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2016
J. Owen Ryan, Summerville, A. J., and Samuel, B., Bad News: A Game of Death and Communication, in Proceedings of the 33rd Annual ACM Conference on Human Factors in Computing Systems, 2016.PDF icon ryanEtAl_BadNewsCHI2016.pdf (11.17 MB)
2015
G. Edwards, Kaltman, E., Ryan, J. Owen, Hong, T., and Wardrip-Fruin, N., Augmented Exploration of Library Videogame Holdings by Techniques from Computational Linguistics, in 9th Annual Society of American Archivists Science, Technology, and Healthcare Roundtable, 2015.PDF icon edwardsEtAlAugmentedExplorationOfLibraryHoldings.pdf (26.22 KB)
J. Owen Ryan, Samuel, B., Summerville, A. J., and Lessard, J., Bad News: A Computationally Assisted Live-Action Prototype to Guide Content Creation, in 2nd Workshop on Experimental AI in Games, 2015.PDF icon ryanEtAlBadNewsDemoEXAG2.pdf (116.24 KB)
C. Antoun, Antoun, M., Ryan, J. Owen, Samuel, B., Swanson, R., and Walker, M. A., Generating Natural Language Retellings from Prom Week Play Traces, in Proceedings of the FDG workshop on Procedural Content Generation in Games, 2015.PDF icon generating_natural_language_retellings_from_prom_week_play_traces.pdf (273.47 KB)
J. Owen Ryan, Kaltman, E., Fisher, A. Max, Hong, T., Owen-Milner, T., Mateas, M., and Wardrip-Fruin, N., Large-Scale Visualizations of Nearly 12,000 Digital Games, in Proceedings of the 10th International Conference on the Foundations of Digital Games, 2015.PDF icon ryanEtAl_LargeScaleVisualizationsOf12000Games.pdf (3.6 MB)
A. James Summerville, Behrooz, M., Mateas, M., and Jhala, A., The Learning of Zelda: Data-Driven Learning of Level Topology, in Proceedings of the 10th International Conference on the Foundations of Digital Games, 2015.PDF icon fdg-learning-action (1).pdf (336.31 KB)
J. Owen Ryan, Mateas, M., and Wardrip-Fruin, N., Open Design Challenges for Interactive Emergent Narrative, in Proceedings of the 8th International Conference on Interactive Digital Storytelling, 2015.PDF icon ryanEtAl_OpenDesignChallengesForInteractiveEmergentNarrative.pdf (185.22 KB)
J. Owen Ryan, Kaltman, E., Hong, T., Mateas, M., and Wardrip-Fruin, N., People Tend To Like Related Games, in Proceedings of the 10th International Conference on the Foundations of Digital Games, 2015.PDF icon ryanEtAl_PeopleTendToLikeRelatedGames.pdf (724.95 KB)
T. Sarratt and Jhala, A., RAPID: A Belief Convergence Strategy for Collaborating with Inconsistent Agents, in Workshops at the Twenty-Ninth AAAI Conference on Artificial Intelligence, Austin, TX, 2015.PDF icon Sarratt-RAPID.pdf (673.43 KB)
T. Sarratt and Jhala, A., The Role of Models and Communication in the Ad Hoc Multiagent Team Decision Problem, in Proceedings of the Third Annual Conference on Advances in Cognitive Systems Poster Collection, Atlanta, GA, 2015.PDF icon Sarratt-Role.pdf (161.67 KB)
J. Owen Ryan, Kaltman, E., Mateas, M., and Wardrip-Fruin, N., Tools for Videogame Discovery Built Using Latent Semantic Analysis, Proceedings of the 10th International Conference on the Foundations of Digital Games, 2015.PDF icon ryanEtAl_ToolsForVideogameDiscovery.pdf (1.59 MB)
J. Owen Ryan, Summerville, A., Mateas, M., and Wardrip-Fruin, N., Toward Characters Who Observe, Tell, Misremember, and Lie, in Proceedings of the 2nd Workshop on Experimental AI in Games, 2015.PDF icon ryanEtAl_TowardCharactersWhoObserveTellMisrememberLie.pdf (122.41 KB)
J. Owen Ryan, Fisher, A. Max, Owen-Milner, T., Mateas, M., and Wardrip-Fruin, N., Toward Natural Language Generation by Humans, in Proceedings of the 8th Workshop on Intelligent Narrative Technologies, 2015.PDF icon ryanEtAl_TowardNLGByHumans.pdf (123.19 KB)
J. Owen Ryan, Kaltman, E., Mateas, M., and Wardrip-Fruin, N., What We Talk About When We Talk About Games: Bottom-Up Game Studies Using Natural Language Processing, in Proceedings of the 10th International Conference on the Foundations of Digital Games, 2015.PDF icon ryanEtAl_BottomUpGamesStudiesUsingNLP.pdf (743.98 KB)
2014
C. Alston and Jhala, A., Automating Camera Control in Games Using Gaze, in Workshops at the Twenty-Eighth AAAI Conference on Artificial Intelligence, 2014.
S. Lukin, Ryan, J. Owen, and Walker, M. A., Automating Direct Speech Variations in Stories and Games, in Proceedings of the 3rd Workshop on Games and NLP, 2014.PDF icon lukinEtAl_AutomatingDirectSpeechVariations.pdf (1.29 MB)
J. Owen Ryan, Barackman, C., Kontje, N., Owen-Milner, T., Walker, M. A., Mateas, M., and Wardrip-Fruin, N., Combinatorial Dialogue Authoring, in Proceedings of the 7th International Conference on Interactive Digital Storytelling, 2014.PDF icon ryanEtAl_CombinatorialDialogueAuthoring.pdf (1.09 MB)
T. Sarratt and Jhala, A., Converging to a Player Model in Monte-Carlo Tree Search, in IEEE Computational Intelligence in Games, Dortmund, Germany, 2014.PDF icon Sarratt-Converging.pdf (528.75 KB)
T. Sarratt, Morgens, S. - M., and Jhala, A., Domain-Specific Sentiment Classification for Games-Related Tweets, in 3rd Workshop on Games and NLP (GAMNLP) at the AIIDE Conference, Raleigh, NC, 2014.PDF icon Sarratt-Domain-Specific.pdf (212.02 KB)
S. - M. C. Morgens and Jhala, A., EduCam: Cinematic Vocabulary for Educational Videos, in Workshops at the Twenty-Eighth AAAI Conference on Artificial Intelligence, 2014.
N. Wardrip-Fruin and Mateas, M., Envisioning the Future of Computational Media: The Final Report of the Media Systems Project. 2014.PDF icon Media Systems-Full Report.pdf (5.19 MB)
J. C. Osborn, Samuel, B., McCoy, J. Allen, and Mateas, M., Evaluating Play Trace (Dis)similarity Metrics, in Proceedings of Tenth AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment. Palo: AAAI Press, 2014.PDF icon glz-eval-FINAL.pdf (153.09 KB)
C. Maltzahn, Jhala, A., Mateas, M., and Whitehead, J., Gamification of private digital data archive management, in Proceedings of the First International Workshop on Gamification for Information Retrieval, 2014.
B. Samuel, McCoy, J., Treanor, M., Reed, A. A., Mateas, M., and Wardrip-Fruin, N., Introducing Story Sampling: Preliminary Results of a New Interactive Narrative Evaluation Technique, in FDG 2014: Proceedings of the Ninth International Conference on the Foundations of Digital Games, 2014.PDF icon StorySamplingFDG2014-FinalSubmission.pdf (508.27 KB)
T. Sarratt, Leveraging Communication for Player Modeling and Cooperative Play, in AIIDE Doctoral Consortium, Raleigh, NC, 2014.PDF icon Sarratt-Leveraging.pdf (85.05 KB)
A. Grow, Gaudl, S., Gomes, P., Mateas, M., and Wardrip-Fruin, N., A Methodology for Requirements Analysis of AI Architecture Authoring Tools, Proc.\ 9th International Conference on the Foundations of Digital Games, 2014.PDF icon Grow et al - A Methodology for Requirements Analysis for AI Architecture Authoring Tools.pdf (369.74 KB)
B. Zhang and Jhala, A., Mid-Scale Shot Classification for Detecting Narrative Transitions in Movie Clips, in Workshops at the Twenty-Eighth AAAI Conference on Artificial Intelligence, 2014.
P. F. Gomes, Sardinha, A., Segura, E. Márquez, Cramer, H., and Paiva, A., Migration Between Two Embodiments of an Artificial Pet, International Journal of Humanoid Robotics, vol. 11, 2014.PDF icon Gomes et al Migration Between Two Embodiments of an Artificial Pet.pdf (2.23 MB)
D. Bates and Jhala, A., Multi-Modal Analysis of Movies for Rhythm Extraction, in Workshops at the Twenty-Eighth AAAI Conference on Artificial Intelligence, 2014.
M. Leece and Jhala, A., Opponent State Modeling in RTS games with limited information using Markov Random Fields, in IEEE Computational Intelligence in Games (CIG), Dortmund, Germany, 2014.
B. Zhang, Schuster, C., Vaish, R., Thomas, J., Gomes, P., and Davis, J., RTI Compression for Mobile Devices, in IEEE ICIMu 2014, 2014.PDF icon icimu2014.pdf (10.42 MB)
M. Leece and Jhala, A., Sequential Pattern Mining in StarCraft:Brood War for Short and Long-term Goals, in Workshop on Adversarial Real-Time Strategy Games at AIIDE Conference, Raleigh, NC, 2014.
B. Tearse, Mawhorter, P., Mateas, M., and Wardrip-Fruin, N., Skald: Minstrel Reconstructed, Computational Intelligence and AI in Games, IEEE Transactions on, vol. 6, pp. 1–10, 2014.
J. McCoy, Treanor, M., Samuel, B., Reed, A. A., Mateas, M., and Wardrip-Fruin, N., Social Story Worlds With Comme il Faut, IEEE Transactions On Computational Intelligence and AI in Games, vol. 6, no. 2, 2014.PDF icon TCIAIGFinalVersion.pdf (1.44 MB)
J. O. Ryan, Walker, M. A., and Wardrip-Fruin, N., Toward Recombinant Dialogue in Interactive Narrative, in Proceedings of the 7th Workshop on Intelligent Narrative Technologies, 2014.PDF icon ryan_et_al_toward_recombinant_dialogue.pdf (606.2 KB)
P. Mawhorter, Mateas, M., Wardrip-Fruin, N., and Jhala, A., Towards a Theory of Choice Poetics, in Proceedings of the International Conference on the Foundations of Digital Games, 2014.PDF icon choice-poetics-fdg-2014-camera-ready-v2.pdf (186.08 KB)
R. Vaish, Wyngarden, K., Chen, J., Cheung, B., and Bernstein, M. S., Twitch crowdsourcing: crowd contributions in short bursts of time, in Proceedings of the 32nd annual ACM conference on Human factors in computing systems, 2014.PDF icon chi14-twitch.pdf (2.48 MB)
2013
S. Scher, Liu, J., Vaish, R., Gunawardane, P., and Davis, J., 3D+ 2DTV: 3D displays with no ghosting for viewers without glasses, ACM Transactions on Graphics (TOG), vol. 32, p. 21, 2013.PDF icon 3D2DTV_TOG_2013.pdf (697.89 KB)
P. Gomes and Jhala, A., AI Authoring for Virtual Characters in Conflict, in Proceedings on the Ninth Annual AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment, 2013.PDF icon Gomes and Jhala AI Authoring for Virtual Characters in Conflict.pdf (132.09 KB)
D. Shapiro, McCoy, J., Grow, A., Samuel, B., Stern, A., Swanson, R., Treanor, M., and Mateas, M., Creating Playable Social Experiences through Whole-Body Interaction with Virtual Characters, in Ninth Artificial Intelligence and Interactive Digital Entertainment Conference, 2013.PDF icon AIIDE2013-CreatingPlayableSocialExperiencesThroughWhole-Body.pdf (3.58 MB)
R. Vaish, Ishikawa, S. T., Liu, J., Berkey, S. C., Strong, P., and Davis, J., Digitization of health records in rural villages, in Global Humanitarian Technology Conference (GHTC), 2013 IEEE, 2013.PDF icon 2013_GHTC_DigitizationofHealthRecordsinRuralVillages.pdf (917.74 KB)
M. Riedl, Sukthankar, G. Reese, Jhala, A., Zhu, J., Villar, S. Ontañón, Buro, M., and Churchill, D., The Eighth AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment., AI Magazine, vol. 34, pp. 87–89, 2013.
E. Rishes, Lukin, S. M., Elson, D. K., and Walker, M. A., Generating Different Story Tellings from Semantic Representations of Narrative, in in Sixth International Conference on Interactive Storytelling (ICIDS 2013), 2013.PDF icon sch-pers-icids-13.pdf (1.17 MB)
C. Maraffi, Ishikawa, S., and Jhala, A., Inferring Performer Skill from Aesthetic Quality Features in a Dance Game Gesture Corpus, in Ninth Artificial Intelligence and Interactive Digital Entertainment Conference, 2013.
P. Gomes, Paiva, A., Martinho, C., and Jhala, A., Metrics for Character Believability in Interactive Narrative, in Proceedings on the International Conference on Interactive Digital Storytelling, 2013.PDF icon Gomes et al Metrics for Character Believability in Interactive Narrative.pdf (154.37 KB)
J. Osborn, Grow, A., and Mateas, M., Modular Computational Critics for Games. 2013.PDF icon 7389-32676-1-PB.pdf (330.38 KB)
J. Carter Osborn, Grow, A., and Mateas, M., Modular Computational Critics for Games., in AIIDE, 2013.PDF icon modular_computational_critics_for_games.pdf (330.38 KB)
J. McCoy, Treanor, M., Samuel, B., Reed, A. A., Mateas, M., and Wardrip-Fruin, Nyear=2013, Prom Week: Designing past the game/story dilemma, 2013.PDF icon Prom Week FDG 2013.pdf (660.7 KB)
C. Maraffi and Jhala, A., Raising the Aesthetic Quality of Character Interaction in Cinematic Videogames. 2013.
K. Karpouzis, Yannakakis, G., Paiva, A., Nielsen, J. Herlev, Vasalou, A., and Jhala, A., User modelling and adaptive, natural interaction for conflict resolution, in Affective Computing and Intelligent Interaction (ACII), 2013 Humaine Association Conference on, 2013.
B. Samuel, What Comes Next? An Experiment in Interactive Narrative, in Ninth Artificial Intelligence and Interactive Digital Entertainment Conference, 2013.PDF icon AIIDE2013-DocCon-ResearchOverviewSamuel.pdf (420.04 KB)
2012
M. Walker, Lin, G., and Sawyer, J., An Annotated Corpus of Film Dialogue for Learning and Characterizing Character Style, in Proceedings of the Eight International Conference on Language Resources and Evaluation (LREC'12), Istanbul, Turkey, 2012.PDF icon 1114_Paper.pdf (416.39 KB)
A. M. Smith, Andersen, E., Mateas, M., and Popović, Z., A Case Study of Expressively Constrainable Level Design Automation Tools for a Puzzle Game, in Foundations of Digital Games 2012, Raleigh, NC, 2012.PDF icon fdg2012generation.pdf (1.3 MB)
K. Hullett, Nagappan, N., Schuh, E., and Hopson, J., Empirical analysis of user data in game software development, in Proceedings of the ACM-IEEE international symposium on Empirical software engineering and measurement, New York, NY, USA, 2012, pp. 89–98.
G. Rivera, Hullett, K., and Whitehead, J., Enemy NPC Design Patterns in Shooter Games, in Proceedings of the 1st Workshop on Design Patterns in Games, New York, NY, USA, 2012.PDF icon a6-rivera.pdf (568.03 KB)
M. Gawade, Vaish, R., Waihumbu, M. Nduta, and Davis, J., Exploring employment opportunities through microtasks via cybercafes, in Global Humanitarian Technology Conference (GHTC), 2012 IEEE, 2012.PDF icon 2012_Humanitarian_v14_Fina_Vaishl.pdf (1.24 MB)
M. Gawade, Vaish, R., Nduta, M., and Davis, J., Exploring microwork opportunities through cybercafés, in Proceedings of the 2nd ACM Symposium on Computing for Development, 2012.PDF icon 2012_ExploringMicroWork_SUMMARY_v4.JED_.press_.pdf (167.29 KB)
T. Boellstorff, Bowman, M., Clarke-Midura, J., Consalvo, M., Ekbia, H., Zarki, M. El, Feng, W. - C., Freedman, M., Frost, D., Hayes, B., Ito, M., Kanomata, Y., Kesselman, J., Krapp, P., Liu, K., Losh, E., Lopes, C., Mateas, M., Metcalf, S., Nardi, B., Nideffer, R., Paul, C., Pearce, C., Scacchi, W., Schiele, G., Srinavasan, V., Taylor, T. L., Wardrip-Fruin, N., White, W., E. Whitehead, J., J. Wright, T., Young, M. R., and Zordan, V., The Future of Research in Computer Games and Virtual World Environments: Workshop Report. 2012.PDF icon UCI-ISR-12-8.pdf (20.94 MB)
M. Treanor, Blackford, B., Mateas, M., and Bogost, I., Game-O-Matic: Generating Videogames that Represent Ideas, in Procedural Content Generation Workshop at the Foundations of Digital Games Conference, 2012.PDF icon Game-O-Matic (PCG2012).pdf (793.33 KB)
A. Sullivan, The Grail Framework: Making stories playable on three levels in CRPGS, UNIVERSITY OF CALIFORNIA, 2012.
B. George Weber, Mateas, M., and Jhala, A., Learning from Demonstration for Goal-Driven Autonomy., in AAAI, 2012.
R. Swanson, Escoffery, D., and Jhala, A., Learning visual composition preferences from an annotated corpus generated through gameplay, in Computational Intelligence and Games (CIG), 2012 IEEE Conference on, 2012.
B. Tearse, Mawhorter, P., Mateas, M., and Wardrip-Fruin, N., Lessons Learned From a Rational Reconstruction of Minstrel, Twenty-Sixth AAAI Conference on Artificial Intelligence. Toronto, Ontario, Canada, 2012.PDF icon lessons_learned_from_RR_of_M-AAAI2012.pdf (251.02 KB)
M. Treanor, Schweizer, B., Bogost, I., and Mateas, M., The Micro-Rhetorics of Game-O-Matic, in The Foundations of Digital Games Conference, 2012.PDF icon Micro-Rhetorics.pdf (381.6 KB)
G. Smith, Othenin-Girard, A., Whitehead, J., and Wardrip-Fruin, N., PCG-Based Game Design: Creating Endless Web, Foundations of Digital Games 2012 (FDG '12). Raleigh, NC, 2012.PDF icon smith-fdg12.pdf (1000.03 KB)
E. M. Segura, Cramer, H., Gomes, P. F., Nylander, S., and Paiva, A., Revive!: reactions to migration between different embodiments when playing with robotic pets, in Proceedings of the 11th International Conference on Interaction Design and Children, 2012, pp. 88–97.PDF icon 35-FINAL.pdf (443.73 KB)
R. Swanson and Jhala, A., Rich computational model of conflict for virtual characters, in Intelligent Virtual Agents, Springer Berlin Heidelberg, 2012, pp. 502–504.
A. A. Reed, Sharing Authoring with Algorithms: Procedural Generation of Satellite Sentences in Text-based Interactive Stories., in FDG 2012: Third Workshop on Procedural Content Generation in Games, Raleigh, North Carolina, 2012.PDF icon almostgoodbye-paper.pdf (194.04 KB)
R. Swanson and Jhala, A., A crowd-sourced collection of narratives for studying conflict, Proceedings of Computational Models of Narrative, pp. 65–73, 2012.
A. Sullivan, Grow, A., Mateas, M., and Wardrip-Fruin, N., The design of Mismanor: creating a playable quest-based story game, in Proceedings of the International Conference on the Foundations of Digital Games, 2012, pp. 180–187.
G. Smith and Sullivan, A., The five year evolution of a game programming course, in Proceedings of the 43rd ACM technical symposium on Computer Science Education, 2012, pp. 87–92.
2011
A. A. Reed and Malloy, J., Aaron Reed: Blue Lacuna. 2011.
G. Lin and Walker, M. A., All the World’s a Stage: Learning Character Models from Film., Conference on Artificial Intelligence and Digital Entertainment. AAAI Press, 2011.PDF icon lin-walker.pdf (228.42 KB)
A. M. Smith and Mateas, M., Answer Set Programming for Procedural Content Generation: A Design Space Approach, Computational Intelligence and AI in Games, IEEE Transactions on, vol. 3, pp. 187–200, 2011.PDF icon tciaig-asp4pcg.pdf (634.14 KB)
A. Holloway, Sadowski, C., and Vega, L., Babies in Graduate School: Making it Happen, ACM-W CIS Newsletter, vol. 3, no. 1, 2011.PDF icon newsletter_v0301.pdf (5.69 MB)
P. F. Gomes, Paiva, A., and Martinho, C., Between Downward Spirals and Habituation: Emotion Intensity in Virtual Agents’ Memory Retrieval, in Proceedings of the 2nd Symposium on Human Memory for Artificial Agents, 2011.PDF icon Gomes.et_.al-Between Downward Spirals and Habituation Emotion Intensity in Virtual Agents Memory Retrieval (AISB11).pdf (422.56 KB)
B. G. Weber, Mateas, M., and Jhala, A., Building Human-Level AI for Real-Time Strategy Games, in Proceedings of the AAAI Fall Symposium on Advances in Cognitive Systems, San Francisco, California, 2011.PDF icon weber-acs2011.pdf (496.23 KB)
M. Treanor and Mateas, M., BurgerTime: A Proceduralist Investigation, in Conference of the Digital Games Research Association - DIGRA 2011, Hilversum, The Netherlands, 2011.PDF icon Treanor_BurgerTime (final submission).pdf (260.35 KB)
J. McCoy, Treanor, M., Samuel, B., Wardrip-Fruin, N., and Mateas, M., Comme il Faut: A System for Authoring Playable Social Models., in AIIDE, 2011.PDF icon CiF-AIIDE2011.pdf (456.64 KB)
F. Mairesse and Walker, M. A., Controlling User Perceptions of Linguistic Style: Trainable Generation of Personality Traits, Computational Linguistics, 2011.
N. Crenshaw, Orzech, S., Wong, W. S., and Holloway, A., On Creating a Native Real Time Strategy Game User Interface for Multi-Touch Devices., Foundations of Digital Games. Bordeaux, France, 2011.PDF icon Crenshaw2011OnCreatingANative.pdf (1.58 MB)
A. A. Reed, Creating "maybe make some change", in Proceedings of the 8th ACM Conference on Creativity and Cognition, The High Museum of Art, Atlanta, Georgia, 2011.PDF icon maybemake-acm-extended-abstract.pdf (77.52 KB)
K. Hullett, Nagappan, N., Schuh, E., and Hopson, J., Data analytics for game development: NIER track, 33rd International Conference on Software Engineering. Honolulu, Hawaii, 2011.PDF icon p940-hullett.pdf (209.31 KB)
N. Wardrip-Fruin, Digital Media Archaeology: Interpreting Computational Processes, in Media Archaeology: Approaches, Applications, and Implications, E. Huhtamo and Parikka, J. Berkeley: University of California Press, 2011, pp. 302-322.PDF icon nwf-BC7-DigitalMediaArchaeology.pdf (1.86 MB)
B. Tearse, Mawhorter, P., Mateas, M., and Wardrip-Fruin, N., Experimental Results from a Rational Reconstruction of Minstrel, in Second International Conference on Computational Creativity, Mexico City, Mexico, 2011, pp. 54–59.PDF icon tearse_iccc11.pdf (1.15 MB)
M. A. Walker, Expressive Generation for Interactive Stories, Expressive Generation for Interactive Stories. Pittsburgh, 2011.PDF icon pittsburgh-v2.pdf (9.58 MB)
A. Sullivan, Grow, A., Chirrick, T., Stokols, M., Wardrip-Fruin, N., and Mateas, M., Extending CRPGs as an Interactive Storytelling Form, in Proceedings of the The Fourth International Conference on Interactive Digital Storytelling (ICIDS 2011), Vancouver, BC, Canada, 2011.PDF icon final65.pdf (310.51 KB)
P. F. Gomes, Martinho, C., and Paiva, A., I’ve been here before! location and appraisal in memory retrieval, in Proceedings of the 10th International Conference on Autonomous Agents and Multiagent Systems, 2011, pp. 1039–1046.PDF icon D7_B78.pdf (962.33 KB)
A. M. Smith, Lewis, C., Hullett, K., Smith, G., and Sullivan, A., An Inclusive View of Player Modeling, in 6th International Conference on Foundations of Digital Games, Bordeaux, France, 2011.PDF icon pm_short.pdf (994.37 KB)
A. M. Smith, Lewis, C., Hullett, K., Smith, G., and Sullivan, A., An Inclusive View of Player Modeling, in Proceedings of the 6th International Conference on the Foundations of Digital Games (FDG 2011), 2011.PDF icon amsmith-fdg11.pdf (994.37 KB)
A. M. Smith and Mateas, M., Knowledge-Level Creativity in Game Design, in Proceedings of the Second International Conference on Computational Creativity (ICCC 11), 2011.PDF icon iccc11-rational_curiosity.pdf (632.44 KB)
A. Sullivan and Smith, G., Lessons in Teaching Game Design, in Foundations of Digital Games (FDG 2011), Bordeaux, France, 2011.PDF icon cosmospapercameraready.pdf (161.07 KB)
A. Sullivan, Mateas, M., and Wardrip-Fruin, N., Making Quests Playable: Choices, CRPGs, and the Grail Framework, Leonardo Electronic Almanac, vol. 17, pp. 140–152, 2011.PDF icon LEA_02_1410_10.pdf (789.88 KB)
A. Sullivan, Mateas, M., and Wardrip-Fruin, N., Making Quests Playable: Choices, CRPGs, and the Grail Framework, Leonardo Electronic Almanac, 2011.
B. G. Weber, John, M., Mateas, M., and Jhala, A., Modeling Player Retention in Madden NFL 11, in Innovative Applications of Artificial Intelligence (IAAI), San Francisco, CA, 2011.
M. A. Walker, Grant, R., Lin, G., Sawyer, J., Wardrip-Fruin, N., and Buell, M., Murder in the Arboretum: Comparing Character Models to Personality Models. , in 4th International Workshop on Intelligent Narrative Technologies, 2011.PDF icon int4-v10.pdf (444.32 KB)
A. Holloway, Crenshaw, N., Orzech, S., and Wong, W. S., One-handed interface for multitouch-enabled real-time strategy games., Foundations of Digital Games. Bordeaux, France, 2011.PDF icon Holloway2011OneHandedInterfaceForMultitouchEnabledRTS.pdf (1.39 MB)
G. Smith, Gan, E., Othenin-Girard, A., and Whitehead, J., 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, 2011.
B. G. Weber, Mateas, M., and Jhala, A., A Particle Model for State Estimation in Real-Time Strategy Games, in Proceedings of AIIDE, Stanford, Palo Alto, California, 2011, pp. 103–108.PDF icon weber-aiide2011.pdf (689.09 KB)
M. A. Walker, Grant, R., Lin, G., Sawyer, J., Wardrip-Fruin, N., and Buell, M., Perceived or Not Perceived: Film Character Models for Expressive NLG., in In Interactive Storytelling: Fourth Joint Conference on Interactive Digital Storytelling, 2011.PDF icon icids-v12(1).pdf (251.99 KB)
C. T. Maraffi and Jhala, A., Performatology: A Procedural Acting Approach for Interactive Drama in Cinematic Games, in ICIDS, 2011, pp. 322-325.
A. Holloway and Kurniawan, S., The Prepared Partner: Can a Video Game Teach Labor and Childbirth Support Techniques?, USAB 2011 - Information Quality in eHealth. Graz, Austria, 2011.PDF icon Holloway2011PreparedPartner_CanVideoGamesTeachLaborAndChildbirthSupportTechniques.pdf (987.3 KB)
M. Treanor, Schweizer, B., Bogost, I., and Mateas, M., Proceduralist Readings: How to find meaning in games with graphical logics, in Proceedings of Foundations of Digital Games - FDG 2011, Bordeaux, France, 2011.PDF icon Proceduralist Readings (camera ready).pdf (153.16 KB)
J. McCoy, Treanor, M., Samuel, B., Mateas, M., and Wardrip-Fruin, N., Prom Week: social physics as gameplay, in Proceedings of the 6th International Conference on Foundations of Digital Games, 2011.PDF icon FDG 2011 Prom Week - Social Physics as Gameplay.pdf (313.83 KB)
T. Fristoe, Denner, J., MacLaurin, M., Mateas, M., and Wardrip-Fruin, N., Say it with systems: expanding Kodu's expressive power through gender-inclusive mechanics, Proceedings of the 6th International Conference on Foundations of Digital Games. ACM, Bordeaux, France, pp. 227–234, 2011.PDF icon p227-fristoe.pdf (191.66 KB)
A. A. Reed, A Sequence of Possibilities: Constructive fictions, quantum authoring, and the search for an ideal story system, University of California Santa Cruz, 2011.PDF icon mfathesis-reed-110609.pdf (2.55 MB)
C. Gingold, Spore's Magic Crayons: Playthings that Augment the Human Mind, in Arts of the Planet, Pittsburgh, Pennsylvania, 2011.
A. A. Reed, Samuel, B., Sullivan, A., Grant, R., Grow, A., Lazaro, J., Mahal, J., Kurniawan, S., Walker, M., and Wardrip-Fruin, N., SpyFeet: An Exercise {RPG}, in Proceedings of the 6th International Conference on the Foundations of Digital Games, 2011.PDF icon spyfeet-fdg-short-v5.pdf (480.19 KB)
A. A. Reed, Samuel, B., Sullivan, A., Grant, R., Grow, A., Lazaro, J., Mahal, J., Kurniawan, S., Walker, M., and Wardrip-Fruin, N., A Step Towards the Future of Role-Playing Games: The SpyFeet Mobile {RPG} Project, in Proceedings of the 7th Annual International Artificial Intelligence and Interactive Digital Entertainment Conference, Stanford, 2011.PDF icon spyfeet-aiide-2011-finalposter.pdf (277.98 KB)
G. Smith, Whitehead, J., and Mateas, M., 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, no. 3, 2011.PDF icon smith-tanagra-tciaig.pdf (1.69 MB)
A. M. Smith and Mateas, M., Towards Knowledge-Oriented Creativity Support in Game Design, in Proceedings of the Second International Conference on Computational Creativity (ICCC 11), 2011.PDF icon iccc11-pattern_language.pdf (506.77 KB)
B. G. Weber, Mateas, M., and Jhala, A., Using Data Mining to Model Player Experience, in FDG Workshop on Evaluating Player Experience in Games, Bordeaux, France, 2011.
P. F. Gomes, Segura, E. M., Cramer, H., Paiva, T., Paiva, A., and Holmquist, L. E., Vipleo and phypleo: Artificial pet with two embodiments, in Proceedings of the 8th International Conference on Advances in Computer Entertainment Technology, 2011.PDF icon FULLTEXT02.pdf (994.77 KB)
A. Holloway, DeArmond, R., Francoeur, M., Seagal, D., Zuill, A., and Kurniawan, S., Visualizing Audio in a First-Person Shooter With Directional Sound Display, Foundations of Digital Games. Bordeaux, France, 2011.PDF icon Holloway2011VisualizingAudioInFPSWithDirectionalSoundDisplay.pdf (1.03 MB)
2010
G. Smith and Whitehead, J., Analyzing the expressive range of a level generator, in PCGames ’10: Proceedings of the 2010 Workshop on Procedural Content Generation in Games, New York, NY, USA, 2010, pp. 1–7.PDF icon smith-expressiverange-fdgpcg10.pdf (901.23 KB)
B. G. Weber, Mateas, M., and Jhala, A., Applying Goal-Driven Autonomy to StarCraft, in Artificial Intelligence and Interactive Digital Entertainment (AIIDE), 2010.PDF icon gda_aiide2010.pdf (420.08 KB)
J. McCoy, Treanor, M., Samuel, B., Tearse, B., Mateas, M., and Wardrip-Fruin, N., Authoring Game-based Interactive Narrative using Social Games and Comme il Faut, in Proceedings of the 4th International Conference & Festival of the Electronic Literature Organization: Archive & Innovate (ELO 2010), Providence, Rhode Island, USA, 2010.PDF icon TheProm-ELOAI.pdf (241.13 KB)
N. Wardrip-Fruin, Beyond the Complex Surface, in Beyond the Screen: Transformations of Literary Structures, Interfaces and Genres, J. Schäfer and Gendolla, P. Germany: Transcript Verlag, 2010, pp. 227–248.PDF icon nwf-BC6-BeyondTheComplexSurface.pdf (1.83 MB)
A. A. Reed, Blue Lacuna: Lessons Learned Writing the World's Longest Interactive Fiction, in Electronic Literature Organization Archive & Innovate, Brown University, 2010.PDF icon overview-paper-elo.pdf (261.98 KB)
N. Bee, Pollock, C., André, E., and Walker, M. A., Bossy or Wimpy: Expressing Social Dominance by Combining Gaze and Linguistic Behaviors, in Intelligent Virtual Agents, Philadelphia, 2010.
B. G. Weber, Mateas, M., and Jhala, A., Case-Based Goal Formulation, in AAAI 2010 Workshop on Goal-Driven Autonomy (AAAI-GDA), 2010.PDF icon weber_goalformulation.pdf (216.04 KB)
A. Jhala and Young, M. R., Cinematic Visual Discourse: Representation, Generation, and Evaluation, IEEE Transactions on Computational Intelligence and AI in Games, vol. 2, pp. 69–81, 2010.
I. Mistrk, Grundy, J., Hoek, A., and Whitehead, J., Collaborative Software Engineering. Springer Publishing Company, Incorporated, 2010.
J. McCoy, Treanor, M., Samuel, B., Tearse, B., Mateas, M., and Wardrip-Fruin, N., Comme il Faut 2: a fully realized model for socially-oriented gameplay, in INT3 ’10: Proceedings of the Intelligent Narrative Technologies III Workshop, New York, NY, USA, 2010, pp. 1–8.PDF icon CiF-FDG2010-IntelligentNarrativeTechnologies3.pdf (533.32 KB)
A. A. Reed, Creating Interactive Fiction with Inform 7. Course Technology PTR, 2010.
K. Hullett and Whitehead, J., Design patterns in FPS levels, in FDG ’10: Proceedings of the Fifth International Conference on the Foundations of Digital Games, New York, NY, USA, 2010, pp. 78–85.PDF icon khullett-fdg-camera-ready.pdf (207.76 KB)
A. J. Eckert, Liechty, J. D., Tearse, B., Pande, B., and Neale, D. B., DnaSAM: Software to perform neutrality testing for large datasets with complex null models, Molecular Ecology Resources, vol. 10, pp. 542-545, 2010.PDF icon DNASAM.pdf (245.64 KB)
S. P. Dow, Mehta, M., MacIntyre, B., and Mateas, M., Eliza meets the wizard-of-oz: evaluating social acceptability, in CHI ’10: Proceedings of the 28th international conference on Human factors in computing systems, New York, NY, USA, 2010, pp. 547–556.
M. Neff, Wang, Y., Abbott, R., and Walker, M. A., Evaluating the Effect of Gesture and Language on Personality Perception in Conversational Agents, Intelligent Virtual Agents. Springer, Philadelphia, 2010.
H. P. Martinez, Hullett, K., and Yannakakis, G. N., Extending Neuro-evolutionary Preference Learning through Player Modeling, in IEEE Conference on Computational Intelligence and Games (CIG), 2010.PDF icon CIG-CamRdy_v2.pdf (421.72 KB)
N. Wardrip-Fruin, Five Elements of Digital Literature, in Reading Moving Letters: Digital Literature in Research and Teaching. A Handbook, R. Simanowski, Schäfer, J., and Gendolla, P. Germany: Transcript Verlag, 2010, pp. 29–57.PDF icon nwf-BC5-FiveElementsOfDigitalLiterature.pdf (2.13 MB)
F. Khosmood and Walker, M. A., Grapevine: a gossip generation system, in FDG ’10: Proceedings of the Fifth International Conference on the Foundations of Digital Games, New York, NY, USA, 2010, pp. 92–99.
C. Maltzahn, Mateas, M., and Whitehead, J., InfoGarden: A Casual-Game Approach to Digital Archive Management, in Work-in-Progress and Poster Session at FAST'10, San Jose, CA, 2010.PDF icon infogarden-poster.pdf (1.53 MB)PDF icon infogarden-wip.pdf (759.56 KB)PDF icon main.pdf (149.65 KB)
B. G. Weber, Integrating Expert Knowledge and Experience, in AAAI Doctoral Consortium, 2010.PDF icon weber_dc_abstract.pdf (21.48 KB)
M. Treanor, Mateas, M., and Wardrip-Fruin, N., Kaboom! is a many-splendored thing: an interpretation and design methodology for message-driven games using graphical logics, in FDG ’10: Proceedings of the Fifth International Conference on the Foundations of Digital Games, New York, NY, USA, 2010, pp. 224–231.PDF icon KaboomFDG.pdf (312.24 KB)
A. A. Reed, Knock's Memories: Creating an Emotional Story Space with Inform 7, in Critical Code Studies at USC, 2010.PDF icon knocks-memories-reed-mla.pdf (146.93 KB)
A. M. Smith and Warmuth, M. K., Learning Rotations Online. UCSC-SOE-10-08, 2010.PDF icon ucsc-soe-10-08.pdf (185.25 KB)
N. Wardrip-Fruin, Learning to Read Digital Literature, in Reading Moving Letters: Digital Literature in Research and Teaching. A Handbook, R. Simanowski, Schäfer, J., and Gendolla, P. Germany: Transcript Verlag, 2010, pp. 249–259.PDF icon nwf-BC4-LearningToReadDigitalLiterature.pdf (902.19 KB)
A. M. Smith, Nelson, M. J., and Mateas, M., Ludocore: A Logical Game Engine For Modeling Videogames, in Proceedings of the IEEE Conference on Computational Intelligence and Games (CIG 2010), 2010.PDF icon ieeecig10_ludocore.pdf (291.81 KB)
A. M. Smith, Nelson, M. J., and Mateas, M., Ludocore: A Logical Game Engine for Modeling Videogames, in IEEE Conference on Computational Intelligence and Games (CIG), 2010.PDF icon ieeecig10_ludocore.pdf (291.81 KB)
B. Tearse, Mateas, M., and Wardrip-Fruin, N., MINSTREL Remixed: a rational reconstruction, in INT3 ’10: Proceedings of the Intelligent Narrative Technologies III Workshop, New York, NY, USA, 2010, pp. 1–7.
C. Lewis and Wardrip-Fruin, N., Mining game statistics from web services: a World of Warcraft armory case study, in FDG ’10: Proceedings of the Fifth International Conference on the Foundations of Digital Games, New York, NY, USA, 2010, pp. 100–107.PDF icon wowspyder.pdf (364.81 KB)
J. Skorupski and Mateas, M., Novice-friendly Authoring of Plan-based Interactive Storyboards, in Artificial Intelligence and Interactive Digital Entertainment (AIIDE 2010), 2010.PDF icon SkorupskiMateas_AIIDE2010_final.pdf (931.08 KB)
S. Sali, Wardrip-Fruin, N., Dow, S., Mateas, M., Kurniawan, S., Reed, A. A., and Liu, R., Playing with words: from intuition to evaluation of game dialogue interfaces, in FDG ’10: Proceedings of the Fifth International Conference on the Foundations of Digital Games, New York, NY, USA, 2010, pp. 179–186.
M. Jennings-Teats, Smith, G., and Wardrip-Fruin, N., Polymorph: dynamic difficulty adjustment through level generation, in PCGames ’10: Proceedings of the 2010 Workshop on Procedural Content Generation in Games, New York, NY, USA, 2010, pp. 1–4.PDF icon jenningsteats-fdgpcg10.pdf (120.36 KB)
P. Mawhorter and Mateas, M., Procedural Level Generation using Occupancy-Regulated Extension, in 2010 IEEE Conference on Computational Intelligence and Games, Copenhagen, Denmark, 2010.PDF icon cig10_043CP2_115.pdf (454.79 KB)
B. G. Weber, Mawhorter, P., Mateas, M., and Jhala, A., Reactive Planning Idioms for Multi-Scale Game AI, in IEEE Conference on Computational Intelligence in Games (CIG), 2010.PDF icon weber_cig2010.pdf (167.83 KB)
{K. Tuite, Snavely, N., Hsiao, D. - Y., Smith, A. M., and Popović, Z., Reconstructing the World in 3D: Bringing Games with a Purpose Outdoors, in Proceedings of the 5th International Conference on the Foundations of Digital Games (FDG 2010), 2010.PDF icon photocity-fdg2010.pdf (5.96 MB)
K. Tuite, Snavely, N., Hsiao, D. - Y., Smith, A. M., and Popović, Z., Reconstructing the world in 3D: bringing games with a purpose outdoors, in FDG ’10: Proceedings of the Fifth International Conference on the Foundations of Digital Games, New York, NY, USA, 2010, pp. 232–239.
S. Chen, Smith, A. M., Jhala, A., Wardrip-Fruin, N., and Mateas, M., RoleModel: towards a formal model of dramatic roles for story generation, in INT3 ’10: Proceedings of the Intelligent Narrative Technologies III Workshop, New York, NY, USA, 2010, pp. 1–8.
A. Sullivan, Mateas, M., and Wardrip-Fruin, N., Rules of engagement: moving beyond combat-based quests, in Proceedings of Foundations of Digital Games, Intelligent Narrative Technologies III Workshop, Monterey, CA, 2010.
C. Lewis and Whitehead, J., Runtime repair of software faults using event-driven monitoring, in ICSE ’10: Proceedings of the 32nd ACM/IEEE International Conference on Software Engineering, New York, NY, USA, 2010, pp. 275–280.PDF icon demopaper.pdf (327.94 KB)
G. N. Yannakakis, Togelius, J., Khaled, R., Jhala, A., Karpouzis, K., Paiva, A., and Vasalou, A., Siren: Towards Adaptive Serious Games for Teaching Conflict Resolution, 4th European Conference on Games Based Learning ECGBL10, p. 10, 2010.
K. - F. Richter, Weber, B. G., Bojduj, B., and Bertel, S., Supporting the designer’s and the user’s perspectives in computer- aided architectural design, Adv. Eng. Inform., vol. 24, pp. 180–187, 2010.
A. Holloway and Kurniawan, S., System Design Evolution of The Prepared Partner: How a Labor and Childbirth Game Came to Term, Meaningful Play. East Lansing, MI, 2010.PDF icon PP-Evolution-of-System-Design.pdf (1.49 MB)
G. Smith, Whitehead, J., and Mateas, M., Tanagra: a mixed-initiative level design tool, in FDG ’10: Proceedings of the Fifth International Conference on the Foundations of Digital Games, New York, NY, USA, 2010, pp. 209–216.PDF icon smith-tanagra-fdg10.pdf (1.02 MB)
J. Whitehead, Toward proccedural decorative ornamentation in games, in PCGames ’10: Proceedings of the 2010 Workshop on Procedural Content Generation in Games, New York, NY, USA, 2010, pp. 1–4.
F. Mairesse and Walker, M. A., Towards Personality-Based User Adaptation: Psychologically Informed Stylistic Language Generation, User Modeling and User-Adapted Interaction, vol. 20, no. 3, 2010.
G. N. Yannakakis, Mart\'ınez, H. P., and Jhala, A., Towards affective camera control in games, User Model. User-Adapt. Interact., vol. 20, pp. 313-340, 2010.
B. G. Weber and Ontañón, S., Using Automated Replay Annotation for Case-Based Planning in Games, in ICCBR Workshop on CBR for Computer Games (ICCBR-Games), 2010.PDF icon iccbr-cg.pdf (246.71 KB)
A. M. Smith and Mateas, M., Variations Forever: Flexibly Generating Rulesets from a Sculptable Design Space of Mini-Games, in IEEE Conference on Computational Intelligence and Games (CIG), 2010.PDF icon ieeecig20_vf.pdf (690 KB)
A. M. Smith and Mateas, M., Variations Forever: Flexibly Generating Rulesets from a Sculptable Design Space of Mini-Games, in Proceedings of the IEEE Conference on Computational Intelligence and Games (CIG 2010), 2010.PDF icon ieeecig20_vf.pdf (690 KB)
C. Lewis, Whitehead, J., and Wardrip-Fruin, N., What went wrong: a taxonomy of video game bugs, in FDG ’10: Proceedings of the Fifth International Conference on the Foundations of Digital Games, New York, NY, USA, 2010, pp. 108–115.PDF icon taxonomy.pdf (2.44 KB)
C. Lewis, Zenet: generating and enforcing real-time temporal invariants, in ICSE ’10: Proceedings of the 32nd ACM/IEEE International Conference on Software Engineering, New York, NY, USA, 2010, pp. 329–330.PDF icon doccon.pdf (134.63 KB)
K. Hullett, The science of level design, in FDG ’10: Proceedings of the Fifth International Conference on the Foundations of Digital Games, New York, NY, USA, 2010, pp. 262–264.PDF icon khullett-fdg-doccon-camera-ready.pdf (138.33 KB)
2009
N. Wardrip-Fruin, Mateas, M., Dow, S., and Sali, S., Agency Reconsidered, in Proceedings of the Digital Games Research Association, 6 Brunel University, London, 2009.PDF icon nwf-C7-digra09-agency.pdf (220.38 KB)
M. Mateas, Al isn’t just for players: AI-based authoring tools, in CIG’09: Proceedings of the 5th international conference on Computational Intelligence and Games, Piscataway, NJ, USA, 2009, pp. 1–1.
D. Olsen and Mateas, M., Beep! Beep! Boom!: towards a planning model of Coyote and Road Runner cartoons, in FDG ’09: Proceedings of the 4th International Conference on Foundations of Digital Games, New York, NY, USA, 2009, pp. 145–152.
K. Hullett, Kurniawan, S., and Wardrip-Fruin, N., Better Game Studies Education the Carcassonne Way, in Proceedings of the Digital Games Research Association, Brunel University, London, 2009.PDF icon nwf-C5-digra09-gameEducation.pdf (624.68 KB)
P. Burelli and Jhala, A., CamOn: A Real-Time Autonomous Camera System, in AIIDE, 2009.
B. G. Weber and Mateas, M., Case-Based Reasoning for Build Order in Real-Time Strategy Games, in Artificial Intelligence and Interactive Digital Entertainment (AIIDE 2009), 2009.PDF icon bweber_aiide_09.pdf (80.96 KB)
J. McCoy, Mateas, M., and Wardrip-Fruin, N., Comme il Faut: A System for Simulating Social Games Between Autonomous Characters, in Proceedings of the 8th Digital Art and Culture Conference (DAC), Irvine, CA, 2009.PDF icon CognitionAndCreativity-JoshMcCoy-DAC09-Revised_0.pdf (506.51 KB)
A. Jhala and Young, M. R., Comparing Effects of Different Cinematic Visualization Strategies on Viewer Comprehension, in ICIDS ’09: Proceedings of the 2nd Joint International Conference on Interactive Digital Storytelling, Berlin, Heidelberg, 2009, pp. 26–37.
A. M. Smith, Nelson, M. J., and Mateas, M., Computational Support for Play Testing Game Sketches, in Artificial Intelligence and Interactive Digital Entertainment Confernece (AIIDE), 2009.PDF icon Smith_Nelson_Mateas_-_Play_Testing_-_AIIDE09.pdf (220.75 KB)
A. M. Smith, Nelson, M. J., and Mateas, M., Computational Support for Play Testing Game Sketches, in Proceedings of the 5th Artificial Intelligence for Interactive Digital Entertainment Conference (AIIDE 2009), 2009.PDF icon Smith_Nelson_Mateas_-_Play_Testing_-_AIIDE09.pdf (220.75 KB)
B. G. Weber and Mateas, M., Conceptual Neighborhoods for Retrieval in Case-Based Reasoning, in ICCBR ’09: Proceedings of the 8th International Conference on Case-Based Reasoning, Berlin, Heidelberg, 2009, pp. 343–357.PDF icon iccbr_2009.pdf (159.38 KB)
M. Mateas and Wardrip-Fruin, N., Defining Operational Logics, in Proceedings of the Digital Games Research Association, Brunel University, London, 2009.PDF icon Mateas Wardrip-Fruin DIGRA 2009.pdf (233.01 KB)
P. Burelli and Jhala, A., Dynamic Artificial Fields for Autonomous Camera Control, in AIIDE, 2009.
S. Chen, Nelson, M. J., Sullivan, A., and Mateas, M., Evaluating the Authorial Leverage of Drama Management, in Association for the Advancement of Artificial Intelligence, Spring Symposium, 2009.
A. Jhala and Young, M. R., Evaluation of intelligent camera control systems based on cognitive models of comprehension, in FDG ’09: Proceedings of the 4th International Conference on Foundations of Digital Games, New York, NY, USA, 2009, pp. 327–328.
N. Wardrip-Fruin, Expressive Processing: Digital Fictions, Computer Games, and Software Studies. Cambridge, MA: The MIT Press, 2009.
N. Wardrip-Fruin, Expressive Processing, in panel "Critical Code and Software Studies", in Proceedings of Digital Humanities, University of Maryland, College Park, 2009.PDF icon nwf-CS11-dh09-expressiveProcessing.pdf (94.32 KB)
FDG ’09: Proceedings of the 4th International Conference on Foundations of Digital Games. ACM, New York, NY, USA, 2009.
A. Sullivan, Chen, S., and Mateas, M., From Abstraction to Reality: Integrating Drama Management into a Playable Game Experience, in Proceeding of the AAAI 2009 Spring Symposium, 2009.
A. Sullivan, Gender-inclusive quest design in massively multiplayer online role-playing games, in FDG ’09: Proceedings of the 4th International Conference on Foundations of Digital Games, New York, NY, USA, 2009, pp. 354–356.PDF icon sullivan-fdg09-dc-cr2.pdf (74.16 KB)
C. R. Strong, Mateas, M., and Grossman, D., Generative conversation tool for game writers, in FDG ’09: Proceedings of the 4th International Conference on Foundations of Digital Games, New York, NY, USA, 2009, pp. 183–190.
S. Chen, Sullivan, A., Lewis, C., Wardrip-Fruin, N., and Mateas, M., Intelligent Interactive-Stories: Theory versus Practice, in Game Developers Conference, 2009.
J. Skorupski and Mateas, M., Interactive Story Generation for Writers: Lessons Learned from the Wide Ruled Authoring Tool, in Proceedings of the 8th Digital Art and Culture Conference (DAC), Irvine, CA, 2009.PDF icon Skorupski_DAC09_WideRuledLessonsLearned.pdf (526.94 KB)
S. Chen, Wardrip-Fruin, N., and Mateas, M., Inventing the Future of Story AI for Games, in Digital Humanities Conference, 2009.
A. Jhala, Schwartz, M., Martinez, H. P., and Yannakakis, G., Investigating the Interplay between Camera Viewpoints, Game Information, and Challenge, in AIIDE, 2009.
S. Kim, Shivaji, S., and E. James Whitehead, J., Kenyon-Web: Reconfigurable Web-based Feature Extractor, 17th IEEE International Conference on Program Comprehension (ICPC '09). Vancouver, BC, Canada, 2009.PDF icon kim-icpc-2009.pdf (191.6 KB)
A. J. Eckert, Wegrzyn, J. L., Pande, B., Jermstad, K. D., Lee, J. M., Liechty, J. D., Tearse, B., Krutovsky, K. V., and Neale, D. B., Multilocus patterns of nucleotide diversity and divergence reveal positive selection at candidate genes related to cold hardiness in coastal Douglas Fir (Pseudotsuga menziesii var. menziesii), Genetics, vol. 183, pp. 289-98, 2009.PDF icon MultiLocus TreeGenes.pdf (1.75 MB)
M. Treanor and Mateas, M., Newsgames: Procedural Rhetoric meets Political Cartoons, in Proceedings of the Digital Games Research Association, Brunel University, London, 2009.PDF icon newsgames-DiGRA2009.pdf (234.04 KB)
A. Sullivan, Mateas, M., and Wardrip-Fruin, N., QuestBrowser: Making Quests Playable with Computer-Assisted Quest Design, in Proceedings of the 8th Digital Art and Culture Conference (DAC), Irvine, CA, 2009.PDF icon 0011_sullivan.pdf (1.43 MB)
S. Shivaji, E. James Whitehead, J., Akella, R., and Kim, S., Reducing Features to Improve Bug Prediction., 24th IEEE/ACM International Conference on Automated Software Engineering (ASE 2009). Auckland, New Zealand, 2009.PDF icon shivaji-ase09-short.pdf (109 KB)
G. Smith, Treanor, M., Whitehead, J., and Mateas, M., Rhythm-based level generation for 2D platformers, in FDG ’09: Proceedings of the 4th International Conference on Foundations of Digital Games, New York, NY, USA, 2009, pp. 175–182.PDF icon smith-fdg-09.pdf (161.11 KB)
K. Hullett and Mateas, M., Scenario generation for emergency rescue training games, in FDG ’09: Proceedings of the 4th International Conference on Foundations of Digital Games, New York, NY, USA, 2009, pp. 99–106.PDF icon khullett - fdg paper - final.pdf (78.21 KB)
N. Wardrip-Fruin, Carroll, J., Coover, R., Greenlee, S., McClain, A., and Shine, B., Screen, in FILE Festival 2009 Catalog, São Paulo, Brazil, 2009.PDF icon nwf-P21-fileFestival.pdf (226.88 KB)
J. Skorupski, Storyboard Authoring of Plan-based Interactive Dramas, in Foundations of Digital Games Doctoral Consortium, 2009.PDF icon Skorupski-FDG09-dcproposal-storyboardauthoring.pdf (1.36 MB)
P. Harrigan and Wardrip-Fruin, N., Third Person: Authoring and Exploring Vast Narratives. The MIT Press, 2009.
K. Pan, Kim, S., and Whitehead, Jr., J. E., Toward an understanding of bug fix patterns, Empirical Softw. Engg., vol. 14, pp. 286–315, 2009.
B. G. Weber and Mateas, M., A data mining approach to strategy prediction, in CIG’09: Proceedings of the 5th international conference on Computational Intelligence and Games, Piscataway, NJ, USA, 2009, pp. 140–147.PDF icon cig_2009.pdf (240.93 KB)
M. J. Nelson and Mateas, M., A requirements analysis for videogame design support tools, in FDG ’09: Proceedings of the 4th International Conference on Foundations of Digital Games, New York, NY, USA, 2009, pp. 137–144.PDF icon Nelson_Mateas_-_DesignSupportReqs_-_FDG09.pdf (96.52 KB)
2008
M. Romero, Pousman, Z., and Mateas, M., Alien presence in the home: the design of Tableau Machine, Personal Ubiquitous Comput., vol. 12, pp. 373–382, 2008.
M. J. Nelson and Mateas, M., Another look at search-based drama management, in AAAI’08: Proceedings of the 23rd national conference on Artificial intelligence, 2008, pp. 792–797.PDF icon Nelson_Mateas_-_SBDM_-_AAAI08.pdf (212.01 KB)
Y. G. Cheong, Jhala, A., Bae, B. C., and Young, M. R., Automatically Generating Summary Visualizations from Game Logs, in AIIDE, 2008.
S. Kim, Whitehead, Jr., J. E., and Zhang, Y., Classifying Software Changes: Clean or Buggy?, IEEE Trans. Softw. Eng., vol. 34, pp. 181–196, 2008.
N. Wardrip-Fruin, A Companion to Digital Literary Studies, R. Siemens and Schreibman, S. Basil Blackwell, 2008, pp. 163-182.
N. Wardrip-Fruin, ELIZA Revisited, in Proceedings of Visionary Landscapes, Electronic Literature Organization, Vancouver, WA, 2008.
A. Stern, Embracing the Combinatorial Explosion: A Brief Prescription for Interactive Story R&D, in ICIDS ’08: Proceedings of the 1st Joint International Conference on Interactive Digital Storytelling, Berlin, Heidelberg, 2008, pp. 1–5.
A. Jhala, Exploiting Structure and Conventions of Movie Scripts for Information Retrieval and Text Mining, in ICIDS ’08: Proceedings of the 1st Joint International Conference on Interactive Digital Storytelling, Berlin, Heidelberg, 2008, pp. 210–213.
N. Wardrip-Fruin, Expressive Processing: An Experiment in Blog-Based Peer Review, in HASTAC II, University of California, Irvine, 2008.
HLT ’08: Proceedings of the 46th Annual Meeting of the Association for Computational Linguistics on Human Language Technologies. Association for Computational Linguistics, Morristown, NJ, USA, 2008.
A. Sullivan, Chen, S., and Mateas, M., Integrating Drama Management into an Adventure Game, in Proceedings of the Fourth Annual Conference on Artificial Intelligence and Interactive Digital Entertainment, 2008.PDF icon aiide.2008.demo_.A92.pdf (25.69 KB)
J. Polifroni and Walker, M. A., Intensional Summaries as Cooperative Responses in Dialogue: Automation and Evaluation, in Proceedings of the 46th Annual Meeting of the Association for Computational Linguistics (ACL), Columbus, 2008.
L. Leahu, Sengers, P., and Mateas, M., Interactionist AI and the promise of ubicomp, or, how to put your box in the world without putting the world in your box, in UbiComp ’08: Proceedings of the 10th international conference on Ubiquitous computing, New York, NY, USA, 2008, pp. 134–143.PDF icon ubicomp103-leahu.pdf (129.65 KB)
J. Whitehead, Introduction to game design in the large classroom, in GDCSE ’08: Proceedings of the 3rd international conference on Game development in computer science education, New York, NY, USA, 2008, pp. 61–65.
A. M. Smith and Warmuth, M. K., Learning Rotations, in Proceedings of the 12th Annual Conference on Learning Theory (COLT 08), 2008.PDF icon ucsc-soe-10-08.pdf (185.25 KB)
Z. Pousman, Romero, M., Smith, A. M., and Mateas, M., Living with Tableau Machine: A Longitudinal Investigation of a Curious Domestic Intelligence, in Proceedings of the 10th International Conference on Ubiquitous Computing (UbiComp 08), 2008.PDF icon pousman_romero_smith_mateas_2008.pdf (2.26 MB)
Z. Pousman, Romero, M., Smith, A. M., and Mateas, M., Living with tableau machine: a longitudinal investigation of a curious domestic intelligence, in UbiComp ’08: Proceedings of the 10th international conference on Ubiquitous computing, New York, NY, USA, 2008, pp. 370–379.PDF icon Pousman_etal_-_Tableau_Machine_-_UbiComp08.pdf (2.26 MB)
A. Jhala, Rawls, C., Munilla, S., and Young, M. R., Longboard: A Sketch Based Intelligent Storyboarding Tool for Creating Machinima, in FLAIRS Conference, 2008, pp. 386–390.
S. Arteaga, Chevalier, J., Coile, A., Hill, A. W., Sali, S., Sudhakrishnan, S., and Kurniawan, S. H., Low-cost accelerometry-based posture monitoring system for stroke survivors, in Assets ’08: Proceedings of the 10th international ACM SIGACCESS conference on Computers and accessibility, New York, NY, USA, 2008, pp. 243–244.
Gupta, S., Walker, M. A., and Romano, D. M., POLLy: A Conversational System that uses a Shared, Representation to Generate Action and Social Language, in IJCNLP 2008, The Third International Joint Conference on Natural Language Processing, Hyderabad, India, 2008.
S. Kim, Zimmermann, T., Whitehead, Jr., J. E., and Zeller, A., Predicting faults from cached history, in ISEC ’08: Proceedings of the 1st India software engineering conference, New York, NY, USA, 2008, pp. 15–16.
N. Wardrip-Fruin, Reading Digital Literature: Surface, Data, Interaction, and Expressive Processing, in A Companion to Digital Literary Studies, R. Siemens and Schreibman, S. London, UK: Basil Blackwell, 2008, pp. 163-182.PDF icon nwf-BC3-readingDigitalLiterature.pdf (2.34 MB)
M. J. Nelson and Mateas, M., Recombinable game mechanics for automated design support, in Proceedings of the 4th Artificial Intelligence and Interactive Digital Entertainment Conference (AIIDE), Palo Alto, California, USA, 2008.PDF icon Nelson_Mateas_-_GameMechanics_-_AIIDE08.pdf (224.27 KB)
G. Ge and E. James Whitehead, J., Rhizome: A Feature Modeling and Generation Platform, 23rd IEEE/ACM International Conference on Automated Software Engineering (ASE 2008). L'Aquila, Italy, 2008.PDF icon Ge_ASE08_Rhizome.pdf (141.66 KB)
G. Ge, Rhizome: a feature modeling and generation platform for software product lines, University of California at Santa Cruz, Santa Cruz, CA, USA, 2008.
M. P. Eladhari and Mateas, M., Semi-autonomous avatars in world of minds: a case study of AI-based game design, in ACE ’08: Proceedings of the 2008 International Conference on Advances in Computer Entertainment Technology, New York, NY, USA, 2008, pp. 201–208.
N. Wardrip-Fruin, Software Studies, in FILE Festival (catalog essay), São Paulo, Brazil, 2008.PDF icon nwf-P18-fileSoftwareStudies-asPublished.pdf (1.42 MB)
S. Dow, MacIntyre, B., and Mateas, M., Styles of play in immersive and interactive story: case studies from a gallery installation of AR Façade, in ACE ’08: Proceedings of the 2008 International Conference on Advances in Computer Entertainment Technology, New York, NY, USA, 2008, pp. 373–380.PDF icon AEL-PlayStyles-ACE08.pdf (8 MB)
A. M. Smith, Romero, M., Pousman, Z., and Mateas, M., Tableau Machine: A Creative Alien Presence, in AAAI Spring Symposium on Creative Intelligent Systems, 2008.PDF icon SS08-03-013.pdf (306.82 KB)
N. Wardrip-Fruin, The Tale-Spin Effect: Toward an acknowledgement of process in digital literature, Media-Space Journal , vol. 1, no. 1, 2008.
C. R. Strong and Mateas, M., Talking with NPCs: Towards dynamic generation of discourse structures, in Proceedings of the 4th Artificial Intelligence and Interactive Digital Entertainment Conference (AIIDE), Palo Alto, California, 2008.PDF icon Strong_Mateas_-_AIIDE08.pdf (176.09 KB)
N. Wardrip-Fruin, Thing 119, in Things We Think About Games, W. Hindmarch and Tidball, J. Roseville, MN: Gameplaywright Press, 2008.PDF icon nwf-P20-thingsWeThink.pdf (306.27 KB)
C. Simpkins, Bhat, S., Isbell, Jr., C. L., and Mateas, M., Towards adaptive programming: integrating reinforcement learning into a programming language, in OOPSLA ’08: Proceedings of the 23rd ACM SIGPLAN conference on Object-oriented programming systems languages and applications, New York, NY, USA, 2008, pp. 603–614.
F. Mairesse and Walker, M. A., Trainable Generation of Big-Five Personality Styles through Data-driven Parameter Estimation, 46th Annual Meeting of the Association for Computational Linguistics. Columbus, 2008.
A. M. Smith, Skorupski, J., and Davis, J., Transient Rendering. UCSC-SOE-08-26, 2008.PDF icon ucsc-soe-08-26.pdf (115.42 KB)
J. L. Wegrzyn, Lee, J. M., Tearse, B., and Neale, D. B., TreeGenes: A forest tree genome database, International journal of plant genomics, vol. 2008, p. 412875, 2008.PDF icon TreeGenes.pdf (3.49 MB)
S. Sudhakrishnan, Madhavan, J. T., Whitehead, Jr., J. E., and Renau, J., Understanding bug fix patterns in verilog, in MSR ’08: Proceedings of the 2008 international working conference on Mining software repositories, New York, NY, USA, 2008, pp. 39–42.
P. Sengers, Boehner, K., Mateas, M., and Gay, G., The disenchantment of affect, Personal Ubiquitous Comput., vol. 12, pp. 347–358, 2008.
G. Smith, Cha, M., and Whitehead, J., A framework for analysis of 2D platformer levels, in Sandbox ’08: Proceedings of the 2008 ACM SIGGRAPH symposium on Video games, New York, NY, USA, 2008, pp. 75–80.PDF icon smith-sandbox-08.pdf (772.78 KB)
J. McCoy and Mateas, M., An integrated agent for playing real-time strategy games, in AAAI’08: Proceedings of the 23rd national conference on Artificial intelligence, 2008, pp. 1313–1318.PDF icon AAAI08Mccoy.pdf (199.38 KB)
M. J. Nelson and Mateas, M., An interactive game-design assistant, in IUI ’08: Proceedings of the 13th international conference on Intelligent user interfaces, New York, NY, USA, 2008, pp. 90–98.PDF icon Nelson_Mateas_-_Game-Design_Assistant_-_IUI08.pdf (153.49 KB)
A. J. Eckert, Tearse, B., and Hall, B. D., 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.PDF icon Phylogeography.pdf (314.93 KB)
2007
S. Dow, Mehta, M., MacIntyre, B., and Mateas, M., AR Fa{\c c}ade: an augmented reality interactve drama, in VRST ’07: Proceedings of the 2007 ACM symposium on Virtual reality software and technology, New York, NY, USA, 2007, pp. 215–216.
Z. Pousman, Stasko, J., and Mateas, M., Casual Information Visualization: Depictions of Data in Everyday Life, IEEE Transactions on Visualization and Computer Graphics, vol. 13, pp. 1145–1152, 2007.
J. Whitehead, Collaboration in Software Engineering: A Roadmap, in FOSE ’07: 2007 Future of Software Engineering, Washington, DC, USA, 2007, pp. 214–225.
M. Mehta, Dow, S., Mateas, M., and MacIntyre, B., Evaluating a conversation-centered interactive drama, in AAMAS ’07: Proceedings of the 6th international joint conference on Autonomous agents and multiagent systems, New York, NY, USA, 2007, pp. 1–8.
M. Mateas, Expressive Intelligence: Artificial Intelligence, Games and New Media, in AI*IA ’07: Proceedings of the 10th Congress of the Italian Association for Artificial Intelligence on AI*IA 2007, Berlin, Heidelberg, 2007, pp. 2–2.
J. Skorupski, Yee, J., McCoy, J., and Davis, J., Facial type, expression, and viseme generation, in SIGGRAPH ’07: ACM SIGGRAPH 2007 posters, New York, NY, USA, 2007, p. 34.
S. Gupta, Walker, M. A., and Romano, D. M., Generating politeness in task based interaction: an evaluation of the effect of linguistic form and culture, in ENLG ’07: Proceedings of the Eleventh European Workshop on Natural Language Generation, Morristown, NJ, USA, 2007, pp. 57–64.
S. Gupta, Walker, M. A., and Romano, D. M., How Rude Are You?: Evaluating Politeness and Affect in Interaction, in ACII ’07: Proceedings of the 2nd international conference on Affective Computing and Intelligent Interaction, Berlin, Heidelberg, 2007, pp. 203–217.
M. A. Walker, Stent, A., Mairesse, F., and Prasad, R., Individual and domain adaptation in sentence planning for dialogue, J. Artif. Int. Res., vol. 30, pp. 413–456, 2007.
F. Mairesse and Walker, M. A., PERSONAGE: Personality Generation for Dialogue, 45th Annual Meeting of the Association for Computational Linguistics. Prague, 2007.
J. T. Madhavan and Whitehead, Jr., J. E., Predicting buggy changes inside an integrated development environment, in eclipse ’07: Proceedings of the 2007 OOPSLA workshop on eclipse technology eXchange, New York, NY, USA, 2007, pp. 36–40.
S. Dow, Mehta, M., Harmon, E., MacIntyre, B., and Mateas, M., Presence and engagement in an interactive drama, in CHI ’07: Proceedings of the SIGCHI conference on Human factors in computing systems, New York, NY, USA, 2007, pp. 1475–1484.
P. Harrigan and Wardrip-Fruin, N., Second Person: Role-Playing and Story in Games and Playable Media. The MIT Press, 2007.
J. Telleen, Sullivan, A., Yee, J., Wang, O., Gunawardane, P., Collins, I., and Davis, J., Synthetic Shutter Speed Imaging, in Computer Graphics Forum - Eurographics, 2007, vol. 26, pp. 591–598.
N. Wardrip-Fruin, Utterback, C., Castiglia, C., and Wardrip-Fruin, N., Talking Cure. Bathhouse 5:1, University of Eastern Michigan, 2007.
M. J. Nelson and Mateas, M., Towards Automated Game Design, in AI*IA ’07: Proceedings of the 10th Congress of the Italian Association for Artificial Intelligence on AI*IA 2007, Berlin, Heidelberg, 2007, pp. 626–637.PDF icon Nelson_Mateas_-_Automated_Game_Design_-_AIIA07.pdf (117.37 KB)
P. Zang, Mehta, M., Mateas, M., and Ram, A., Towards runtime behavior adaptation for embodied characters, in IJCAI’07: Proceedings of the 20th international joint conference on Artifical intelligence, San Francisco, CA, USA, 2007, pp. 1557–1562.
F. Mairesse, Walker, M. A., Mehl, M., and Moore, R., Using Linguistic Cues for the Automatic Recognition of Personality in Conversation and Text, Journal of Artificial Intelligence Research, vol. 30, pp. 457-500, 2007.
J. Skorupski, Jayapalan, L., Marquez, S., and Mateas, M., Wide ruled: a friendly interface to author-goal based story generation, in ICVS’07: Proceedings of the 4th international conference on Virtual storytelling, Berlin, Heidelberg, 2007, pp. 26–37.PDF icon skorupski_icvs2007_wideruled.pdf (5.25 MB)
S. Bhat, Roberts, D. L., Nelson, M. J., Isbell, C. L., and Mateas, M., A globally optimal algorithm for TTD-MDPs, in AAMAS ’07: Proceedings of the 6th international joint conference on Autonomous agents and multiagent systems, New York, NY, USA, 2007, pp. 1–8.PDF icon Bhat_etal_-_Optimal_TTD-MDP_-_AAMAS07.pdf (152.34 KB)
R. Higashinaka, Walker, M. A., and Prasad, R., An unsupervised method for learning generation dictionaries for spoken dialogue systems by mining user reviews, ACM Trans. Speech Lang. Process., vol. 4, p. 8, 2007.
2006
S. Kim, Adaptive bug prediction by analyzing project history, University of California at Santa Cruz, Santa Cruz, CA, USA, 2006.
J. Polifroni and Walker, M. A., An Analysis of Automatic Content Selection Algorithms for Spoken Dialogue System Summaries, in IEEE/ACL, Aruba, 2006.
M. J. Nelson, Ashmore, C., and Mateas, M., Authoring an interactive narrative with declarative optimization-based drama management, in Proceedings of the 2nd Artificial Intelligence and Interactive Digital Entertainment Conference (AIIDE), Marina del Rey, California, 2006, pp. 127-129.PDF icon Nelson_Ashmore_Mateas_-_Authoring_DODM_-_AIIDE06.pdf (42.37 KB)
F. Mairesse and Walker, M. A., 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. Association for Computational Linguistics, New York, NY, 2006.
K. Pan, Kim, S., and Whitehead, Jr., J. E., Bug Classification Using Program Slicing Metrics, in SCAM ’06: Proceedings of the Sixth IEEE International Workshop on Source Code Analysis and Manipulation, Washington, DC, USA, 2006, pp. 31–42.
A. Jhala, Darshak: an intelligent cinematic camera planning system, in AAAI’06: proceedings of the 21st national conference on Artificial intelligence, 2006, pp. 1918–1919.
M. J. Nelson, Mateas, M., Roberts, D. L., and Isbell Jr., C. L., Declarative Optimization-Based Drama Management in Interactive Fiction, IEEE Comput. Graph. Appl., vol. 26, pp. 32–41, 2006.PDF icon Nelson_etal_-_DODM_-_IEEE-CGA06.pdf (147.36 KB)
N. Wardrip-Fruin, Expressive processing: on the process-intensive literature and digital media, Brown University, Providence, RI, USA, 2006.
N. Wardrip-Fruin and Harrigan, P., First Person: New Media as Story, Performance, and Game. The MIT Press, 2006.
J. Murray, Bogost, I., Mateas, M., and Nitsche, M., Game Design Education: Integrating Computation and Culture, Computer, vol. 39, pp. 43–51, 2006.
S. Kim and Whitehead, Jr., J. E., How long did it take to fix bugs?, in MSR ’06: Proceedings of the 2006 international workshop on Mining software repositories, New York, NY, USA, 2006, pp. 173–174.
S. Dow, Mehta, M., Lausier, A., MacIntyre, B., and Mateas, M., Initial lessons from AR Fa{\c c}ade, an interactive augmented reality drama, in ACE ’06: Proceedings of the 2006 ACM SIGCHI international conference on Advances in computer entertainment technology, New York, NY, USA, 2006, p. 28.
J. Polifroni and Walker, M. A., Learning Database Content for Spoken Dialogue System Design, in Proceedings of the International Conference on Language Resources and Evaluation (LREC)2006, Genoa, 2006.
R. Higashinaka, Prasad, R., and Walker, M. A., Learning to Generate Naturalistic Utterances Using Reviews in Spoken Dialogue Systems, in COLING-ACL, Australia, 2006.
R. Higashinaka, Prasad, R., and Walker, M. A., Learning to generate naturalistic utterances using reviews in spoken dialogue systems, in 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, 2006, pp. 265–272.
S. Kim, Pan, K., and Whitehead, Jr., J. E., Micro pattern evolution, in MSR ’06: Proceedings of the 2006 international workshop on Mining software repositories, New York, NY, USA, 2006, pp. 40–46.
T. Zimmermann, Kim, S., Zeller, A., and Whitehead, Jr., J. E., Mining version archives for co-changed lines, in MSR ’06: Proceedings of the 2006 international workshop on Mining software repositories, New York, NY, USA, 2006, pp. 72–75.
K. Compton and Mateas, M., Procedural level design for platform games, in Proceedings of the 2nd Artificial Intelligence and Interactive Digital Entertainment Conference (AIIDE), Marina del Rey, California, 2006, pp. 109-111.
S. Kim, Whitehead, Jr., J. E., and Bevan, Jr., J., Properties of Signature Change Patterns, in ICSM ’06: Proceedings of the 22nd IEEE International Conference on Software Maintenance, Washington, DC, USA, 2006, pp. 4–13.
M. J. Nelson, Roberts, D. L., Isbell, C. L., and Mateas, M., Reinforcement learning for declarative optimization-based drama management, in AAMAS ’06: Proceedings of the fifth international joint conference on Autonomous agents and multiagent systems, New York, NY, USA, 2006, pp. 775–782.PDF icon Nelson_etal_-_RL_for_DODM_-_AAMAS06.pdf (136.6 KB)
A. Jhala and Young, M. R., Representational Requirements for a Plan Based Approach to Automated Camera Control, in AIIDE, 2006, pp. 36–41.
E. Barker, Higashinaka, R., Mairesse, F., Robert Gaizauskas,, Walker, M. A., and Foster, J., Simulating Cub Reporter Dialogues: The collection of naturalistic human-human dialogues for information access to text archives, in Proceedings of the International Conference on Language Resources and Evaluation (LREC), Genoa, 2006.
J. L. Bevan, Software instability analysis: co-change analysis across configuration-based dependence relationships, University of California at Santa Cruz, Santa Cruz, CA, USA, 2006.
S. Kim, Zimmermann, T., Kim, M., Hassan, A., Mockus, A., Girba, T., Pinzger, M., Whitehead, Jr., J. E., and Zeller, A., TA-RE: an exchange language for mining software repositories, in MSR ’06: Proceedings of the 2006 international workshop on Mining software repositories, New York, NY, USA, 2006, pp. 22–25.
M. Romero, Pousman, Z., and Mateas, M., Tableau machine: an alien presence in the home, in CHI ’06: CHI ’06 extended abstracts on Human factors in computing systems, New York, NY, USA, 2006, pp. 1265–1270.
D. L. Roberts, Nelson, M. J., Isbell, C. L., Mateas, M., and Littman, M. L., Targeting specific distributions of trajectories in MDPs, in AAAI’06: proceedings of the 21st national conference on Artificial intelligence, 2006, pp. 1213–1218.PDF icon Roberts_etal_-_TTD-MDP_-_AAAI06.pdf (130.52 KB)
K. Pan, Using evolution patterns to find duplicated bugs, University of California at Santa Cruz, Santa Cruz, CA, USA, 2006.
F. Mairesse and Walker, M. A., Words Mark the Nerds: Computational Models of Personality Recognition through Language, 28th Annual Conference of the Cognitive Science Society. Vancouver, 2006.
S. Bhat, Isbell, Jr., C. L., and Mateas, M., On the difficulty of modular reinforcement learning for real-world partial programming, in Proceedings of the 21st National Conference on Artificial Intelligence (AAAI), Boston, MA, 2006.
2005
S. Kim, Whitehead, Jr., J. E., and Bevan, Jr., J., Analysis of signature change patterns, in MSR ’05: Proceedings of the 2005 international workshop on Mining software repositories, New York, NY, USA, 2005, pp. 1–5.
R. Higashinaka, Prasad, R., and Walker, M. A., Augmenting Variation of System Utterances using Corpora in Spoken Dialogue Systems, in IEEE Automatic Speech Recognition and Understanding (ASRU), Puerto Rico, 2005.
G. Ge and Whitehead, Jr., J. E., Automatic generation of rule-based software configuration management systems, in ICSE ’05: Proceedings of the 27th international conference on Software engineering, New York, NY, USA, 2005, pp. 659–659.
G. Ge and Whitehead, Jr., J. E., Bamboo: an architecture modeling and code generation framework for configuration management systems, in ASE ’05: Proceedings of the 20th IEEE/ACM international Conference on Automated software engineering, New York, NY, USA, 2005, pp. 427–428.
M. Mateas and Stern, A., Build it to understand it: Ludology meets narratology in game design space, in Proceedings of the 2005 Digital Games Research Association Conference (DiGRA), Vancouver, Canada, 2005.PDF icon MateasSternDIGRA05.pdf (77.81 KB)

Pages

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