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
" 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)
Aaron Reed: Blue Lacuna,
, April, 2011.
Adaptive bug prediction by analyzing project history,
, Santa Cruz, CA, USA, University of California at Santa Cruz, 2006.
"Agency Reconsidered",
Proceedings of the Digital Games Research Association, 6 Brunel University, London, September, 2009.
Download: nwf-C7-digra09-agency.pdf (220.38 KB)
"Al isn’t just for players: AI-based authoring tools",
CIG’09: Proceedings of the 5th international conference on Computational Intelligence and Games, Piscataway, NJ, USA, IEEE Press, pp. 1–1, 2009.
"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.
"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)
"Amount of information presented in a complex list: effects on user performance",
HLT ’01: Proceedings of the first international conference on Human language technology research, Morristown, NJ, USA, Association for Computational Linguistics, pp. 1–6, 2001.
"An Analysis of Automatic Content Selection Algorithms for Spoken Dialogue System Summaries",
IEEE/ACL, Aruba, 2006.
"Analysis of signature change patterns",
MSR ’05: Proceedings of the 2005 international workshop on Mining software repositories, New York, NY, USA, ACM, pp. 1–5, 2005.
An analysis of the diagrammatic visual data querying domain,
, Santa Cruz, CA, USA, University of California at Santa Cruz, 2005.
An analysis of the hypertext versioning domain,
: University of California, Irvine, 2000.
"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)
"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)
"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)
"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)
"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.
"Applying Goal-Driven Autonomy to StarCraft",
Artificial Intelligence and Interactive Digital Entertainment (AIIDE), 2010.
Download: gda_aiide2010.pdf (420.08 KB)
"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.
"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.
"As we do write: hyper-terms for hypertext",
SIGWEB Newsl., vol. 9, no. 2-3, New York, NY, USA, ACM, pp. 8–18, 2000.
"The AT&T DARPA Communicator Mixed-Initiative Spoken Dialog System",
Proceedings of the International Conference on Spoken Language Processing, 2000.
"Augmenting Variation of System Utterances using Corpora in Spoken Dialogue Systems",
IEEE Automatic Speech Recognition and Understanding (ASRU), Puerto Rico, 2005.
"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)
"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)
"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.
"Automatic Evaluation: Using a DATE Dialogue Act Tagger for User Satisfaction and Task Completion Prediction",
Language Resources and Evaluation Conference, 2002.
"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.
"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.
"Automatic optimization of dialogue management",
Proceedings of the 18th conference on Computational linguistics, Morristown, NJ, USA, Association for Computational Linguistics, pp. 502–508, 2000.
"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.
"Automatically Generating Summary Visualizations from Game Logs",
AIIDE: The AAAI Press, 2008.
"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.
"Babies in Graduate School: Making it Happen",
ACM-W CIS Newsletter, vol. 3, issue 1, Winter 2011.
Download: newsletter_v0301.pdf (5.69 MB)
"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.
"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.
"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.
"Better Game Studies Education the Carcassonne Way",
Proceedings of the Digital Games Research Association, Brunel University, London, September, 2009.
Download: nwf-C5-digra09-gameEducation.pdf (624.68 KB)
"Between Downward Spirals and Habituation: Emotion Intensity in Virtual Agents’ Memory Retrieval",
Proceedings of the 2nd Symposium on Human Memory for Artificial Agents, 2011.
Download: Gomes.et_.al-Between Downward Spirals and Habituation Emotion Intensity in Virtual Agents Memory Retrieval (AISB11).pdf (422.56 KB)
"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)
"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)
"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.
"Bossy or Wimpy: Expressing Social Dominance by Combining Gaze and Linguistic Behaviors",
Intelligent Virtual Agents, Philadelphia, 2010.
"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)
"Branching storylines in virtual reality environments for leadership development",
IAAI’04: Proceedings of the 16th conference on Innovative applications of artifical intelligence: AAAI Press, pp. 844–851, 2004.
"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.
"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)
"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)
"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)
"CamOn: A Real-Time Autonomous Camera System",
AIIDE, 2009.
"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.
"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)
"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.
"Case-Based Goal Formulation",
AAAI 2010 Workshop on Goal-Driven Autonomy (AAAI-GDA), 2010.
Download: weber_goalformulation.pdf (216.04 KB)
"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)
"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.
"Cave writing: toward a platform for literary immersive VR",
SIGGRAPH ’05: ACM SIGGRAPH 2005 Sketches, New York, NY, USA, ACM, pp. 113, 2005.
Centering in Discource,
: Oxford University Press, 1998.
"Chimera: hypermedia for heterogeneous software development enviroments",
ACM Trans. Inf. Syst., vol. 18, no. 3, New York, NY, USA, ACM, pp. 211–245, 2000.
"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.
"Cinematic Visual Discourse: Representation, Generation, and Evaluation",
IEEE Transactions on Computational Intelligence and AI in Games, vol. 2, no. 2, pp. 69–81, June, 2010.
Abstract
"Classifying Software Changes: Clean or Buggy?",
IEEE Trans. Softw. Eng., vol. 34, no. 2, Piscataway, NJ, USA, IEEE Press, pp. 181–196, 2008.
"Collaboration in Software Engineering: A Roadmap",
FOSE ’07: 2007 Future of Software Engineering, Washington, DC, USA, IEEE Computer Society, pp. 214–225, 2007.
Collaborative Software Engineering,
: Springer Publishing Company, Incorporated, 2010.
"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)
"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)
A Companion to Digital Literary Studies,
: Basil Blackwell, pp. 163-182, 2008.
"Comparing Effects of Different Cinematic Visualization Strategies on Viewer Comprehension",
ICIDS ’09: Proceedings of the 2nd Joint International Conference on Interactive Digital Storytelling, Berlin, Heidelberg, Springer-Verlag, pp. 26–37, 2009.
"A 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.
"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.
"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)
"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)
"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)
"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.
"Controlling User Perceptions of Linguistic Style: Trainable Generation of Personality Traits",
Computational Linguistics, 2011.
"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)
Creating Interactive Fiction with Inform 7,
: Course Technology PTR, 2010.
"DARPA Communicator Dialog Travel Planning Systems: The June 2000 Data Collection",
EUROSPEECH: European Conference on Speech Processing, 2001.
"DARPA Communicator Evaluation: Progress from 2000 to 2001",
ICSLP, 2002.
"DARPA Communicator: Cross-System Results for the 2001 Evaluation",
ICSLP, 2002.
"Darshak: an intelligent cinematic camera planning system",
AAAI’06: proceedings of the 21st national conference on Artificial intelligence: AAAI Press, pp. 1918–1919, 2006.
"Data analytics for game development: NIER track",
33rd International Conference on Software Engineering, Honolulu, Hawaii, 2011.
Download: p940-hullett.pdf (209.31 KB)
"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)
"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.
"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)
"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)
"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.
"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)
"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.
"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.
"Developing And Testing General Models Of Spoken Dialogue System Perfor mance",
Language Resources and Evaluation Conference (LREC), 2000.
"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)
"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.
"A discourse planning approach to cinematic camera control for narratives in virtual environments",
AAAI’05: Proceedings of the 20th national conference on Artificial intelligence: AAAI Press, pp. 307–312, 2005.
"The disenchantment of affect",
Personal Ubiquitous Comput., vol. 12, no. 5, London, UK, Springer-Verlag, pp. 347–358, 2008.
"Distributed Authoring and Versioning",
IEEE Internet Computing, vol. 1, no. 2, Piscataway, NJ, USA, IEEE Educational Activities Department, pp. 76–77, 1997.
"DnaSAM: Software to perform neutrality testing for large datasets with complex null models",
Molecular Ecology Resources, vol. 10, pp. 542-545, May 2010.
Download: DNASAM.pdf (245.64 KB)
"Dynamic Artificial Fields for Autonomous Camera Control",
AIIDE, 2009.
"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.
"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.
"ELIZA Revisited",
Proceedings of Visionary Landscapes, Electronic Literature Organization, Vancouver, WA, May, 2008.
"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.
"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.
"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.
"Empirical studies in discourse",
Comput. Linguist., vol. 23, no. 1, Cambridge, MA, USA, MIT Press, pp. 1–12, 1997.
"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)
"Engineering ethnography in the home",
CHI ’96: Conference companion on Human factors in computing systems, New York, NY, USA, ACM, pp. 283–284, 1996.
"Ethnographic data for product development: a collaborative process",
interactions, vol. 3, no. 6, New York, NY, USA, ACM, pp. 52–69, 1996.
"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.
"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.
"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.
"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.
"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.
"Evaluating Spoken Dialogue Agents with {PARADISE}: Two Case Studies: Two Case Studies",
Computer Speech and Language, vol. 12, no. 3, 1998.
"Evaluating Spoken Language Systems",
Proceedings of American Voice Input/Output Society (AVIOS), 1999.
"Evaluating the Authorial Leverage of Drama Management",
Association for the Advancement of Artificial Intelligence, Spring Symposium, 2009.
"Evaluating the Effect of Gesture and Language on Personality Perception in Conversational Agents",
Intelligent Virtual Agents, Philadelphia, Springer, 2010.
"Evaluation For Darpa Communicator Spoken Dialogue Systems",
Language Resources and Evaluation Conference (LREC), 2000.
"Evaluation of intelligent camera control systems based on cognitive models of comprehension",
FDG ’09: Proceedings of the 4th International Conference on Foundations of Digital Games, New York, NY, USA, ACM, pp. 327–328, 2009.
"Evolution of space configuration in videogames",
Proceedings of the 2005 Digital Games Research Association Conference (DiGRA), Vancouver, Canada, June, 2005.
"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)
"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.
"Exploiting Structure and Conventions of Movie Scripts for Information Retrieval and Text Mining",
ICIDS ’08: Proceedings of the 1st Joint International Conference on Interactive Digital Storytelling, Berlin, Heidelberg, Springer-Verlag, pp. 210–213, 2008.
"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)
"Expressive Generation for Interactive Stories",
Expressive Generation for Interactive Stories, Pittsburgh, 2011.
Download: pittsburgh-v2.pdf (9.58 MB)
"Expressive Intelligence: Artificial Intelligence, Games and New Media",
AI*IA ’07: Proceedings of the 10th Congress of the Italian Association for Artificial Intelligence on AI*IA 2007, Berlin, Heidelberg, Springer-Verlag, pp. 2–2, 2007.
"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)
"Expressive Processing: An Experiment in Blog-Based Peer Review",
HASTAC II, University of California, Irvine, May, 2008.
Expressive Processing: Digital Fictions, Computer Games, and Software Studies,
, Cambridge, MA, The MIT Press, 2009.
Expressive processing: on the process-intensive literature and digital media,
, Providence, RI, USA, Brown University, 2006.
"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)
"Extending interface practice: an ecosystem approach",
SIGGRAPH ’02: ACM SIGGRAPH 2002 conference abstracts and applications, New York, NY, USA, ACM, pp. 90–92, 2002.
"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)
"Facial type, expression, and viseme generation",
SIGGRAPH ’07: ACM SIGGRAPH 2007 posters, New York, NY, USA, ACM, pp. 34, 2007.
"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.
FDG ’09: Proceedings of the 4th International Conference on Foundations of Digital Games,
, New York, NY, USA, ACM, 2009.
First Person: New Media as Story, Performance, and Game,
: The MIT Press, 2006.
First Person: New Media as Story, Performance, and Game,
, Cambridge, MA, USA, MIT Press, 2004.
"Fish or Fowl: A Wizard of Oz Evaluation of Dialogue Strategies in the Restaurant Domain",
Language Resources and Evaluation Conference, 2002.
"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)
"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.
"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)
"From Abstraction to Reality: Integrating Drama Management into a Playable Game Experience",
Proceeding of the AAAI 2009 Spring Symposium, 2009.
"Game Design Education: Integrating Computation and Culture",
Computer, vol. 39, no. 6, Los Alamitos, CA, USA, IEEE Computer Society Press, pp. 43–51, 2006.
"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)
"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)
"Generating politeness in task based interaction: an evaluation of the effect of linguistic form and culture",
ENLG ’07: Proceedings of the Eleventh European Workshop on Natural Language Generation, Morristown, NJ, USA, Association for Computational Linguistics, pp. 57–64, 2007.
"Generation and Evaluation of User Tailored Responses in Multimodal Dialogue",
Cognitive Science, vol. 28, no. 5, pp. 811-840, September-Octobe, 2004.
"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)
"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.
"A globally optimal algorithm for TTD-MDPs",
AAMAS ’07: Proceedings of the 6th international joint conference on Autonomous agents and multiagent systems, New York, NY, USA, ACM, pp. 1–8, 2007.
Download: Bhat_etal_-_Optimal_TTD-MDP_-_AAMAS07.pdf (152.34 KB)
The Grail Framework: Making stories playable on three levels in CRPGS,
: UNIVERSITY OF CALIFORNIA, 2012.
"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.
HLT ’08: Proceedings of the 46th Annual Meeting of the Association for Computational Linguistics on Human Language Technologies,
, Morristown, NJ, USA, Association for Computational Linguistics, 2008.
"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.
"How Rude Are You?: Evaluating Politeness and Affect in Interaction",
ACII ’07: Proceedings of the 2nd international conference on Affective Computing and Intelligent Interaction, Berlin, Heidelberg, Springer-Verlag, pp. 203–217, 2007.
"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.
"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.
HYPERTEXT ’04: Proceedings of the fifteenth ACM conference on Hypertext and hypermedia,
, New York, NY, USA, ACM, 2004.
"Identification of Software Instabilities",
WCRE ’03: Proceedings of the 10th Working Conference on Reverse Engineering, Washington, DC, USA, IEEE Computer Society, pp. 134, 2003.
"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.
"An Inclusive View of Player Modeling",
6th International Conference on Foundations of Digital Games, Bordeaux, France, 07/2011.
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"An Inclusive View of Player Modeling",
Proceedings of the 6th International Conference on the Foundations of Digital Games (FDG 2011), 2011.
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"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.
"Inferring Acceptance and Rejection in Dialogue by Default Rules of Inference",
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Informational redundancy and resource bounds in dialogue,
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"Initial lessons from AR Fa{\c c}ade, an interactive augmented reality drama",
ACE ’06: Proceedings of the 2006 ACM SIGCHI international conference on Advances in computer entertainment technology, New York, NY, USA, ACM, pp. 28, 2006.
INT3 '10: Proceedings of the Intelligent Narrative Technologies III Workshop,
, New York, NY, USA, ACM, 2010.
"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.
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"Integrating Drama Management into an Adventure Game",
Proceedings of the Fourth Annual Conference on Artificial Intelligence and Interactive Digital Entertainment: AAAI Press, 2008.
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"Integrating Expert Knowledge and Experience",
AAAI Doctoral Consortium, 2010.
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"Intelligent Interactive-Stories: Theory versus Practice",
Game Developers Conference, 2009.
"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.
"Interactionist AI and the promise of ubicomp, or, how to put your box in the world without putting the world in your box",
UbiComp ’08: Proceedings of the 10th international conference on Ubiquitous computing, New York, NY, USA, ACM, pp. 134–143, 2008.
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Interactive drama, art and artificial intelligence,
, Pittsburgh, PA, USA, Carnegie Mellon University, 2002.
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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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"Interactive stories: real systems, three solutions",
SIGGRAPH ’02: ACM SIGGRAPH 2002 conference abstracts and applications, New York, NY, USA, ACM, pp. 105–106, 2002.
"Interactive Story Generation for Writers: Lessons Learned from the Wide Ruled Authoring Tool",
Proceedings of the 8th Digital Art and Culture Conference (DAC), Irvine, CA, December 12-15, 2009.
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"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.
"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.
"Inventing the Future of Story AI for Games",
Digital Humanities Conference, 2009.
"I’ve been here before! location and appraisal in memory retrieval",
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Comput. Linguist., vol. 20, no. 2, Cambridge, MA, USA, MIT Press, pp. 193–232, 1994.
"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.
"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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"Kenyon-Web: Reconfigurable Web-based Feature Extractor",
17th IEEE International Conference on Program Comprehension (ICPC '09), Vancouver, BC, Canada, May 17-19, 2009.
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"Knock's Memories: Creating an Emotional Story Space with Inform 7",
Critical Code Studies at USC, 2010.
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"Knowledge-Level Creativity in Game Design",
Proceedings of the Second International Conference on Computational Creativity (ICCC 11), 2011.
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"Learning attribute selections for non-pronominal expressions",
ACL ’00: Proceedings of the 38th Annual Meeting on Association for Computational Linguistics, Morristown, NJ, USA, Association for Computational Linguistics, pp. 181–190, 2000.
"Learning content selection rules for generating object descriptions in dialogue",
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"Learning Database Content for Spoken Dialogue System Design",
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"Learning Rotations",
Proceedings of the 12th Annual Conference on Learning Theory (COLT 08), 2008.
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Learning Rotations Online,
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"Learning to generate naturalistic utterances using reviews in spoken dialogue systems",
ACL-44: Proceedings of the 21st International Conference on Computational Linguistics and the 44th annual meeting of the Association for Computational Linguistics, Morristown, NJ, USA, Association for Computational Linguistics, pp. 265–272, 2006.
"Learning to Generate Naturalistic Utterances Using Reviews in Spoken Dialogue Systems",
COLING-ACL, Australia, 2006.
"Learning to Personalize Spoken Generation for Dialogue Systems",
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"Learning to predict problematic situations in a spoken dialogue system: experiments with how may I help you?",
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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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"Lessons in Teaching Game Design",
Foundations of Digital Games (FDG 2011), Bordeaux, France, June, 2011.
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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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"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.
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"Living with Tableau Machine: A Longitudinal Investigation of a Curious Domestic Intelligence",
Proceedings of the 10th International Conference on Ubiquitous Computing (UbiComp 08), 2008.
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"Longboard: A Sketch Based Intelligent Storyboarding Tool for Creating Machinima",
FLAIRS Conference: AAAI Press, pp. 386–390, 2008.
"Low-cost accelerometry-based posture monitoring system for stroke survivors",
Assets ’08: Proceedings of the 10th international ACM SIGACCESS conference on Computers and accessibility, New York, NY, USA, ACM, pp. 243–244, 2008.
"Ludocore: A Logical Game Engine for Modeling Videogames",
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"Ludocore: A Logical Game Engine For Modeling Videogames",
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"Making Quests Playable: Choices, CRPGs, and the Grail Framework",
Leonardo Electronic Almanac, vol. 17, no. 2, pp. 140–152, 2011.
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"Making Quests Playable: Choices, CRPGs, and the Grail Framework",
Leonardo Electronic Almanac, 2011.
"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.
"Micro pattern evolution",
MSR ’06: Proceedings of the 2006 international workshop on Mining software repositories, New York, NY, USA, ACM, pp. 40–46, 2006.
"The Micro-Rhetorics of Game-O-Matic",
The Foundations of Digital Games Conference, 2012.
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"Mining game statistics from web services: a World of Warcraft armory case study",
FDG ’10: Proceedings of the Fifth International Conference on the Foundations of Digital Games, New York, NY, USA, ACM, pp. 100–107, 2010.
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"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.
"MINSTREL Remixed: a rational reconstruction",
INT3 ’10: Proceedings of the Intelligent Narrative Technologies III Workshop, New York, NY, USA, ACM, pp. 1–7, 2010.
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Innovative Applications of Artificial Intelligence (IAAI), San Francisco, CA, AAAI Press, 08/2011.
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"Murder in the Arboretum: Comparing Character Models to Personality Models. ",
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"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.
"Natural language in a desktop environment",
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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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The New Media Reader,
, Cambridge, MA, MIT Press, 2003.
"Newsgames: Procedural Rhetoric meets Political Cartoons",
Proceedings of the Digital Games Research Association, Brunel University, London, September, 2009.
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"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.
"Novice-friendly Authoring of Plan-based Interactive Storyboards",
Artificial Intelligence and Interactive Digital Entertainment (AIIDE 2010), 2010.
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"Office Plant #1: Intimate space and contemplative entertainment",
Leonardo: Journal of the International Society for Arts, Sciences, and Technology, vol. 31(5), pp. 345-348, 1998.
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"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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"On the difficulty of modular reinforcement learning for real-world partial programming",
Proceedings of the 21st National Conference on Artificial Intelligence (AAAI), Boston, MA, July, 2006.
"One-handed interface for multitouch-enabled real-time strategy games.",
Foundations of Digital Games, Bordeaux, France, 06/2011.
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"Open Calendar Sharing and Scheduling with CalDAV",
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"Optimizing dialogue management with reinforcement learning: experiments with the NJFun system",
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, Berlin, Heidelberg, Springer-Verlag, pp. 297–328, 1999.
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"Panel on affect and emotion in the user interface",
IUI ’98: Proceedings of the 3rd international conference on Intelligent user interfaces, New York, NY, USA, ACM, pp. 91–94, 1998.
"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.
"PARADISE: a framework for evaluating spoken dialogue agents",
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"A Particle Model for State Estimation in Real-Time Strategy Games",
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"PCG-Based Game Design: Creating Endless Web",
Foundations of Digital Games 2012 (FDG '12), Raleigh, NC, 2012.
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"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.
"Performatology: A Procedural Acting Approach for Interactive Drama in Cinematic Games",
ICIDS, pp. 322-325, 2011.
"PERSONAGE: Personality Generation for Dialogue",
45th Annual Meeting of the Association for Computational Linguistics, Prague, June 2007.
"A phylogeographical analysis of the range disjunction for foxtail pine (Pinus balfouriana, Pinaceae): the role of Pleistocene glaciation",
Molecular Ecology, vol. 17, pp. 1983-1997, 2008.
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"Playable Media and Textual Instruments",
Dichtung Digital , vol. 2005, issue 1, Spring 2005.
"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.
"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.
"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.
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"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.
"Predicting faults from cached history",
ISEC ’08: Proceedings of the 1st India software engineering conference, New York, NY, USA, ACM, pp. 15–16, 2008.
"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.
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"The Prepared Partner: Can a Video Game Teach Labor and Childbirth Support Techniques?",
USAB 2011 - Information Quality in eHealth, Graz, Austria, 11/2011.
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"Presence and engagement in an interactive drama",
CHI ’07: Proceedings of the SIGCHI conference on Human factors in computing systems, New York, NY, USA, ACM, pp. 1475–1484, 2007.
"Procedural level design for platform games",
Proceedings of the 2nd Artificial Intelligence and Interactive Digital Entertainment Conference (AIIDE), Marina del Rey, California, pp. 109-111, June, 2006.
"Procedural Level Generation using Occupancy-Regulated Extension",
2010 IEEE Conference on Computational Intelligence and Games, Copenhagen, Denmark, IEEE, 2010.
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"Proceduralist Readings: How to find meaning in games with graphical logics",
Proceedings of Foundations of Digital Games - FDG 2011, Bordeaux, France, 2011.
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"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.
"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.
"Quantitative and qualitative evaluation of Darpa Communicator spoken dialogue systems",
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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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"Reactive Planning Idioms for Multi-Scale Game AI",
IEEE Conference on Computational Intelligence in Games (CIG), 2010.
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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.
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"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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"Reconstructing the world in 3D: bringing games with a purpose outdoors",
FDG ’10: Proceedings of the Fifth International Conference on the Foundations of Digital Games, New York, NY, USA, ACM, pp. 232–239, 2010.
"Reconstructing the World in 3D: Bringing Games with a Purpose Outdoors",
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"Reducing Features to Improve Bug Prediction.",
24th IEEE/ACM International Conference on Automated Software Engineering (ASE 2009), Auckland, New Zealand, Nov. 16-20, 2009.
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"Rhizome: A Feature Modeling and Generation Platform",
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Rhizome: a feature modeling and generation platform for software product lines,
, Santa Cruz, CA, USA, University of California at Santa Cruz, 2008.
"Rhythm-based level generation for 2D platformers",
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"Say it with systems: expanding Kodu's expressive power through gender-inclusive mechanics",
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"Scenario generation for emergency rescue training games",
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"The science of level design",
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"Screen",
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