY, USA, ACM, pp. 96–105, 1997.
Walker, M. A., "Natural language in a desktop environment", Proceedings of the third international conference on human- computer interaction on Designing and using human-computer interfaces and knowledge based systems (2nd ed.), New York, NY, USA, Elsevier Science Inc., pp. 502–509, 1989.
Walker, M. A., Informational redundancy and resource bounds in dialogue, , Philadelphia, PA, USA, University of Pennsylvania, 1993.
Walker, M. A., and S. Whittaker, "Mixed initiative in dialogue: an investigation into discourse segmentation", Proceedings of the 28th annual meeting on Association for Computational Linguistics, Morristown, NJ, USA, Association for Computational Linguistics, pp. 70–78, 1990.
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Tuite, {K., N. Snavely, D. - Y. Hsiao, A. M. Smith, and Z. Popović, "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)
Tuite, K., N. Snavely, D. - Y. Hsiao, A. M. Smith, and Z. Popović, "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.
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)
Treanor, M., B. Blackford, M. Mateas, and I. Bogost, "Game-O-Matic: Generating Videogames that Represent Ideas", Procedural Content Generation Workshop at the Foundations of Digital Games Conference, 2012.  Download: Game-O-Matic (PCG2012).pdf (793.33 KB)
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)
Treanor, M., B. Schweizer, I. Bogost, and M. Mateas, "The Micro-Rhetorics of Game-O-Matic", The Foundations of Digital Games Conference, 2012.  Download: Micro-Rhetorics.pdf (381.6 KB)
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)
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)
Telleen, J., A. Sullivan, J. Yee, O. Wang, P. Gunawardane, I. Collins, and J. Davis, "Synthetic Shutter Speed Imaging", Computer Graphics Forum - Eurographics, vol. 26, no. 3, pp. 591–598, 2007.
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.
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)
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)
Taylor, R. N., N. Medvidovic, K. M. Anderson, J. E. Whitehead, Jr., and J. E. Robbins, "A component- and message-based architectural style for GUI software", ICSE ’95: Proceedings of the 17th international conference on Software engineering, New York, NY, USA, ACM, pp. 295–304, 1995.
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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)
Sullivan, A., A. Grow, T. Chirrick, M. Stokols, N. Wardrip-Fruin, and M. Mateas, "Extending CRPGs as an Interactive Storytelling Form", Proceedings of the The Fourth International Conference on Interactive Digital Storytelling (ICIDS 2011), Vancouver, BC, Canada, November, 2011.  Download: final65.pdf (310.51 KB)
Sullivan, A., M. Mateas, and N. Wardrip-Fruin, "Rules of engagement: moving beyond combat-based quests", Proceedings of Foundations of Digital Games, Intelligent Narrative Technologies III Workshop, Monterey, CA, 2010.
Sullivan, A., A. Grow, M. Mateas, and N. Wardrip-Fruin, "The design of Mismanor: creating a playable quest-based story game", Proceedings of the International Conference on the Foundations of Digital Games: ACM, pp. 180–187, 2012.
Sullivan, A., M. Mateas, and N. Wardrip-Fruin, "Making Quests Playable: Choices, CRPGs, and the Grail Framework", Leonardo Electronic Almanac, vol. 17, no. 2, pp. 140–152, 2011.  Download: LEA_02_1410_10.pdf (789.88 KB)
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)
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)
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)
Sudhakrishnan, S., J. T. Madhavan, J. E. Whitehead, Jr., and J. Renau, "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.
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)
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.
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.
Stern, A., "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.
Stent, A., R. Prasad, and M. A. Walker, "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.
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, A. M., J. Skorupski, and J. Davis, Transient Rendering, : UCSC-SOE-08-26, 2008.  Download: ucsc-soe-08-26.pdf (115.42 KB)
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, 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)
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)
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)
Smith, A. M., and M. Mateas, "Towards Knowledge-Oriented Creativity Support in Game Design", Proceedings of the Second International Conference on Computational Creativity (ICCC 11), 2011.  Download: iccc11-pattern_language.pdf (506.77 KB)
Smith, A. M., and M. Mateas, "Answer Set Programming for Procedural Content Generation: A Design Space Approach", Computational Intelligence and AI in Games, IEEE Transactions on, vol. 3, no. 3, pp. 187–200, 2011.  Download: tciaig-asp4pcg.pdf (634.14 KB)
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)
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)
Smith, A. M., M. J. Nelson, and M. Mateas, "Computational Support for Play Testing Game Sketches", Proceedings of the 5th Artificial Intelligence for Interactive Digital Entertainment Conference (AIIDE 2009), 2009.  Download: Smith_Nelson_Mateas_-_Play_Testing_-_AIIDE09.pdf (220.75 KB)
Smith, A. M., M. J. Nelson, and M. Mateas, "Ludocore: A Logical Game Engine For Modeling Videogames", Proceedings of the IEEE Conference on Computational Intelligence and Games (CIG 2010), 2010.  Download: ieeecig10_ludocore.pdf (291.81 KB)
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)
Smith, A. M., C. Lewis, K. Hullett, G. Smith, and A. Sullivan, "An Inclusive View of Player Modeling", Proceedings of the 6th International Conference on the Foundations of Digital Games (FDG 2011), 2011.  Download: amsmith-fdg11.pdf (994.37 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)
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)
Smith, G., J. Whitehead, and M. Mateas, "Tanagra: Reactive Planning and Constraint Solving for Mixed-Initiative Level Design.", IEEE Transactions on Computational Intelligence and AI in Games (TCIAIG), Special Issue on Procedural Content Generation, vol. 3, issue 3, 09/2011.  Download: smith-tanagra-tciaig.pdf (1.69 MB)
Smith, A. M., and M. K. Warmuth, "Learning Rotations", Proceedings of the 12th Annual Conference on Learning Theory (COLT 08), 2008.  Download: ucsc-soe-10-08.pdf (185.25 KB)
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)
Smith, A. M., and M. Mateas, "Variations Forever: Flexibly Generating Rulesets from a Sculptable Design Space of Mini-Games", Proceedings of the IEEE Conference on Computational Intelligence and Games (CIG 2010), 2010.  Download: ieeecig20_vf.pdf (690 KB)
Smith, A. M., and M. Mateas, "Knowledge-Level Creativity in Game Design", Proceedings of the Second International Conference on Computational Creativity (ICCC 11), 2011.  Download: iccc11-rational_curiosity.pdf (632.44 KB)
Smith, G., and A. Sullivan, "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.
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)
Skorupski, J., J. Yee, J. McCoy, and J. Davis, "Facial type, expression, and viseme generation", SIGGRAPH ’07: ACM SIGGRAPH 2007 posters, New York, NY, USA, ACM, pp. 34, 2007.
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)
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)
Singh, S. P., M. J. Kearns, D. J. Litman, and M. A. Walker, "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.
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.
Shivaji, S., J. E. James Whitehead, R. Akella, and S. Kim, "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)
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.
Segura, E. M., H. Cramer, P. F. Gomes, S. Nylander, and A. Paiva, "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)
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.
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.
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.
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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.
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.
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)
Rivera, G., K. Hullett, and J. Whitehead, "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)
Richter, K. - F., B. G. Weber, B. Bojduj, and S. Bertel, "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.
Reed, A. A., "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)
Reed, A. A., B. Samuel, A. Sullivan, R. Grant, A. Grow, J. Lazaro, J. Mahal, S. Kurniawan, M. Walker, and N. Wardrip-Fruin, "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)
Reed, A. A., "Blue Lacuna: Lessons Learned Writing the World's Longest Interactive Fiction", Electronic Literature Organization Archive & Innovate, Brown University, 2010.  Download: overview-paper-elo.pdf (261.98 KB)
Reed, A. A., B. Samuel, A. Sullivan, R. Grant, A. Grow, J. Lazaro, J. Mahal, S. Kurniawan, M. Walker, and N. Wardrip-Fruin, "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)
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)
Rambow, O., S. Bangalore, and M. A. Walker, "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.
Rambow, O., M. Rogati, and M. A. Walker, "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.
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Prasad, R., and M. A. Walker, "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.
Pousman, Z., M. Romero, A. M. Smith, and M. Mateas, "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)
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.
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)
Polifroni, J., and M. A. Walker, "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.
Polifroni, J., and M. A. Walker, "Learning Database Content for Spoken Dialogue System Design", Proceedings of the International Conference on Language Resources and Evaluation (LREC)2006, Genoa, May, 2006.
Pan, K., J. E. Whitehead, Jr., and G. Ge, "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.
Pan, K., S. Kim, and J. E. Whitehead, Jr., "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.
Pan, K., S. Kim, and J. E. Whitehead, Jr., "Toward an understanding of bug fix patterns", Empirical Softw. Engg., vol. 14, no. 3, Hingham, MA, USA, Kluwer Academic Publishers, pp. 286–315, 2009.
Pan, K., Using evolution patterns to find duplicated bugs, , Santa Cruz, CA, USA, University of California at Santa Cruz, 2006.
Pan, K., J. E. Whitehead, Jr., and G. Ge, "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.
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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.
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Notkin, D., M. Donner, M. D. Ernst, M. Gorlick, and J. E. Whitehead, Jr., "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.
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)
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, "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)
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)
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)
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)
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)
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)
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)
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Myers, K., M. J. Kearns, S. P. Singh, and M. A. Walker, "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.
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.
Mistrk, I., J. Grundy, A. Hoek, and J. Whitehead, Collaborative Software Engineering, : Springer Publishing Company, Incorporated, 2010.
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.
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)
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)
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)
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)
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)
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)
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.
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.
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)
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)
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)
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)
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)
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)
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)
Mateas, M., Interactive drama, art and artificial intelligence, , Pittsburgh, PA, USA, Carnegie Mellon University, 2002.  Download: CMU-CS-02-206.pdf (2.05 MB)
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., 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.
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)
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.
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)
Mairesse, F., and M. A. Walker, "PERSONAGE: Personality Generation for Dialogue", 45th Annual Meeting of the Association for Computational Linguistics, Prague, June 2007.
Mairesse, F., and M. A. Walker, "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.
Mairesse, F., and M. A. Walker, "Words Mark the Nerds: Computational Models of Personality Recognition through Language", 28th Annual Conference of the Cognitive Science Society, Vancouver, July 2006.
Mairesse, F., and M. A. Walker, "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.
Mairesse, F., and M. A. Walker, "Trainable Generation of Big-Five Personality Styles through Data-driven Parameter Estimation", 46th Annual Meeting of the Association for Computational Linguistics, Columbus, June 2008.
Madhavan, J. T., and J. E. Whitehead, Jr., "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.
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Litman, D. J., S. Pan, and M. A. Walker, "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.
Litman, D. J., M. S. Kearns, S. P. Singh, and M. A. Walker, "Automatic optimization of dialogue management", Proceedings of the 18th conference on Computational linguistics, Morristown, NJ, USA, Association for Computational Linguistics, pp. 502–508, 2000.
Litman, D., S. P. Singh, M. Kearns, and M. A. Walker, "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.
Litman, D. J., M. A. Walker, and M. S. Kearns, "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.
Lin, G., and M. A. Walker, "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)
Lewis, C., "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)
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.
Lewis, C., and J. Whitehead, "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)
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