Duane Szafron

Orcid: 0000-0001-7864-6811

Affiliations:
  • University of Alberta, Edmonton, Canada


According to our database1, Duane Szafron authored at least 128 papers between 1990 and 2017.

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Bibliography

2017
Effects of Gender on Perception and Interpretation of Video Game Character Behavior and Emotion.
IEEE Trans. Comput. Intell. AI Games, 2017

2014
Single Source of Truth (SSOT) for Service Oriented Architecture (SOA).
Proceedings of the Service-Oriented Computing - 12th International Conference, 2014

Virtual character behavior architecture using cyclic scheduling.
Proceedings of the 9th International Conference on the Foundations of Digital Games, 2014

Using Cyclic Scheduling to Generate Believable Behavior in Games.
Proceedings of the Tenth AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment, 2014

2013
A parameterized family of equilibrium profiles for three-player kuhn poker.
Proceedings of the International conference on Autonomous Agents and Multi-Agent Systems, 2013

ScriptEase II: Platform Independent Story Creation Using High-Level Patterns.
Proceedings of the Ninth AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment, 2013

2012
Efficient Monte Carlo Counterfactual Regret Minimization in Games with Many Player Actions.
Proceedings of the Advances in Neural Information Processing Systems 25: 26th Annual Conference on Neural Information Processing Systems 2012. Proceedings of a meeting held December 3-6, 2012

Enhancing the Believability of Character Behaviors Using Non-Verbal Cues.
Proceedings of the Eighth AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment, 2012

Using Sliding Windows to Generate Action Abstractions in Extensive-Form Games.
Proceedings of the Twenty-Sixth AAAI Conference on Artificial Intelligence, 2012

Generalized Sampling and Variance in Counterfactual Regret Minimization.
Proceedings of the Twenty-Sixth AAAI Conference on Artificial Intelligence, 2012

2011
On Strategy Stitching in Large Extensive Form Multiplayer Games.
Proceedings of the Advances in Neural Information Processing Systems 24: 25th Annual Conference on Neural Information Processing Systems 2011. Proceedings of a meeting held 12-14 December 2011, 2011

Regret Minimization in Multiplayer Extensive Games.
Proceedings of the IJCAI 2011, 2011

Descriptions: a viable choice for video game authors.
Proceedings of the Foundations of Digital Games, 2011

Using machines to learn method-specific compilation strategies.
Proceedings of the CGO 2011, 2011

A Demonstration of ScriptEase II.
Proceedings of the Seventh AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment, 2011

Generating Believable Virtual Characters Using Behavior Capture and Hidden Markov Models.
Proceedings of the Advances in Computer Games - 13th International Conference, 2011

Automated Action Abstraction of Imperfect Information Extensive-Form Games.
Proceedings of the Twenty-Fifth AAAI Conference on Artificial Intelligence, 2011

2010
Computer-game construction: A gender-neutral attractor to Computing Science.
Comput. Educ., 2010

Using Support Vector Machines to Learn How to Compile a Method.
Proceedings of the 22st International Symposium on Computer Architecture and High Performance Computing, 2010

Using counterfactual regret minimization to create competitive multiplayer poker agents.
Proceedings of the 9th International Conference on Autonomous Agents and Multiagent Systems (AAMAS 2010), 2010

Quest Patterns for Story-Based Computer Games.
Proceedings of the Sixth AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment, 2010

Learning Companion Behaviors Using Reinforcement Learning in Games.
Proceedings of the Sixth AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment, 2010

2009
Dialogue patterns - A visual language for dynamic dialogue.
J. Vis. Lang. Comput., 2009

Deferring design pattern decisions and automating structural pattern changes using a design-pattern-based programming system.
ACM Trans. Program. Lang. Syst., 2009

Predicting homologous signaling pathways using machine learning.
Bioinform., 2009

Probabilistic State Translation in Extensive Games with Large Action Sets.
Proceedings of the IJCAI 2009, 2009

Abstraction pathologies in extensive games.
Proceedings of the 8th International Joint Conference on Autonomous Agents and Multiagent Systems (AAMAS 2009), 2009

A demonstration of the Polaris poker system.
Proceedings of the 8th International Joint Conference on Autonomous Agents and Multiagent Systems (AAMAS 2009), 2009

Learning Character Behaviors Using Agent Modeling in Games.
Proceedings of the Fifth Artificial Intelligence and Interactive Digital Entertainment Conference, 2009

Supporting Dialogue Generation for Story-Based Games.
Proceedings of the Fifth Artificial Intelligence and Interactive Digital Entertainment Conference, 2009

An Architecture for Game Behavior AI: Behavior Multi-Queues.
Proceedings of the Fifth Artificial Intelligence and Interactive Digital Entertainment Conference, 2009

2008
Interactive story authoring: A viable form of creative expression for the classroom.
Comput. Educ., 2008

Improving subcellular localization prediction using text classification and the gene ontology.
Bioinform., 2008

The MAP3S Static-and-Regular Mesh Simulation and Wavefront Parallel-Programming Patterns.
Proceedings of the 2008 International Conference on Parallel Processing, 2008

Strategy evaluation in extensive games with importance sampling.
Proceedings of the Machine Learning, 2008

Agent Learning using Action-Dependent Learning Rates in Computer Role-Playing Games.
Proceedings of the Fourth Artificial Intelligence and Interactive Digital Entertainment Conference, 2008

A Demonstration of Agent Learning with Action-Dependent Learning Rates in Computer Role-Playing Games.
Proceedings of the Fourth Artificial Intelligence and Interactive Digital Entertainment Conference, 2008

2007
ScriptEase: A generative/adaptive programming paradigm for game scripting.
Sci. Comput. Program., 2007

A Demonstration of SQUEGE: A CRPG Sub-Quest Generator.
Proceedings of the Third Artificial Intelligence and Interactive Digital Entertainment Conference, 2007

A Demonstration of ScriptEase Motivational Ambient and Latent Behaviors for Computer RPGs.
Proceedings of the Third Artificial Intelligence and Interactive Digital Entertainment Conference, 2007

Motivational Ambient and Latent Behaviors in Computer RPGs.
Proceedings of the Third Artificial Intelligence and Interactive Digital Entertainment Conference, 2007

A Demonstration of ScriptEase Interruptible and Resumable Behaviors for CRPGs.
Proceedings of the Twenty-Second AAAI Conference on Artificial Intelligence, 2007

2006
Is MPI suitable for a generative design-pattern system?
Parallel Comput., 2006

The Path-A metabolic pathway prediction web server.
Nucleic Acids Res., 2006

Generating Ambient Behaviors in Computer Role-Playing Games.
IEEE Intell. Syst., 2006

FastLSA: A Fast, Linear-Space, Parallel and Sequential Algorithm for Sequence Alignment.
Algorithmica, 2006

Evaluating pattern catalogs: the computer games experience.
Proceedings of the 28th International Conference on Software Engineering (ICSE 2006), 2006

Utilizing field usage patterns for Java heap space optimization.
Proceedings of the 2006 conference of the Centre for Advanced Studies on Collaborative Research, 2006

Term Generalization and Synonym Resolution for Biological Abstracts: Using the Gene Ontology for Subcellular Localization Prediction.
Proceedings of the Workshop on Linking Natural Language and Biology, 2006

Automatic Story Generation for Computer Role-Playing Games.
Proceedings of the Second Artificial Intelligence and Interactive Digital Entertainment Conference, 2006

A Demonstration of ScriptEase Ambient and PC-Interactive Behavior Generation for Computer Role-Playing Games.
Proceedings of the Second Artificial Intelligence and Interactive Digital Entertainment Conference, 2006

Visual Explanation of Evidence with Additive Classifiers.
Proceedings of the Proceedings, 2006

ScriptEase - Motivational Behaviors for Interactive Characters in Computer Role-Playing Games.
Proceedings of the Proceedings, 2006

2005
PA-GOSUB: a searchable database of model organism protein sequences with their predicted Gene Ontology molecular function and subcellular localization.
Nucleic Acids Res., 2005

BASys: a web server for automated bacterial genome annotation.
Nucleic Acids Res., 2005

Asserting the utility of CO<sub>2</sub>P<sub>3</sub>S using the Cowichan Problem Set.
J. Parallel Distributed Comput., 2005

Using Generative Design Patterns to Develop Network Server Applications.
Proceedings of the 19th International Parallel and Distributed Processing Symposium (IPDPS 2005), 2005

A Demonstration of the ScriptEase Approach to Ambient and Perceptive NPC Behaviors in Computer Role-Playing Games.
Proceedings of the Intelligent Technologies for Interactive Entertainment, 2005

Topic 9 - Parallel Programming: Models, Methods and Languages.
Proceedings of the Euro-Par 2005, Parallel Processing, 11th International Euro-Par Conference, Lisbon, Portugal, August 30, 2005

Interactive Story Writing in the Classroom: Using Computer Games.
Proceedings of the Digital Games Research Conference 2005, 2005

Pathway Analyst--Automated Metabolic Pathway Prediction.
Proceedings of the 2005 IEEE Symposium on Computational Intelligence in Bioinformatics and Computational Biology, 2005

Improving Protein Function Prediction Using the Hierarchical Structure of the Gene Ontology.
Proceedings of the 2005 IEEE Symposium on Computational Intelligence in Bioinformatics and Computational Biology, 2005

Interactive Story Writing Using ScriptEase.
Proceedings of the First Artificial Intelligence and Interactive Digital Entertainment Conference, 2005

The Proteome Analyst Suite of Automated Function Prediction Tools.
Proceedings of the Proceedings, 2005

2004
Proteome Analyst: custom predictions with explanations in a web-based tool for high-throughput proteome annotations.
Nucleic Acids Res., 2004

Predicting subcellular localization of proteins using machine-learned classifiers.
Bioinform., 2004

ScriptEase: Generating Scripting Code for Computer Role-Playing Games.
Proceedings of the 19th IEEE International Conference on Automated Software Engineering (ASE 2004), 2004

ScriptEase: Generative Design Patterns for Computer Role-Playing Games.
Proceedings of the 19th IEEE International Conference on Automated Software Engineering (ASE 2004), 2004

Rethinking the Pipeline as Object-Oriented States with Transformations.
Proceedings of the 9th International Workshop on High-Level Programming Models and Supportive Environments (HIPS 2004), 2004

Game-Tree Search with Adaptation in Stochastic Imperfect-Information Games.
Proceedings of the Computers and Games, 4th International Conference, 2004

2003
Using generative design patterns to generate parallel code for a distributed memory environment.
Proceedings of the ACM SIGPLAN Symposium on Principles and Practice of Parallel Programming, 2003

Approximating Game-Theoretic Optimal Strategies for Full-scale Poker.
Proceedings of the IJCAI-03, 2003

Why Not Use a Pattern-Based Parallel Programming System?
Proceedings of the Euro-Par 2003. Parallel Processing, 2003

Pattern-Based AI Scripting Using ScriptEase.
Proceedings of the Advances in Artificial Intelligence, 2003

2002
From patterns to frameworks to parallel programs.
Parallel Comput., 2002

On type systems for object-oriented database programming languages.
ACM Comput. Surv., 2002

The challenge of poker.
Artif. Intell., 2002

Generative Design Patterns.
Proceedings of the 17th IEEE International Conference on Automated Software Engineering (ASE 2002), 2002

Generating Parallel Programs from the Wavefront Design Pattern.
Proceedings of the 16th International Parallel and Distributed Processing Symposium (IPDPS 2002), 2002

Pattern-Based Parallel Programming.
Proceedings of the 31st International Conference on Parallel Processing (ICPP 2002), 2002

Memory-Efficient A* Heuristics for Multiple Sequence Alignment.
Proceedings of the Eighteenth National Conference on Artificial Intelligence and Fourteenth Conference on Innovative Applications of Artificial Intelligence, July 28, 2002

2001
Temporal Granularity: Completing the Puzzle.
J. Intell. Inf. Syst., 2001

Multi-Dispatch in the Java Virtual Machine: Design and Implementation.
Proceedings of the 6th USENIX Conference on Object-Oriented Technologies and Systems, January 29, 2001

2000
Multi-dispatch in the Java Virtual Machine (poster session): design and implementation.
Proceedings of the Addendum to the 2000 Proceedings of the Conference on Object-Oriented Programming Systems, 2000

Generating Parallel Program Frameworks from Parallel Design Patterns.
Proceedings of the Euro-Par 2000, Parallel Processing, 6th International Euro-Par Conference, Munich, Germany, August 29, 2000

1999
Multi-method Dispatch Using Multiple Row Displacement.
Proceedings of the ECOOP'99, 1999

Defining Views in an Image Database System.
Proceedings of the Database Semantics, 1999

Object-Oriented Pattern-Based Parallel Programming with Automatically Generated Frameworks.
Proceedings of the 5th USENIX Conference on Object-Oriented Technologies & Systems, 1999

Using Probabilistic Knowledge and Simulation to Play Poker.
Proceedings of the Sixteenth National Conference on Artificial Intelligence and Eleventh Conference on Innovative Applications of Artificial Intelligence, 1999

1998
A Temporal Approach to Managing Schema Evolution in Object Database Systems.
Data Knowl. Eng., 1998

Experience with parallel programming using code templates.
Concurr. Pract. Exp., 1998

On Separation between Interface, Implementation, and Representation in Object DBMSs.
Proceedings of the TOOLS 1998: 26th International Conference on Technology of Object-Oriented Languages and Systems, 1998

Using PI/OT to Support Complex Parallel I/O.
Proceedings of the 12th International Parallel Processing Symposium / 9th Symposium on Parallel and Distributed Processing (IPPS/SPDP '98), March 30, 1998

Temporal Granularity for Unanchored Temporal Data.
Proceedings of the 1998 ACM CIKM International Conference on Information and Knowledge Management, 1998

Poker as Testbed for AI Research.
Proceedings of the Advances in Artificial Intelligence, 1998

Opponent Modeling in Poker.
Proceedings of the Fifteenth National Conference on Artificial Intelligence and Tenth Innovative Applications of Artificial Intelligence Conference, 1998

1997
PI/OT: Parallel I/O Templates.
Parallel Comput., 1997

Enabling Technology for Distributed Multimedia Applications.
IBM Syst. J., 1997

Modeling medical trials in pharmacoeconomics using a temporal object model.
Comput. Biol. Medicine, 1997

A platform-independent graphical user interface for SEQSEE and XALIGN.
Comput. Appl. Biosci., 1997

A Framework for Temporal Data Models: Exploiting Object-Oriented Technology.
Proceedings of the TOOLS 1997: 23rd International Conference on Technology of Object-Oriented Languages and Systems, July 28, 1997

Incremental Table-Based Method Dispatch for Reflective Object-Oriented Languages.
Proceedings of the TOOLS 1997: 23rd International Conference on Technology of Object-Oriented Languages and Systems, July 28, 1997

An Object-Oriented SGML/HyTime Compliant Multimedia Database Management System.
Proceedings of the Fifth ACM International Conference on Multimedia '97, 1997

Pattern-Based Object-Oriented Parallel Programming.
Proceedings of the Scientific Computing in Object-Oriented Parallel Environments, 1997

Modeling of Moving Objects in a Video Database.
Proceedings of the International Conference on Multimedia Computing and Systems, 1997

Managing Schema Evolution Using a Temporal Object Model.
Proceedings of the Conceptual Modeling, 1997

A General Framework for Inheritance Management and Method Dispatch in Object-Oriented Languages.
Proceedings of the ECOOP'97, 1997

An Object-Oriented Framework for Temporal Data Models.
Proceedings of the Temporal Databases: Research and Practice. (the book grow out of a Dagstuhl Seminar, 1997

Modeling Temporal Primitives: Back to Basics.
Proceedings of the Sixth International Conference on Information and Knowledge Management (CIKM'97), 1997

1996
An experiment to measure the usability of parallel programming systems.
Concurr. Pract. Exp., 1996

Spatial Reasoning Rules in Multimedia Management Systems.
Proceedings of the 1996 MultiMedia Modeling: Towards The Information Society Superhighway, 1996

Modeling of Video Spatial Relationships in an Object Oriented Database Management System.
Proceedings of the International Workshop on Multi-Media Database Management Systems, 1996

Views on template-based parallel programming.
Proceedings of the 1996 conference of the Centre for Advanced Studies on Collaborative Research, 1996

1995
TIGUKAT: A Uniform Behavioral Objectbase Management System
VLDB J., 1995

An Object-Oriented Multimedia Database System for a News-on-Demand Applications.
Multim. Syst., 1995

An Extensible Query Optimizer for an Objectbase Management System.
Proceedings of the CIKM '95, Proceedings of the 1995 International Conference on Information and Knowledge Management, November 28, 1995

Performance debugging in the enterprise parallel programming system.
Proceedings of the 1995 Conference of the Centre for Advanced Studies on Collaborative Research, 1995

1994
Enterprise: current status and future directions.
Proceedings of the 1994 Conference of the Centre for Advanced Studies on Collaborative Research, October 31, 1994

1993
The Enterprise model for developing distributed applications.
IEEE Parallel Distributed Technol. Syst. Appl., 1993

The Object-Oriented Components of the Enterprise Parallel Programming Environment.
Proceedings of the TOOLS 1993: 11th International Conference on Technology of Object-Oriented Languages and Systems, 1993

An Extensible Query Model and Its Languages for a Uniform Behavioral Object Management System.
Proceedings of the CIKM 93, 1993

Enterprise in context: assessing the usability of parallel programming environments.
Proceedings of the 1993 Conference of the Centre for Advanced Studies on Collaborative Research, 1993

TIGUKAT object management system: initial design and current directions.
Proceedings of the 1993 Conference of the Centre for Advanced Studies on Collaborative Research, 1993

1992
An object-oriented inference engine for PROLOG.
J. Syst. Softw., 1992

A World Championship Caliber Checkers Program.
Artif. Intell., 1992

SPECTalk: an Object-Oriented Data Specification Language.
Proceedings of the TOOLS 1992: 8th International Conference on Technology of Object-Oriented Languages and Systems, 1992

The Enterprise Distributed Programming Model.
Proceedings of the Programming Environments for Parallel Computing, 1992

1990
LexAGen: An Interactive Incremental Scanner Generator.
Softw. Pract. Exp., 1990


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