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
"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)
"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)
"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)
"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)
"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)
"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)
"From Abstraction to Reality: Integrating Drama Management into a Playable Game Experience",
Proceeding of the AAAI 2009 Spring Symposium, 2009.
"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)
"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)
"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)
"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)
"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)
"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)
"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)
Using evolution patterns to find duplicated bugs,
, Santa Cruz, CA, USA, University of California at Santa Cruz, 2006.
"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.
"WebDAV: Versatile Collaboration Multiprotocol",
IEEE Internet Computing, vol. 9, no. 1, Piscataway, NJ, USA, IEEE Educational Activities Department, pp. 66–74, 2005.
Collaborative Software Engineering,
: Springer Publishing Company, Incorporated, 2010.
"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.
"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.
"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.
"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.
"Chimera: hypermedia for heterogeneous software development enviroments",
ACM Trans. Inf. Syst., vol. 18, no. 3, New York, NY, USA, ACM, pp. 211–245, 2000.
"As we do write: hyper-terms for hypertext",
SIGWEB Newsl., vol. 9, no. 2-3, New York, NY, USA, ACM, pp. 8–18, 2000.
"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.
"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.
"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)
"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.
An analysis of the hypertext versioning domain,
: University of California, Irvine, 2000.
"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.
"Collaboration in Software Engineering: A Roadmap",
FOSE ’07: 2007 Future of Software Engineering, Washington, DC, USA, IEEE Computer Society, pp. 214–225, 2007.
"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.
"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.
"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.
"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.
"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.
"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.
"Identification of Software Instabilities",
WCRE ’03: Proceedings of the 10th Working Conference on Reverse Engineering, Washington, DC, USA, IEEE Computer Society, pp. 134, 2003.
"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.
"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.
"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.
"The WebDAV property design",
Softw. Pract. Exper., vol. 34, no. 2, New York, NY, USA, John Wiley & Sons, Inc., pp. 135–161, 2004.
"Micro pattern evolution",
MSR ’06: Proceedings of the 2006 international workshop on Mining software repositories, New York, NY, USA, ACM, pp. 40–46, 2006.
"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.
"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.
"Classifying Software Changes: Clean or Buggy?",
IEEE Trans. Softw. Eng., vol. 34, no. 2, Piscataway, NJ, USA, IEEE Press, pp. 181–196, 2008.
"A Component- and Message-Based Architectural Style for GUI Software",
IEEE Trans. Softw. Eng., vol. 22, no. 6, Piscataway, NJ, USA, IEEE Press, pp. 390–406, 1996.
"Toward an understanding of bug fix patterns",
Empirical Softw. Engg., vol. 14, no. 3, Hingham, MA, USA, Kluwer Academic Publishers, pp. 286–315, 2009.
"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)
"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.
"World Wide Web distributed authoring and versioning (WebDAV): an introduction",
StandardView, vol. 5, no. 1, New York, NY, USA, ACM, pp. 3–8, 1997.
"Distributed Authoring and Versioning",
IEEE Internet Computing, vol. 1, no. 2, Piscataway, NJ, USA, IEEE Educational Activities Department, pp. 76–77, 1997.
"Web-based development of complex information products",
Commun. ACM, vol. 41, no. 8, New York, NY, USA, ACM, pp. 84–92, 1998.
"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.
"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.
"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.
"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.
"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)
"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.
"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.
"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.
"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.
"Predicting faults from cached history",
ISEC ’08: Proceedings of the 1st India software engineering conference, New York, NY, USA, ACM, pp. 15–16, 2008.
"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.
"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.
"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)
"Seven Issues, Revisited",
HYPERTEXT ’02: Proceedings of the thirteenth ACM conference on Hypertext and hypermedia, New York, NY, USA, ACM, pp. 171–171, 2002.
"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)
"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)
"Rules of engagement: moving beyond combat-based quests",
Proceedings of Foundations of Digital Games, Intelligent Narrative Technologies III Workshop, Monterey, CA, 2010.
"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.
"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)
"Rules of engagement: moving beyond combat-based quests",
Proceedings of Foundations of Digital Games, Intelligent Narrative Technologies III Workshop, Monterey, CA, 2010.
"A Case Study of Expressively Constrainable Level Design Automation Tools for a Puzzle Game",
Foundations of Digital Games 2012, Raleigh, NC, 2012.
Download: fdg2012generation.pdf (1.3 MB)
"Rules of engagement: moving beyond combat-based quests",
Proceedings of Foundations of Digital Games, Intelligent Narrative Technologies III Workshop, Monterey, CA, 2010.
"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)
"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)
"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)
"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)
"Lessons in Teaching Game Design",
Foundations of Digital Games (FDG 2011), Bordeaux, France, June, 2011.
Download: cosmospapercameraready.pdf (161.07 KB)
"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)
"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)
"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)
"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)
"PCG-Based Game Design: Creating Endless Web",
Foundations of Digital Games 2012 (FDG '12), Raleigh, NC, 2012.
Download: smith-fdg12.pdf (1000.03 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.
"Babies in Graduate School: Making it Happen",
ACM-W CIS Newsletter, vol. 3, issue 1, Winter 2011.
Download: newsletter_v0301.pdf (5.69 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)
"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)
"Lessons in Teaching Game Design",
Foundations of Digital Games (FDG 2011), Bordeaux, France, June, 2011.
Download: cosmospapercameraready.pdf (161.07 KB)
"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.
"Trainable Generation of Big-Five Personality Styles through Data-driven Parameter Estimation",
46th Annual Meeting of the Association for Computational Linguistics, Columbus, June 2008.
"Bossy or Wimpy: Expressing Social Dominance by Combining Gaze and Linguistic Behaviors",
Intelligent Virtual Agents, Philadelphia, 2010.
"Using Linguistic Cues for the Automatic Recognition of Personality in Conversation and Text",
Journal of Artificial Intelligence Research, vol. 30, pp. 457-500, 2007.
"PERSONAGE: Personality Generation for Dialogue",
45th Annual Meeting of the Association for Computational Linguistics, Prague, June 2007.
"Evaluating the Effect of Gesture and Language on Personality Perception in Conversational Agents",
Intelligent Virtual Agents, Philadelphia, Springer, 2010.
"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.
"Towards Personality-Based User Adaptation: Psychologically Informed Stylistic Language Generation",
User Modeling and User-Adapted Interaction, vol. 20, issue 3, 2010.
"Lessons in Teaching Game Design",
Foundations of Digital Games (FDG 2011), Bordeaux, France, June, 2011.
Download: cosmospapercameraready.pdf (161.07 KB)
"Automatically training a problematic dialogue predictor for a spoken dialogue system",
J. Artif. Int. Res., vol. 16, no. 1, USA, AI Access Foundation, pp. 293–319, 2002.
"Automatic Evaluation: Using a DATE Dialogue Act Tagger for User Satisfaction and Task Completion Prediction",
Language Resources and Evaluation Conference, 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.
"Evaluating the Effect of Gesture and Language on Personality Perception in Conversational Agents",
Intelligent Virtual Agents, Philadelphia, Springer, 2010.
"An Analysis of Automatic Content Selection Algorithms for Spoken Dialogue System Summaries",
IEEE/ACL, Aruba, 2006.
"An application of reinforcement learning to dialogue strategy selection in a spoken dialogue system for email",
J. Artif. Int. Res., vol. 12, no. 1, USA, AI Access Foundation, pp. 387–416, 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.
"Fish or Fowl: A Wizard of Oz Evaluation of Dialogue Strategies in the Restaurant Domain",
Language Resources and Evaluation Conference, 2002.
"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.
"The AT&T DARPA Communicator Mixed-Initiative Spoken Dialog System",
Proceedings of the International Conference on Spoken Language Processing, 2000.
"Generation and Evaluation of User Tailored Responses in Multimodal Dialogue",
Cognitive Science, vol. 28, no. 5, pp. 811-840, September-Octobe, 2004.
"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.
"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.
"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.
"DARPA Communicator Dialog Travel Planning Systems: The June 2000 Data Collection",
EUROSPEECH: European Conference on Speech Processing, 2001.
"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.
"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.
"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.
"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.
"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.
"Voice-If: a Mixed-Initiative Spoken Dialogue System for AT&T Conference Services",
EUROSPEECH: European Conference on Speech Processing, 2001.
"Using Linguistic Cues for the Automatic Recognition of Personality in Conversation and Text",
Journal of Artificial Intelligence Research, vol. 30, pp. 457-500, 2007.
Spoken Multimodal Human-Computer Dialogue in Mobile Environments,
: Kluwer Academic Publishers, 2004.
"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.
"Words Mark the Nerds: Computational Models of Personality Recognition through Language",
28th Annual Conference of the Cognitive Science Society, Vancouver, July 2006.
"Evaluation For Darpa Communicator Spoken Dialogue Systems",
Language Resources and Evaluation Conference (LREC), 2000.
"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.
"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 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.
"Speech plans: generating evaluative responses in spoken dialogue",
International Natural Language Generation Conference, 2002.
"Controlling User Perceptions of Linguistic Style: Trainable Generation of Personality Traits",
Computational Linguistics, 2011.
"Limited attention and discourse structure",
Comput. Linguist., vol. 22, no. 2, Cambridge, MA, USA, MIT Press, pp. 255–264, 1996.
"Testing collaborative strategies by computational simulation: Cognitive and task effects",
Knowledge Based Systems, 1995.
"DARPA Communicator: Cross-System Results for the 2001 Evaluation",
ICSLP, 2002.
"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.
"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.
"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.
"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.
"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.
"User-Tailored Generation for Spoken Dialogue: An Experiment",
ICSLP, 2002.
"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.
"Spoken Language Generation",
Computer Speech and Language Special Issue on Spoken Language Generation, July, 2002.
"Evaluating Spoken Language Systems",
Proceedings of American Voice Input/Output Society (AVIOS), 1999.
"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.
"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.
"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.
"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.
"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.
"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.
"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.
"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.
"Bossy or Wimpy: Expressing Social Dominance by Combining Gaze and Linguistic Behaviors",
Intelligent Virtual Agents, Philadelphia, 2010.
"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.
"Empirical studies in discourse",
Comput. Linguist., vol. 23, no. 1, Cambridge, MA, USA, MIT Press, pp. 1–12, 1997.
"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.
"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.
"Mixed initiative in dialogue: an investigation into discourse segmentation",
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"Learning Database Content for Spoken Dialogue System Design",
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"Augmenting Variation of System Utterances using Corpora in Spoken Dialogue Systems",
IEEE Automatic Speech Recognition and Understanding (ASRU), Puerto Rico, 2005.
"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.
"Japanese discourse and the process of centering",
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"Should I Tell All? An Experiment On Conciseness in Spoken Dialogue",
EUROSPEECH: European Conference on Speech Processing, Geneva, pp. 1685-1689, 2003.
"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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"Say it with systems: expanding Kodu's expressive power through gender-inclusive mechanics",
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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.
Download: tearse_iccc11.pdf (1.15 MB)
"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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"Towards affective camera control in games",
User Model. User-Adapt. Interact., vol. 20, no. 4, pp. 313-340, 2010.
"Lessons in Teaching Game Design",
Foundations of Digital Games (FDG 2011), Bordeaux, France, June, 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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"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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"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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"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)
"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.
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"Murder in the Arboretum: Comparing Character Models to Personality Models. ",
4th International Workshop on Intelligent Narrative Technologies: AAAI Press, 2011.
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"Lessons in Teaching Game Design",
Foundations of Digital Games (FDG 2011), Bordeaux, France, June, 2011.
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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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"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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"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)
"Lessons in Teaching Game Design",
Foundations of Digital Games (FDG 2011), Bordeaux, France, June, 2011.
Download: cosmospapercameraready.pdf (161.07 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.
"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)
"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.
"Lessons in Teaching Game Design",
Foundations of Digital Games (FDG 2011), Bordeaux, France, June, 2011.
Download: cosmospapercameraready.pdf (161.07 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.
"Enemy NPC Design Patterns in Shooter Games",
Proceedings of the 1st Workshop on Design Patterns in Games, New York, NY, USA, ACM, 2012.
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"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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"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)
"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.
"PCG-Based Game Design: Creating Endless Web",
Foundations of Digital Games 2012 (FDG '12), Raleigh, NC, 2012.
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"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)
"Reactive Planning Idioms for Multi-Scale Game AI",
IEEE Conference on Computational Intelligence in Games (CIG), 2010.
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"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)
"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)
"Case-Based Goal Formulation",
AAAI 2010 Workshop on Goal-Driven Autonomy (AAAI-GDA), 2010.
Download: weber_goalformulation.pdf (216.04 KB)
"Applying Goal-Driven Autonomy to StarCraft",
Artificial Intelligence and Interactive Digital Entertainment (AIIDE), 2010.
Download: gda_aiide2010.pdf (420.08 KB)
"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.
First Person: New Media as Story, Performance, and Game,
, Cambridge, MA, USA, MIT Press, 2004.
"Visualizing Audio in a First-Person Shooter With Directional Sound Display",
Foundations of Digital Games, Bordeaux, France, 06/2011.
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"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.
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"Defining Operational Logics",
Proceedings of the Digital Games Research Association, Brunel University, London, September, 2009.
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"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.
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"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.
"Case-Based Reasoning for Build Order in Real-Time Strategy Games",
Artificial Intelligence and Interactive Digital Entertainment (AIIDE 2009), 10/2009.
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"A neo-Aristotelian theory of interactive drama",
Proceedings of the AAAI Spring Symposium on Artificial Intelligence and Interactive Entertainment, Palo Alto, California, March, 2000.
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"A Particle Model for State Estimation in Real-Time Strategy Games",
Proceedings of AIIDE, Stanford, Palo Alto, California, AAAI Press, pp. 103–108, 2011.
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"ELIZA Revisited",
Proceedings of Visionary Landscapes, Electronic Literature Organization, Vancouver, WA, May, 2008.
"Intelligent Interactive-Stories: Theory versus Practice",
Game Developers Conference, 2009.
"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.
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"MINSTREL Remixed: a rational reconstruction",
INT3 ’10: Proceedings of the Intelligent Narrative Technologies III Workshop, New York, NY, USA, ACM, pp. 1–7, 2010.
"Another look at search-based drama management",
AAAI’08: Proceedings of the 23rd national conference on Artificial intelligence: AAAI Press, pp. 792–797, 2008.
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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.
Download: smith-fdg-09.pdf (161.11 KB)
Expressive processing: on the process-intensive literature and digital media,
, Providence, RI, USA, Brown University, 2006.
"Inventing the Future of Story AI for Games",
Digital Humanities Conference, 2009.
"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.
"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.
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"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.
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"Learning to Read Digital Literature",
Reading Moving Letters: Digital Literature in Research and Teaching. A Handbook, Germany, Transcript Verlag, pp. 249–259, 2010.
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Talking Cure,
, Bathhouse 5:1, University of Eastern Michigan, 2007.
"Al isn’t just for players: AI-based authoring tools",
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"Lessons Learned From a Rational Reconstruction of Minstrel",
Twenty-Sixth AAAI Conference on Artificial Intelligence, Toronto, Ontario, Canada, 2012.
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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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"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.
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"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.
"The disenchantment of affect",
Personal Ubiquitous Comput., vol. 12, no. 5, London, UK, Springer-Verlag, pp. 347–358, 2008.
"Ethnographic data for product development: a collaborative process",
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"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.
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"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.
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First Person: New Media as Story, Performance, and Game,
: The MIT Press, 2006.
"Storyboard Authoring of Plan-based Interactive Dramas",
Foundations of Digital Games Doctoral Consortium, 2009.
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"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.
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"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.
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"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)
"Recombinable game mechanics for automated design support",
Proceedings of the 4th Artificial Intelligence and Interactive Digital Entertainment Conference (AIIDE), Palo Alto, California, USA, 2008.
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"Case-Based Goal Formulation",
AAAI 2010 Workshop on Goal-Driven Autonomy (AAAI-GDA), 2010.
Download: weber_goalformulation.pdf (216.04 KB)
"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.
"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.
The New Media Reader,
, Cambridge, MA, MIT Press, 2003.
"Integrating Expert Knowledge and Experience",
AAAI Doctoral Consortium, 2010.
Download: weber_dc_abstract.pdf (21.48 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)
"Expressive Processing, in panel "Critical Code and Software Studies"",
Proceedings of Digital Humanities, University of Maryland, College Park, June, 2009.
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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.
Download: sullivan-fdg09-dc-cr2.pdf (74.16 KB)
"Better Game Studies Education the Carcassonne Way",
Proceedings of the Digital Games Research Association, Brunel University, London, September, 2009.
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"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)
"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.
"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)
"Agency Reconsidered",
Proceedings of the Digital Games Research Association, 6 Brunel University, London, September, 2009.
Download: nwf-C7-digra09-agency.pdf (220.38 KB)
"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)
"Cave writing: toward a platform for literary immersive VR",
SIGGRAPH ’05: ACM SIGGRAPH 2005 Sketches, New York, NY, USA, ACM, pp. 113, 2005.
"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)
"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)
"Engineering ethnography in the home",
CHI ’96: Conference companion on Human factors in computing systems, New York, NY, USA, ACM, pp. 283–284, 1996.
"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.
"What hypertext is",
HYPERTEXT ’04: Proceedings of the fifteenth ACM conference on Hypertext and hypermedia, New York, NY, USA, ACM, pp. 126–127, 2004.
"Interactive stories: real systems, three solutions",
SIGGRAPH ’02: ACM SIGGRAPH 2002 conference abstracts and applications, New York, NY, USA, ACM, pp. 105–106, 2002.
"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.
"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.
"On Creating a Native Real Time Strategy Game User Interface for Multi-Touch Devices.",
Foundations of Digital Games, Bordeaux, France, 06/2011.
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"Software Studies",
FILE Festival (catalog essay), São Paulo, Brazil, June, 2008.
Download: nwf-P18-fileSoftwareStudies-asPublished.pdf (1.42 MB)
"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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"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)
Second Person: Role-Playing and Story in Games and Playable Media,
: The MIT Press, 2007.
"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)
"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)
"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)

