Michael Mateas

According to our database1, Michael Mateas authored at least 199 papers between 1996 and 2020.

Collaborative distances:
  • Dijkstra number2 of four.
  • Erdős number3 of four.

Timeline

Legend:

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PhD thesis 
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Online presence:

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Bibliography

2020
Why Are We Like This?: The AI Architecture of a Co-Creative Storytelling Game.
Proceedings of the FDG '20: International Conference on the Foundations of Digital Games, 2020

Scheherazade's Tavern: A Prototype For Deeper NPC Interactions.
Proceedings of the FDG '20: International Conference on the Foundations of Digital Games, 2020

2019
From Mechanics to Meaning.
IEEE Trans. Games, 2019

Towards expressive input for character dialogue in digital games.
Proceedings of the 14th International Conference on the Foundations of Digital Games, 2019

StoryAssembler: an engine for generating dynamic choice-driven narratives.
Proceedings of the 14th International Conference on the Foundations of Digital Games, 2019

Is Your Game Generator Working? Evaluating Gemini, an Intentional Generator.
Proceedings of the Fifteenth AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment, 2019

2018
Visualizing the strategic landscape of arbitrary games.
Inf. Vis., 2018

Comparing Player Responses to Choice-Based Interactive Narratives Using Facial Expression Analysis.
Proceedings of the Interactive Storytelling, 2018

Gemini: Bidirectional Generation and Analysis of Games via ASP.
Proceedings of the Fourteenth AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment, 2018

Freedom of Movement: Generative Responses to Motion Control.
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

2017
Crafting in Games.
Digit. Humanit. Q., 2017

CHARDA: Causal Hybrid Automata Recovery via Dynamic Analysis.
Proceedings of the Twenty-Sixth International Joint Conference on Artificial Intelligence, 2017

Refining operational logics.
Proceedings of the International Conference on the Foundations of Digital Games, 2017

Automatic mapping of NES games with mappy.
Proceedings of the International Conference on the Foundations of Digital Games, 2017

Proposal for analyzing player emotions in an interactive narrative using story intention graphs.
Proceedings of the International Conference on the Foundations of Digital Games, 2017

Getting the GISST: a toolkit for the creation, analysis and reference of game studies resources.
Proceedings of the International Conference on the Foundations of Digital Games, 2017

Automated game design learning.
Proceedings of the IEEE Conference on Computational Intelligence and Games, 2017

Evaluating a Solver-Aided Puzzle Design Tool.
Proceedings of the CHI'17 Workshop on Mixed-Initiative Creative Interfaces co-located with ACM CHI Conference on Human Factors in Computing Systems (CHI 2017), 2017

Towards General RPG Playing.
Proceedings of the Workshops of the Thirteenth AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment, 2017

Analyzing Expressionist Grammars by Reduction to Symbolic Visibly Pushdown Automata.
Proceedings of the Workshops of the Thirteenth AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment, 2017

HyPED: Modeling and Analyzing Action Games as Hybrid Systems.
Proceedings of the Thirteenth AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment (AIIDE-17), 2017

Social Simulation for Social Justice.
Proceedings of the Workshops of the Thirteenth AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment, 2017

Generominos: Ideation Cards for Interactive Generativity.
Proceedings of the Workshops of the Thirteenth AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment, 2017

A Generative Framework of Generativity.
Proceedings of the Workshops of the Thirteenth AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment, 2017

What Does That ?-Block Do? Learning Latent Causal Affordances From Mario Play Traces.
Proceedings of the Workshops of the The Thirty-First AAAI Conference on Artificial Intelligence, 2017

Against Forward Models.
Proceedings of the Workshops of the The Thirty-First AAAI Conference on Artificial Intelligence, 2017

2016
Personalized and Interactive Literature.
Proceedings of the Handbook of Science and Technology Convergence, 2016

The VGLC: The Video Game Level Corpus.
CoRR, 2016

CFGs-2-NLU: Sequence-to-Sequence Learning for Mapping Utterances to Semantics and Pragmatics.
CoRR, 2016

Translating Player Dialogue into Meaning Representations Using LSTMs.
Proceedings of the Intelligent Virtual Agents - 16th International Conference, 2016

Bad News: An Experiment in Computationally Assisted Performance.
Proceedings of the Interactive Storytelling, 2016

The Design of Writing Buddy: A Mixed-Initiative Approach Towards Computational Story Collaboration.
Proceedings of the Interactive Storytelling, 2016

Expressionist: An Authoring Tool for In-Game Text Generation.
Proceedings of the Interactive Storytelling, 2016

Super Mario as a String: Platformer Level Generation Via LSTMs.
Proceedings of the First Joint International Conference of Digital Games Research Association and Foundation of Digital Games, 2016

A Lightweight Videogame Dialogue Manager.
Proceedings of the First Joint International Conference of Digital Games Research Association and Foundation of Digital Games, 2016

GameNet and GameSage: Videogame Discovery as Design Insight.
Proceedings of the First Joint International Conference of Digital Games Research Association and Foundation of Digital Games, 2016

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

Mystical Tutor: A Magic: The Gathering Design Assistant via Denoising Sequence-to-Sequence Learning.
Proceedings of the Twelfth AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment, 2016

Characters Who Speak Their Minds: Dialogue Generation in Talk of the Town.
Proceedings of the Twelfth AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment, 2016

2015
Artificial and Computational Intelligence in Games: Integration (Dagstuhl Seminar 15051).
Dagstuhl Reports, 2015

Open Design Challenges for Interactive Emergent Narrative.
Proceedings of the Interactive Storytelling, 2015

Tracery: An Author-Focused Generative Text Tool.
Proceedings of the Interactive Storytelling, 2015

Intentionally Generating Choices in Interactive Narratives.
Proceedings of the Sixth International Conference on Computational Creativity, 2015

Casual Creators.
Proceedings of the Sixth International Conference on Computational Creativity, 2015

The Learning of Zelda: Data-Driven Level Generation for Action Role Playing Games.
Proceedings of the 10th International Conference on the Foundations of Digital Games, 2015

The Scored Rule Engine: Next-Generation Social Physics.
Proceedings of the 10th International Conference on the Foundations of Digital Games, 2015

Tools for Game Discovery Built Using Latent Semantic Analysis.
Proceedings of the 10th International Conference on the Foundations of Digital Games, 2015

Bottom-up Game Studies.
Proceedings of the 10th International Conference on the Foundations of Digital Games, 2015

People Tend to Like Related Games.
Proceedings of the 10th International Conference on the Foundations of Digital Games, 2015

Large-Scale Interactive Visualizations of Nearly 12, 000 Games.
Proceedings of the 10th International Conference on the Foundations of Digital Games, 2015

Combat in Games.
Proceedings of the 10th International Conference on the Foundations of Digital Games, 2015

A Software Studies Approach to Interpreting Passage.
Proceedings of the 10th International Conference on the Foundations of Digital Games, 2015

Tracery: An Author-Focused Generative Text Tool.
Proceedings of the 10th International Conference on the Foundations of Digital Games, 2015

Composing Social Interactions via Social Games.
Proceedings of the 2015 International Conference on Autonomous Agents and Multiagent Systems, 2015

Aesthetic Interleaving of Character Performance Requests.
Proceedings of the 8th Workshop on Intelligent Narrative Technologies and 4th Workshop on Social Believability in Games, 2015

Toward Natural Language Generation by Humans.
Proceedings of the 8th Workshop on Intelligent Narrative Technologies and 4th Workshop on Social Believability in Games, 2015

Playspecs: Regular Expressions for Game Play Traces.
Proceedings of the Eleventh AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment, 2015

Generating Relaxed, Obvious, and Dilemma Choices with Dunyazad.
Proceedings of the Eleventh AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment, 2015

2014
Skald: Minstrel Reconstructed.
IEEE Trans. Comput. Intell. AI Games, 2014

Social Story Worlds With Comme il Faut.
IEEE Trans. Comput. Intell. AI Games, 2014

Combinatorial Dialogue Authoring.
Proceedings of the Interactive Storytelling, 2014

Understanding representation in playable simulations.
Proceedings of the 9th International Conference on the Foundations of Digital Games, 2014

Introducing story sampling: Preliminary results of a new interactive narrative evaluation technique.
Proceedings of the 9th International Conference on the Foundations of Digital Games, 2014

Ice-Bound: Combining richly-realized story with expressive gameplay.
Proceedings of the 9th International Conference on the Foundations of Digital Games, 2014

A game-independent play trace dissimilarity metric.
Proceedings of the 9th International Conference on the Foundations of Digital Games, 2014

Towards a theory of choice poetics.
Proceedings of the 9th International Conference on the Foundations of Digital Games, 2014

Software verification games: Designing Xylem, The Code of Plants.
Proceedings of the 9th International Conference on the Foundations of Digital Games, 2014


A methodology for requirements analysis of AI architecture authoring tools.
Proceedings of the 9th International Conference on the Foundations of Digital Games, 2014

Ice-Bound: A novel of reconfiguration.
Proceedings of the 9th International Conference on the Foundations of Digital Games, 2014

Author assistance visualizations for Ice-Bound, a combinatorial narrative.
Proceedings of the 9th International Conference on the Foundations of Digital Games, 2014

Gamification of private digital data archive management.
Proceedings of the First International Workshop on Gamification for Information Retrieval, 2014

Evaluating Play Trace (Dis)similarity Metrics.
Proceedings of the Tenth AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment, 2014

2013
Prom Week: Designing past the game/story dilemma.
Proceedings of the 8th International Conference on the Foundations of Digital Games, 2013

An Account of Proceduralist Meaning.
Proceedings of the 2013 DiGRA International Conference: DeFragging Game Studies, 2013

Procedural Content Generation: Goals, Challenges and Actionable Steps.
Proceedings of the Artificial and Computational Intelligence in Games, 2013

Creating Playable Social Experiences through Whole-Body Interaction with Virtual Characters.
Proceedings of the Ninth AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment, 2013

Modular Computational Critics for Games.
Proceedings of the Ninth AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment, 2013

Prom Week.
Proceedings of the Ninth AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment, 2013

2012
Artificial and Computational Intelligence in Games (Dagstuhl Seminar 12191).
Dagstuhl Reports, 2012

The micro-rhetorics of <i>Game-o-Matic</i>.
Proceedings of the International Conference on the Foundations of Digital Games, 2012

Game-O-Matic: Generating Videogames that Represent Ideas.
Proceedings of the The third workshop on Procedural Content Generation in Games, 2012

The design of Mismanor: creating a playable quest-based story game.
Proceedings of the International Conference on the Foundations of Digital Games, 2012

A case study of expressively constrainable level design automation tools for a puzzle game.
Proceedings of the International Conference on the Foundations of Digital Games, 2012

Getting a word in: adding artificial pauses to natural language interaction.
Proceedings of the International Conference on the Foundations of Digital Games, 2012

<i>Prom week</i>.
Proceedings of the International Conference on the Foundations of Digital Games, 2012

Anza Island: Novel Gameplay Using ASP.
Proceedings of the The third workshop on Procedural Content Generation in Games, 2012

RoleModelVis: A Visualization of Logical Story Models.
Proceedings of the Eighth AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment, 2012

Learning from Demonstration for Goal-Driven Autonomy.
Proceedings of the Twenty-Sixth AAAI Conference on Artificial Intelligence, 2012

Lessons Learned From a Rational Reconstruction of Minstrel.
Proceedings of the Twenty-Sixth AAAI Conference on Artificial Intelligence, 2012

2011
Launchpad: A Rhythm-Based Level Generator for 2-D Platformers.
IEEE Trans. Comput. Intell. AI Games, 2011

Tanagra: Reactive Planning and Constraint Solving for Mixed-Initiative Level Design.
IEEE Trans. Comput. Intell. AI Games, 2011

Answer Set Programming for Procedural Content Generation: A Design Space Approach.
IEEE Trans. Comput. Intell. AI Games, 2011

Extending CRPGs as an Interactive Storytelling Form.
Proceedings of the Interactive Storytelling, 2011

Situating Quests: Design Patterns for Quest and Level Design in Role-Playing Games.
Proceedings of the Interactive Storytelling, 2011

Using Information Visualization to Understand Interactive Narrative: A Case Study on Façade.
Proceedings of the Interactive Storytelling, 2011

Experimental Results from a Rational Reconstruction of MINSTREL.
Proceedings of the Second International Conference on Computational Creativity, 2011

Towards Knowledge-Oriented Creativity Support in Game Design.
Proceedings of the Second International Conference on Computational Creativity, 2011

Knowledge-level Creativity in Game Design.
Proceedings of the Second International Conference on Computational Creativity, 2011

Modeling Player Retention in Madden NFL 11.
Proceedings of the Twenty-Third Conference on Innovative Applications of Artificial Intelligence, 2011

Proceduralist readings: how to find meaning in games with graphical logics.
Proceedings of the Foundations of Digital Games, 2011

<i>Prom Week</i>: social physics as gameplay.
Proceedings of the Foundations of Digital Games, 2011

Say it with systems: expanding Kodu's expressive power through gender-inclusive mechanics.
Proceedings of the Foundations of Digital Games, 2011

BurgerTime: A Proceduralist Investigation.
Proceedings of the 2011 DiGRA International Conference: Think, Design, Play, 2011

A Particle Model for State Estimation in Real-Time Strategy Games.
Proceedings of the Seventh AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment, 2011

Minstrel Remixed: User Interface and Demonstration.
Proceedings of the Seventh AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment, 2011

Computational Caricatures: Probing the Game Design Process with AI.
Proceedings of the Artificial Intelligence in the Game Design Process, 2011

Comme il Faut: A System for Authoring Playable Social Models.
Proceedings of the Seventh AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment, 2011

Building Human-Level AI for Real-Time Strategy Games.
Proceedings of the Advances in Cognitive Systems, 2011

2010
MINSTREL Remixed: a rational reconstruction.
Proceedings of the Intelligent Narrative Technologies III Workshop, 2010

Rules of engagement: moving beyond combat-based quests.
Proceedings of the Intelligent Narrative Technologies III Workshop, 2010

<i>Comme il Faut 2</i>: a fully realized model for socially-oriented gameplay.
Proceedings of the Intelligent Narrative Technologies III Workshop, 2010

RoleModel: towards a formal model of dramatic roles for story generation.
Proceedings of the Intelligent Narrative Technologies III Workshop, 2010

The Authoring Challenge in Interactive Storytelling.
Proceedings of the Interactive Storytelling, 2010

<i>Kaboom!</i> is a many-splendored thing: an interpretation and design methodology for message-driven games using graphical logics.
Proceedings of the International Conference on the Foundations of Digital Games, 2010

Tanagra: a mixed-initiative level design tool.
Proceedings of the International Conference on the Foundations of Digital Games, 2010

Playing with words: from intuition to evaluation of game dialogue interfaces.
Proceedings of the International Conference on the Foundations of Digital Games, 2010

Reactive planning idioms for multi-scale game AI.
Proceedings of the 2010 IEEE Conference on Computational Intelligence and Games, 2010

LUDOCORE: A logical game engine for modeling videogames.
Proceedings of the 2010 IEEE Conference on Computational Intelligence and Games, 2010

Variations Forever: Flexibly generating rulesets from a sculptable design space of mini-games.
Proceedings of the 2010 IEEE Conference on Computational Intelligence and Games, 2010

Procedural level generation using occupancy-regulated extension.
Proceedings of the 2010 IEEE Conference on Computational Intelligence and Games, 2010

Eliza meets the wizard-of-oz: evaluating social acceptability.
Proceedings of the 28th International Conference on Human Factors in Computing Systems, 2010

Applying Goal-Driven Autonomy to StarCraft.
Proceedings of the Sixth AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment, 2010

Minstrel Remixed: Procedurally Generating Stories.
Proceedings of the Sixth AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment, 2010

Tanagra: An Intelligent Level Design Assistant for 2D Platformers.
Proceedings of the Sixth AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment, 2010

Novice-Friendly Authoring of Plan-Based Interactive Storyboards.
Proceedings of the Sixth AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment, 2010

The Prom: An Example of Socially-Oriented Gameplay.
Proceedings of the Sixth AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment, 2010

2009
Conceptual Neighborhoods for Retrieval in Case-Based Reasoning.
Proceedings of the Case-Based Reasoning Research and Development, 2009

Generative conversation tool for game writers.
Proceedings of the 4th International Conference on Foundations of Digital Games, 2009

Rhythm-based level generation for 2D platformers.
Proceedings of the 4th International Conference on Foundations of Digital Games, 2009

Beep! Beep! Boom!: towards a planning model of Coyote and Road Runner cartoons.
Proceedings of the 4th International Conference on Foundations of Digital Games, 2009

A requirements analysis for videogame design support tools.
Proceedings of the 4th International Conference on Foundations of Digital Games, 2009

Scenario generation for emergency rescue training games.
Proceedings of the 4th International Conference on Foundations of Digital Games, 2009

Agency Reconsidered.
Proceedings of the 2009 DiGRA International Conference: Breaking New Ground: Innovation in Games, 2009

Defining Operational Logics.
Proceedings of the 2009 DiGRA International Conference: Breaking New Ground: Innovation in Games, 2009

A data mining approach to strategy prediction.
Proceedings of the 2009 IEEE Symposium on Computational Intelligence and Games, 2009

AI isn't just for players: AI-based authoring tools.
Proceedings of the 2009 IEEE Symposium on Computational Intelligence and Games, 2009

Case-Based Reasoning for Build Order in Real-Time Strategy Games.
Proceedings of the Fifth Artificial Intelligence and Interactive Digital Entertainment Conference, 2009

Prototyping Games with BIPED.
Proceedings of the Fifth Artificial Intelligence and Interactive Digital Entertainment Conference, 2009

Computational Support for Play Testing Game Sketches.
Proceedings of the Fifth Artificial Intelligence and Interactive Digital Entertainment Conference, 2009

Evaluating the Authorial Leverage of Drama Management.
Proceedings of the Fifth Artificial Intelligence and Interactive Digital Entertainment Conference, 2009

From Abstraction to Reality: Integrating Drama Management into a Playable Game Experience.
Proceedings of the Intelligent Narrative Technologies II, 2009

The Computation of Self in Everyday Life: A Dramaturgical Approach for Socially Competent Agents.
Proceedings of the Intelligent Narrative Technologies II, 2009

Evaluating the Authorial Leverage of Drama Management.
Proceedings of the Intelligent Narrative Technologies II, 2009

2008
The disenchantment of affect.
Pers. Ubiquitous Comput., 2008

Alien presence in the home: the design of Tableau Machine.
Pers. Ubiquitous Comput., 2008

Towards adaptive programming: integrating reinforcement learning into a programming language.
Proceedings of the 23rd Annual ACM SIGPLAN Conference on Object-Oriented Programming, 2008

An interactive game-design assistant.
Proceedings of the 13th International Conference on Intelligent User Interfaces, 2008

Living with tableau machine: a longitudinal investigation of a curious domestic intelligence.
Proceedings of the UbiComp 2008: Ubiquitous Computing, 10th International Conference, 2008

Interactionist AI and the promise of ubicomp, or, how to put your box in the world without putting the world in your box.
Proceedings of the UbiComp 2008: Ubiquitous Computing, 10th International Conference, 2008

Integrating Drama Management into an Adventure Game.
Proceedings of the Fourth Artificial Intelligence and Interactive Digital Entertainment Conference, 2008

Talking with NPCs: Towards Dynamic Generation of Discourse Structures.
Proceedings of the Fourth Artificial Intelligence and Interactive Digital Entertainment Conference, 2008

Recombinable Game Mechanics for Automated Design Support.
Proceedings of the Fourth Artificial Intelligence and Interactive Digital Entertainment Conference, 2008

Tableau Machine: A Creative Alien Presence.
Proceedings of the Creative Intelligent Systems, 2008

Another Look at Search-Based Drama Management.
Proceedings of the Twenty-Third AAAI Conference on Artificial Intelligence, 2008

An Integrated Agent for Playing Real-Time Strategy Games.
Proceedings of the Twenty-Third AAAI Conference on Artificial Intelligence, 2008

Semi-autonomous avatars in world of minds: a case study of AI-based game design.
Proceedings of the International Conference on Advances in Computer Entertainment Technology, 2008

Styles of play in immersive and interactive story: case studies from a gallery installation of AR Façade.
Proceedings of the International Conference on Advances in Computer Entertainment Technology, 2008

2007
Casual Information Visualization: Depictions of Data in Everyday Life.
IEEE Trans. Vis. Comput. Graph., 2007

AR façade: an augmented reality interactve drama.
Proceedings of the ACM Symposium on Virtual Reality Software and Technology, 2007

Wide Ruled: A Friendly Interface to Author-Goal Based Story Generation.
Proceedings of the Virtual Storytelling. Using Virtual Reality Technologies for Storytelling, 2007

Towards Runtime Behavior Adaptation for Embodied Characters.
Proceedings of the IJCAI 2007, 2007

Temporal Frames: A Unifying Framework for the Analysis of Game Temporality.
Proceedings of the 2007 DiGRA International Conference: Situated Play, 2007

Presence and engagement in an interactive drama.
Proceedings of the 2007 Conference on Human Factors in Computing Systems, 2007

Evaluating a conversation-centered interactive drama.
Proceedings of the 6th International Joint Conference on Autonomous Agents and Multiagent Systems (AAMAS 2007), 2007

A globally optimal algorithm for TTD-MDPs.
Proceedings of the 6th International Joint Conference on Autonomous Agents and Multiagent Systems (AAMAS 2007), 2007

Towards Automated Game Design.
Proceedings of the AI*IA 2007: Artificial Intelligence and Human-Oriented Computing, 2007

Expressive Intelligence: Artificial Intelligence, Games and New Media.
Proceedings of the AI*IA 2007: Artificial Intelligence and Human-Oriented Computing, 2007

2006
Game Design Education: Integrating Computation and Culture.
Computer, 2006

Declarative Optimization-Based Drama Management in Interactive Fiction.
IEEE Computer Graphics and Applications, 2006

Façade: Architecture and Authorial Idioms for Believable Agents in Interactive Drama.
Proceedings of the Intelligent Virtual Agents, 6th International Conference, 2006

Tableau machine: an alien presence in the home.
Proceedings of the Extended Abstracts Proceedings of the 2006 Conference on Human Factors in Computing Systems, 2006

Reinforcement learning for declarative optimization-based drama management.
Proceedings of the 5th International Joint Conference on Autonomous Agents and Multiagent Systems (AAMAS 2006), 2006

Authoring Interactive Narratives with Declarative Optimization-Based Drama Management.
Proceedings of the Second Artificial Intelligence and Interactive Digital Entertainment Conference, 2006

Procedural Level Design for Platform Games.
Proceedings of the Second Artificial Intelligence and Interactive Digital Entertainment Conference, 2006

Targeting Specific Distributions of Trajectories in MDPs.
Proceedings of the Proceedings, 2006

On the Difficulty of Modular Reinforcement Learning for Real-World Partial Programming.
Proceedings of the Proceedings, 2006

Initial lessons from AR Façade, an interactive augmented reality drama.
Proceedings of the International Conference on Advances in Computer Entertainment Technology, 2006

2005
Towards an Ontological Language for Game Analysis.
Proceedings of the Digital Games Research Conference 2005, 2005

Evolution Of Space Configuration In Videogames.
Proceedings of the Digital Games Research Conference 2005, 2005

Build It to Understand It: Ludology Meets Narratology in Game Design Space.
Proceedings of the Digital Games Research Conference 2005, 2005

Preliminary evaluation of the interactive drama <i>facade</i>.
Proceedings of the Extended Abstracts Proceedings of the 2005 Conference on Human Factors in Computing Systems, 2005

Search-Based Drama Management in the Interactive Fiction Anchorhead.
Proceedings of the First Artificial Intelligence and Interactive Digital Entertainment Conference, 2005

The Interactive Drama Façade.
Proceedings of the First Artificial Intelligence and Interactive Digital Entertainment Conference, 2005

Structuring Content in the Façade Interactive Drama Architecture.
Proceedings of the First Artificial Intelligence and Interactive Digital Entertainment Conference, 2005

2004
A Behavior Language: Joint Action and Behavioral Idioms.
Proceedings of the Life-like characters - tools, affective functions, and applications., 2004

Natural Language Understanding in Façade: Surface-Text Processing.
Proceedings of the Technologies for Interactive Digital Storytelling and Entertainment, 2004

2003
Expressive AI: Games and Artificial Intelligence.
Proceedings of the Digital Games Research Conference 2003, 2003

2002
A Behavior Language for Story-Based Believable Agents.
IEEE Intell. Syst., 2002

Interactive stories: real systems, three solutions.
Proceedings of the 29th International Conference on Computer Graphics and Interactive Techniques, 2002

Extending interface practice: an ecosystem approach.
Proceedings of the 29th International Conference on Computer Graphics and Interactive Techniques, 2002

Machines with a different calling [robots for social environments].
Proceedings of the IEEE/RSJ International Conference on Intelligent Robots and Systems, Lausanne, Switzerland, September 30, 2002

2001
A preliminary poetics for interactive drama and games.
Digit. Creativity, 2001

2000
Reports on the AAAI Fall Symposia (November 1999 and November 1998).
AI Mag., 2000

Generation of Ideologically-Biased Historical Documentaries.
Proceedings of the Seventeenth National Conference on Artificial Intelligence and Twelfth Conference on on Innovative Applications of Artificial Intelligence, July 30, 2000

1999
An Oz-Centric Review of Interactive Drama and Believable Agents.
Proceedings of the Artificial Intelligence Today: Recent Trends and Developments, 1999

1998
Subjective Avators.
Proceedings of the Second International Conference on Autonomous Agents, 1998

1997
Introduction to Design Ethnography.
Proceedings of the Human Factors in Computing Systems, 1997

1996
Ethnographic data for product development: a collaborative process.
Interactions, 1996


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