Mark O. Riedl

According to our database1, Mark O. Riedl authored at least 130 papers between 2001 and 2019.

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Bibliography

2019
Learning How Design Choices Impact Gameplay Behavior.
IEEE Trans. Games, 2019

Playing Text-Adventure Games with Graph-Based Deep Reinforcement Learning.
Proceedings of the 2019 Conference of the North American Chapter of the Association for Computational Linguistics: Human Language Technologies, 2019

Automated rationale generation: a technique for explainable AI and its effects on human perceptions.
Proceedings of the 24th International Conference on Intelligent User Interfaces, 2019

Controllable Neural Story Plot Generation via Reward Shaping.
Proceedings of the Twenty-Eighth International Joint Conference on Artificial Intelligence, 2019

Friend, Collaborator, Student, Manager: How Design of an AI-Driven Game Level Editor Affects Creators.
Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems, 2019

Enter the Matrix: Safely Interruptible Autonomous Systems via Virtualization.
Proceedings of the Workshop on Artificial Intelligence Safety 2019 co-located with the Thirty-Third AAAI Conference on Artificial Intelligence 2019 (AAAI-19), 2019

GenerationMania: Learning to Semantically Choreograph.
Proceedings of the 2nd Workshop on Knowledge Extraction from Games co-located with 33rd AAAI Conference on Artificial Intelligence, 2019

2018
A Simple and Effective Approach to the Story Cloze Test.
Proceedings of the 2018 Conference of the North American Chapter of the Association for Computational Linguistics: Human Language Technologies, 2018

Creative Invention Benchmark.
Proceedings of the Ninth International Conference on Computational Creativity, 2018

Guiding Reinforcement Learning Exploration Using Natural Language.
Proceedings of the 17th International Conference on Autonomous Agents and MultiAgent Systems, 2018

Predicting Generated Story Quality with Quantitative Measures.
Proceedings of the Fourteenth AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment, 2018

Dungeons and DQNs: Toward Reinforcement Learning Agents that Play Tabletop Roleplaying Games.
Proceedings of the Joint Workshop on Intelligent Narrative Technologies and Workshop on Intelligent Cinematography and Editing co-located with 14th AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment, 2018

Player Experience Extraction from Gameplay Video.
Proceedings of the Fourteenth AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment, 2018

GenerationMania: Learning to Semantically Choreograph.
Proceedings of the Joint Proceedings of the AIIDE 2018 Workshops co-located with 14th AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment (AIIDE 2018), 2018

Towards Automated Let's Play Commentary.
Proceedings of the Joint Proceedings of the AIIDE 2018 Workshops co-located with 14th AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment (AIIDE 2018), 2018

Explainable PCGML via Game Design Patterns.
Proceedings of the Joint Proceedings of the AIIDE 2018 Workshops co-located with 14th AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment (AIIDE 2018), 2018

Automated Game Design via Conceptual Expansion.
Proceedings of the Fourteenth AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment, 2018

Co-Creative Level Design via Machine Learning.
Proceedings of the Joint Proceedings of the AIIDE 2018 Workshops co-located with 14th AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment (AIIDE 2018), 2018

Learning to Generate Natural Language Rationales for Game Playing Agents.
Proceedings of the Joint Proceedings of the AIIDE 2018 Workshops co-located with 14th AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment (AIIDE 2018), 2018

Rationalization: A Neural Machine Translation Approach to Generating Natural Language Explanations.
Proceedings of the 2018 AAAI/ACM Conference on AI, Ethics, and Society, 2018

Event Representations for Automated Story Generation with Deep Neural Nets.
Proceedings of the Thirty-Second AAAI Conference on Artificial Intelligence, 2018

Combinatorial Creativity for Procedural Content Generation via Machine Learning.
Proceedings of the Workshops of the The Thirty-Second AAAI Conference on Artificial Intelligence, 2018

2017
Learning From Explanations Using Sentiment and Advice in RL.
IEEE Trans. Cognitive and Developmental Systems, 2017

Game Engine Learning from Video.
Proceedings of the Twenty-Sixth International Joint Conference on Artificial Intelligence, 2017

A framework for exploring and evaluating mechanics in human computation games.
Proceedings of the International Conference on the Foundations of Digital Games, 2017

Evaluating singleplayer and multiplayer in human computation games.
Proceedings of the International Conference on the Foundations of Digital Games, 2017

Deep convolutional player modeling on log and level data.
Proceedings of the International Conference on the Foundations of Digital Games, 2017

2016
Reading Between the Lines: Using Plot Graphs to Draw Inferences from Stories.
Proceedings of the Interactive Storytelling, 2016

Improvisational Computational Storytelling in Open Worlds.
Proceedings of the Interactive Storytelling, 2016

Learning to Blend Computer Game Levels.
Proceedings of the Seventh International Conference on Computational Creativity, UPMC, Paris, France, June 27, 2016

Reward Systems in Human Computation Games.
Proceedings of the 2016 Annual Symposium on Computer-Human Interaction in Play, 2016

Playable Experiences at AIIDE 2016.
Proceedings of the Twelfth AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment, 2016

Learning From Stories: Using Crowdsourced Narratives to Train Virtual Agents.
Proceedings of the Twelfth AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment, 2016

Game Level Generation from Gameplay Videos.
Proceedings of the Twelfth AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment, 2016

Procedural Level Generation for Augmented Reality Games.
Proceedings of the Twelfth AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment, 2016

Using Stories to Teach Human Values to Artificial Agents.
Proceedings of the AI, 2016

Towards Learning From Stories: An Approach to Interactive Machine Learning.
Proceedings of the Symbiotic Cognitive Systems, 2016

2015
Temporal Game Challenge Tailoring.
IEEE Trans. Comput. Intellig. and AI in Games, 2015

The Visual Design and Implementation of an Embodied Conversational Agent in a Shared Decision-Making Context (eCoach).
Proceedings of the Learning and Collaboration Technologies, 2015

Monte-Carlo Tree Search for Simulation-based Play Strategy Analysis.
Proceedings of the 10th International Conference on the Foundations of Digital Games, 2015

Crowdsourcing Open Interactive Narrative.
Proceedings of the 10th International Conference on the Foundations of Digital Games, 2015

Examining Game World Topology Personalization.
Proceedings of the 33rd Annual ACM Conference on Human Factors in Computing Systems, 2015

Optimizing Players' Expected Enjoyment in Interactive Stories.
Proceedings of the Eleventh AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment, 2015

Scheherazade: Crowd-Powered Interactive Narrative Generation.
Proceedings of the Twenty-Ninth AAAI Conference on Artificial Intelligence, 2015

2014
Personalized Interactive Narratives via Sequential Recommendation of Plot Points.
IEEE Trans. Comput. Intellig. and AI in Games, 2014

From Data to Storytelling Agents.
Proceedings of the Intelligent Virtual Agents - 14th International Conference, 2014

Storytelling with Adjustable Narrator Styles and Sentiments.
Proceedings of the Interactive Storytelling, 2014

Persistent and Pervasive Real-World Sensing Using Games.
Proceedings of the Seconf AAAI Conference on Human Computation and Crowdsourcing, 2014

Automatic playtesting for game parameter tuning via active learning.
Proceedings of the 9th International Conference on the Foundations of Digital Games, 2014

Collaboration versus competition: Design and evaluation of mechanics for games with a purpose.
Proceedings of the 9th International Conference on the Foundations of Digital Games, 2014

Applying Qualitative Research Methods to Narrative Knowledge Engineering.
Proceedings of the 2014 Workshop on Computational Models of Narrative, 2014

Automatic Game Design via Mechanic Generation.
Proceedings of the Twenty-Eighth AAAI Conference on Artificial Intelligence, 2014

Dramatis: A Computational Model of Suspense.
Proceedings of the Twenty-Eighth AAAI Conference on Artificial Intelligence, 2014

2013
The Eighth AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment.
AI Magazine, 2013

Interactive Narrative: An Intelligent Systems Approach.
AI Magazine, 2013

Toward personalized guidance in interactive narratives.
Proceedings of the 8th International Conference on the Foundations of Digital Games, 2013

Crowdsourcing interactive fiction games.
Proceedings of the 8th International Conference on the Foundations of Digital Games, 2013

AI for game production.
Proceedings of the 2013 IEEE Conference on Computational Inteligence in Games (CIG), 2013

Creativity support for novice digital filmmaking.
Proceedings of the 2013 ACM SIGCHI Conference on Human Factors in Computing Systems, 2013

Data-Driven Personalized Drama Management.
Proceedings of the Ninth AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment, 2013

Story Generation with Crowdsourced Plot Graphs.
Proceedings of the Twenty-Seventh AAAI Conference on Artificial Intelligence, 2013

2012
Recap of the Seventh AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment (AIIDE).
AI Magazine, 2012

Goal-Driven Conceptual Blending: A Computational Approach for Creativity.
Proceedings of the Third International Conference on Computational Creativity, Dublin, Ireland, May 30, 2012

Learning Sociocultural Knowledge via Crowdsourced Examples.
Proceedings of the 4th Human Computation Workshop, 2012

Automated scenario generation: toward tailored and optimized military training in virtual environments.
Proceedings of the International Conference on the Foundations of Digital Games, 2012

Skill-based Mission Generation: A Data-driven Temporal Player Modeling Approach.
Proceedings of the The third workshop on Procedural Content Generation in Games, 2012

A Temporal Data-Driven Player Model for Dynamic Difficulty Adjustment.
Proceedings of the Eighth AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment, 2012

Preface.
Proceedings of the Eighth AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment, 2012

A sequential recommendation approach for interactive personalized story generation.
Proceedings of the International Conference on Autonomous Agents and Multiagent Systems, 2012

Interactive Narrative: A Novel Application of Artificial Intelligence for Computer Games.
Proceedings of the Twenty-Sixth AAAI Conference on Artificial Intelligence, 2012

2011
REACT: intelligent authoring of social skills instructional modules for adolescents with high-functioning Autism.
ACM SIGACCESS, 2011

Scaling Mobile Alternate Reality Games with Geo-location Translation.
Proceedings of the Interactive Storytelling, 2011

Understanding Human Creativity for Computational Play.
Proceedings of the Second International Conference on Computational Creativity, 2011

Simulating the Everyday Creativity of Readers.
Proceedings of the Second International Conference on Computational Creativity, 2011

A Case Base Planning Approach for Dialogue Generation in Digital Movie Design.
Proceedings of the Case-Based Reasoning Research and Development, 2011

Automated Scenario Adaptation in Support of Intelligent Tutoring Systems.
Proceedings of the Twenty-Fourth International Florida Artificial Intelligence Research Society Conference, 2011

Supporting End-User Authoring of Alternate Reality Games with Cross-Location Compatibility.
Proceedings of the Twenty-Fourth International Florida Artificial Intelligence Research Society Conference, 2011

An enjoyment metric for the evaluation of alternate reality games.
Proceedings of the Foundations of Digital Games, 2011

Toward supporting stories with procedurally generated game worlds.
Proceedings of the 2011 IEEE Conference on Computational Intelligence and Games, 2011

Formally modeling pretend object play.
Proceedings of the 8th Conference on Creativity & Cognition, 2011

Creative gadget design in fictions: generalized planning in analogical spaces.
Proceedings of the 8th Conference on Creativity & Cognition, 2011

Distributed creative cognition in digital filmmaking.
Proceedings of the 8th Conference on Creativity & Cognition, 2011

Robust and Authorable Multiplayer Storytelling Experiences.
Proceedings of the Seventh AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment, 2011

A Phone That Cures Your Flu: Generating Imaginary Gadgets in Fictions with Planning and Analogies.
Proceedings of the Intelligent Narrative Technologies IV, 2011

Toward a Computational Framework of Suspense and Dramatic Arc.
Proceedings of the Affective Computing and Intelligent Interaction, 2011

WeQuest: scalable alternate reality games through end-user content authoring.
Proceedings of the 8th International Conference on Advances in Computer Entertainment Technology, 2011

2010
Story Planning: Creativity Through Exploration, Retrieval, and Analogical Transformation.
Minds and Machines, 2010

Narrative Planning: Balancing Plot and Character.
J. Artif. Intell. Res., 2010

Scalable personalization of interactive experiences through creative automation.
Computers in Entertainment, 2010

Reports of the AAAI 2010 Conference Workshops.
AI Magazine, 2010

An Offline Planning Approach to Game Plotline Adaptation.
Proceedings of the Sixth AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment, 2010

WeQuest: A Mobile Alternate Reality Gaming Platform and Intelligent End-User Authoring Tool.
Proceedings of the Sixth AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment, 2010

Creating Customized Game Experiences by Leveraging Human Creative Effort: A Planning Approach.
Proceedings of the Agents for Games and Simulations II, 2010

2009
A Computational Model of Emotional Response to Stories.
Proceedings of the Interactive Storytelling, 2009

Beyond Adversarial: The Case for Game AI as Storytelling.
Proceedings of the 2009 DiGRA International Conference: Breaking New Ground: Innovation in Games, 2009

Towards intelligent authoring tools for machinima creation.
Proceedings of the 27th International Conference on Human Factors in Computing Systems, 2009

Supporting human creative story authoring with asynthetic audience.
Proceedings of the 7th Conference on Creativity & Cognition, Berkeley, 2009

An empirical study of cognition and theatrical improvisation.
Proceedings of the 7th Conference on Creativity & Cognition, Berkeley, 2009

Generating Story Analogues.
Proceedings of the Fifth Artificial Intelligence and Interactive Digital Entertainment Conference, 2009

Toward Scenario Adaptation for Learning.
Proceedings of the Artificial Intelligence in Education: Building Learning Systems that Care: From Knowledge Representation to Affective Modelling, 2009

Incorporating Authorial Intent into Generative Narrative Systems.
Proceedings of the Intelligent Narrative Technologies II, 2009

Representations for Learning to Summarize Plots.
Proceedings of the Intelligent Narrative Technologies II, 2009

Graphical Social Scenarios: Toward Intervention and Authoring for Adolescents with High Functioning Autism.
Proceedings of the Virtual Healthcare Interaction, 2009

2008
AAAI Fall Symposium Reports.
AI Magazine, 2008

Toward intelligent support of authoring machinima media content: story and visualization.
Proceedings of the 2nd International Conference on INtelligent TEchnologies for interactive enterTAINment, 2008

On the Use of Computational Models of Influence for Managing Interactive Virtual Experiences.
Proceedings of the Interactive Storytelling, 2008

Story Planning with Vignettes: Toward Overcoming the Content Production Bottleneck.
Proceedings of the Interactive Storytelling, 2008

Integrating Story-Centric and Character-Centric Processes for Authoring Interactive Drama.
Proceedings of the Fourth Artificial Intelligence and Interactive Digital Entertainment Conference, 2008

Interactive Drama Authoring with Plot and Character: An Intelligent System that Fosters Creativity.
Proceedings of the Creative Intelligent Systems, 2008

2007
A Lightweight Intelligent Virtual Cinematography System for Machinima Production.
Proceedings of the Third Artificial Intelligence and Interactive Digital Entertainment Conference, 2007

Narrative Learning Environments.
Proceedings of the Artificial Intelligence in Education, 2007

Preface.
Proceedings of the Intelligent Narrative Technologies, 2007

2006
Story Planning as Exploratory Creativity: Techniques for Expanding the Narrative Search Space.
New Generation Comput., 2006

Failing Believably: Toward Drama Management with Autonomous Actors in Interactive Narratives.
Proceedings of the Technologies for Interactive Digital Storytelling and Entertainment, 2006

Believable Agents and Intelligent Story Adaptation for Interactive Storytelling.
Proceedings of the Technologies for Interactive Digital Storytelling and Entertainment, 2006

Mixing Story and Simulation in Interactive Narrative.
Proceedings of the Second Artificial Intelligence and Interactive Digital Entertainment Conference, 2006

2005
An Objective Character Believability Evaluation Procedure for Multi-agent Story Generation Systems.
Proceedings of the Intelligent Virtual Agents, 5th International Working Conference, 2005

Open-World Planning for Story Generation.
Proceedings of the IJCAI-05, Proceedings of the Nineteenth International Joint Conference on Artificial Intelligence, Edinburgh, Scotland, UK, July 30, 2005

From Linear Story Generation to Branching Story Graphs.
Proceedings of the First Artificial Intelligence and Interactive Digital Entertainment Conference, 2005

Increasing Replayability with Deliberative and Reactive Planning.
Proceedings of the First Artificial Intelligence and Interactive Digital Entertainment Conference, 2005

Integrating plan-based behavior generation with game environments.
Proceedings of the International Conference on Advances in Computer Entertainment Technology, 2005

2004
An Intent-Driven Planner for Multi-Agent Story Generation.
Proceedings of the 3rd International Joint Conference on Autonomous Agents and Multiagent Systems (AAMAS 2004), 2004

2003
Character-Focused Narrative Generation for Execution in Virtual Worlds.
Proceedings of the Virtual Storytelling; Using Virtual Reality Technologies for Storytelling, 2003

Towards an architecture for intelligent control of narrative in interactive virtual worlds .
Proceedings of the 8th International Conference on Intelligent User Interfaces, 2003

Managing interaction between users and agents in a multi-agent storytelling environment.
Proceedings of the Second International Joint Conference on Autonomous Agents & Multiagent Systems, 2003

Social navigation: modeling, simulation, and experimentation.
Proceedings of the Second International Joint Conference on Autonomous Agents & Multiagent Systems, 2003

2002
Toward automated exploration of interactive systems.
Proceedings of the 7th International Conference on Intelligent User Interfaces, 2002

2001
A perception/action substrate for cognitive modeling in HCI.
Int. J. Hum.-Comput. Stud., 2001

A computational model and classification framework for social navigation.
Proceedings of the 6th International Conference on Intelligent User Interfaces, 2001

Intelligent visualization in a planning simulation.
Proceedings of the 6th International Conference on Intelligent User Interfaces, 2001


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