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2015
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)
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
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)
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)
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. 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)
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)
2012
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)
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)
B. George Weber, Mateas, M., and Jhala, A., Learning from Demonstration for Goal-Driven Autonomy., in AAAI, 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)
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.
2011
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)
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)
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)
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)
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, 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.
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. 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)
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.
2010
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)
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)
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)
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. 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. 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.
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.
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)
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.
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)
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)
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.
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. 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)
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. 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.
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.
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)
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)
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.
Y. G. Cheong, Jhala, A., Bae, B. C., and Young, M. R., Automatically Generating Summary Visualizations from Game Logs, in AIIDE, 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)
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)
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)
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)
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.
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)
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)
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.
P. Sengers, Boehner, K., Mateas, M., and Gay, G., The disenchantment of affect, Personal Ubiquitous Comput., vol. 12, pp. 347–358, 2008.
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)
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.
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.
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.
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.
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)
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)
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)
J. Murray, Bogost, I., Mateas, M., and Nitsche, M., Game Design Education: Integrating Computation and Culture, Computer, vol. 39, pp. 43–51, 2006.
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.
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.
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)
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)
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
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)
C. Fernández-Vara, Zagal, J., and Mateas, M., Evolution of space configuration in videogames, in Proceedings of the 2005 Digital Games Research Association Conference (DiGRA), Vancouver, Canada, 2005.
R. L. Knickmeyer and Mateas, M., Preliminary evaluation of the interactive drama facade, in CHI ’05: CHI ’05 extended abstracts on Human factors in computing systems, New York, NY, USA, 2005, pp. 1549–1552.PDF icon KnickmeyerMateasCHI2005.pdf (93.01 KB)
M. J. Nelson and Mateas, M., Search-based drama management in the interactive fiction Anchorhead, in Proceedings of the First Artificial Intelligence and Interactive Digital Entertainment Conference (AIIDE), Marina del Rey, California, 2005.PDF icon Nelson_Mateas_-_SBDM_-_AIIDE05.pdf (395.86 KB)
M. Mateas and Stern, A., Structuring content in the Facade interactive drama architecture, in Proceedings of the First Artificial Intelligence and Interactive Digital Entertainment Conference (AIIDE), Marina del Rey, California, 2005.PDF icon MateasSternAIIDE05.pdf (85.04 KB)
J. Zagal, Mateas, M., Fernández-Vara, C., Hochhalter, B., and Lichti, N., Towards an ontological language for game analysis, in Proceedings of the 2005 Digital Games Research Association Conference (DiGRA), Vancouver, Canada, 2005.PDF icon OntologyDIGRA2005.pdf (96.59 KB)
M. Mateas and Montfort, N., A box, darkly: Obfuscated code, weird languages, and code aesthetics, in Proceedings of the 2005 Digital Arts and Culture Conference, Copenhagen, Denmark, 2005, pp. 144-153.PDF icon a_box_darkly.pdf (384.74 KB)
2004
M. Mateas and Stern, A., Natural language processing in Facade: Surface-text processing, in Proceedings of the 2nd Conference on Technologies for Interactive Digital Storytelling and Entertainment (TIDSE), Darmstadt, Germany, 2004.PDF icon MateasSternTIDSE04.pdf (193.65 KB)
2002
M. Mateas and Stern, A., A Behavior Language for Story-Based Believable Agents, IEEE Intelligent Systems, vol. 17, pp. 39–47, 2002.
N. Jeremijenko, Schiphorst, T., Mateas, M., Strauss, W., Wright, W., and Kerne, A., Extending interface practice: an ecosystem approach, in SIGGRAPH ’02: ACM SIGGRAPH 2002 conference abstracts and applications, New York, NY, USA, 2002, pp. 90–92.
M. Mateas, Interactive drama, art and artificial intelligence, Carnegie Mellon University, Pittsburgh, PA, USA, 2002.PDF icon CMU-CS-02-206.pdf (2.05 MB)
N. Wardrip-Fruin, Stern, A., Molyneux, P., Mateas, M., and Yee, B., Interactive stories: real systems, three solutions, in SIGGRAPH ’02: ACM SIGGRAPH 2002 conference abstracts and applications, New York, NY, USA, 2002, pp. 105–106.
2001
M. Mateas, Expressive AI: A hybrid art and science practice, in Leonardo: Journal of the International Society for Arts, Sciences, and Technology, 2001, vol. 34(2), pp. 147-153.PDF icon Leonardo2001.pdf (62.63 KB)
2000
M. Mateas, Vanouse, P., and Domike, S., Generation of Ideologically-Biased Historical Documentaries, in Proceedings of the Seventeenth National Conference on Artificial Intelligence and Twelfth Conference on Innovative Applications of Artificial Intelligence, 2000, pp. 236–242.PDF icon AAAI2000.pdf (61.63 KB)
M. Mateas, A neo-Aristotelian theory of interactive drama, in Proceedings of the AAAI Spring Symposium on Artificial Intelligence and Interactive Entertainment, Palo Alto, California, 2000.PDF icon MMateas00.pdf (50.11 KB)
1998
M. Boehlen and Mateas, M., Office Plant #1: Intimate space and contemplative entertainment, in Leonardo: Journal of the International Society for Arts, Sciences, and Technology, 1998, vol. 31(5), pp. 345-348.PDF icon Leonardo1998.pdf (49.3 KB)
M. Mateas, Subjective avatars (poster), in AGENTS ’98: Proceedings of the second international conference on Autonomous agents, New York, NY, USA, 1998, pp. 461–462.
1997
T. Salvador and Mateas, M., Introduction to design ethnography, in CHI ’97: CHI ’97 extended abstracts on Human factors in computing systems, New York, NY, USA, 1997, pp. 166–167.
1996
M. Mateas, Salvador, T., Scholtz, J., and Sorensen, D., Engineering ethnography in the home, in CHI ’96: Conference companion on Human factors in computing systems, New York, NY, USA, 1996, pp. 283–284.
S. Lewis, Mateas, M., Palmiter, S., and Lynch, G., Ethnographic data for product development: a collaborative process, interactions, vol. 3, pp. 52–69, 1996.
J. Scholtz, Mateas, M., Salvador, T., and Sorensen, D., User requirements analysis for the home, in CHI ’96: Conference companion on Human factors in computing systems, New York, NY, USA, 1996, p. 326.