Engineering ethnography in the home. - Michael Mateas; Tony Salvador; Jean Scholtz; Doug Sorensen (CHI Conference Companion, 1996)

User requirements analysis for the home. - Jean Scholtz; Michael Mateas; Tony Salvador; Doug Sorensen (CHI Conference Companion, 1996)

Ethnographic data for product development: a collaborative process. - Scott Lewis; Michael Mateas; Susan Palmiter; Gene Lynch (Interactions, 1996)

Introduction to Design Ethnography. - Tony Salvador; Michael Mateas (CHI Extended Abstracts, 1997)

Subjective Avators. - Michael Mateas (Agents, 1998)

An Oz-Centric Review of Interactive Drama and Believable Agents. - Michael Mateas (Artificial Intelligence Today, 1999)

Generation of Ideologically-Biased Historical Documentaries. - Michael Mateas; Paul Vanouse; Steffi Domike (AAAI/IAAI, 2000)

Reports on the AAAI Fall Symposia (November 1999 and November 1998). - Fawzi Daud; Michael Mateas; Phoebe Sengers; Susan Brennan; Alain Giboin; David R. Traum; Vinay K. Chaudri; Richard Fikes; Donia Scott; Richard Power; David D. Jensen (AI Mag., 2000)

A preliminary poetics for interactive drama and games. - Michael Mateas (Digit. Creativity, 2001)

Machines with a different calling [robots for social environments]. - Marc Böhlen; Michael Mateas (IROS, 2002)

Extending interface practice: an ecosystem approach. - Natalie Jeremijenko; Thecla Schiphorst; Michael Mateas; Wolfgang Strauss; Will Wright; Andruid Kerne (SIGGRAPH Abstracts and Applications, 2002)

Interactive stories: real systems, three solutions. - Noah Wardrip-Fruin; Andrew Stern; Peter Molyneux; Michael Mateas; Bernard Yee (SIGGRAPH Abstracts and Applications, 2002)

A Behavior Language for Story-Based Believable Agents. - Michael Mateas; Andrew Stern (IEEE Intell. Syst., 2002)

Expressive AI: Games and Artificial Intelligence. - Michael Mateas (DiGRA Conference, 2003)

Natural Language Understanding in Façade: Surface-Text Processing. - Michael Mateas; Andrew Stern (TIDSE, 2004)

A Behavior Language: Joint Action and Behavioral Idioms. - Michael Mateas; Andrew Stern (Life-like characters, 2004)

Structuring Content in the Façade Interactive Drama Architecture. - Michael Mateas; Andrew Stern (AIIDE, 2005)

The Interactive Drama Façade. - Michael Mateas; Andrew Stern (AIIDE, 2005)

Search-Based Drama Management in the Interactive Fiction Anchorhead. - Mark J. Nelson; Michael Mateas (AIIDE, 2005)

Preliminary evaluation of the interactive drama facade. - Rachel Lee Knickmeyer; Michael Mateas (CHI Extended Abstracts, 2005)

Build It to Understand It: Ludology Meets Narratology in Game Design Space. - Michael Mateas; Andrew Stern (DiGRA Conference, 2005)

Evolution Of Space Configuration In Videogames. - Clara Fernández-Vara; José P. Zagal; Michael Mateas (DiGRA Conference, 2005)

Towards an Ontological Language for Game Analysis. - José P. Zagal; Michael Mateas; Clara Fernández-Vara; Brian Hochhalter; Nolan Lichti (DiGRA Conference, 2005)

Initial lessons from AR Façade, an interactive augmented reality drama. - Steven Dow; Manish Mehta 001; Annie Lausier; Blair MacIntyre; Michael Mateas (Advances in Computer Entertainment Technology, 2006)

On the Difficulty of Modular Reinforcement Learning for Real-World Partial Programming. - Sooraj Bhat; Charles Lee Isbell Jr.; Michael Mateas (AAAI, 2006)

Targeting Specific Distributions of Trajectories in MDPs. - David L. Roberts 001; Mark J. Nelson; Charles Lee Isbell Jr.; Michael Mateas; Michael L. Littman (AAAI, 2006)

Procedural Level Design for Platform Games. - Kate Compton; Michael Mateas (AIIDE, 2006)

Authoring Interactive Narratives with Declarative Optimization-Based Drama Management. - Mark J. Nelson; Calvin Ashmore; Michael Mateas (AIIDE, 2006)

Reinforcement learning for declarative optimization-based drama management. - Mark J. Nelson; David L. Roberts 001; Charles Lee Isbell Jr.; Michael Mateas (AAMAS, 2006)

Tableau machine: an alien presence in the home. - Mario Romero; Zachary Pousman; Michael Mateas (CHI Extended Abstracts, 2006)

Façade: Architecture and Authorial Idioms for Believable Agents in Interactive Drama. - Michael Mateas; Andrew Stern (IVA, 2006)

Declarative Optimization-Based Drama Management in Interactive Fiction. - Mark J. Nelson; Michael Mateas; David L. Roberts 001; Charles Lee Isbell Jr. (IEEE Computer Graphics and Applications, 2006)

Game Design Education: Integrating Computation and Culture. - Janet H. Murray; Ian Bogost; Michael Mateas; Michael Nitsche (Computer, 2006)

Expressive Intelligence: Artificial Intelligence, Games and New Media. - Michael Mateas (AI*IA, 2007)

Towards Automated Game Design. - Mark J. Nelson; Michael Mateas (AI*IA, 2007)

A globally optimal algorithm for TTD-MDPs. - Sooraj Bhat; David L. Roberts 001; Mark J. Nelson; Charles L. Isbell Jr.; Michael Mateas (AAMAS, 2007)

Evaluating a conversation-centered interactive drama. - Manish Mehta 001; Steven Dow; Michael Mateas; Blair MacIntyre (AAMAS, 2007)

Presence and engagement in an interactive drama. - Steven Dow; Manish Mehta 001; Ellie Harmon; Blair MacIntyre; Michael Mateas (CHI, 2007)

Temporal Frames: A Unifying Framework for the Analysis of Game Temporality. - José P. Zagal; Michael Mateas (DiGRA Conference, 2007)

Towards Runtime Behavior Adaptation for Embodied Characters. - Peng Zang; Manish Mehta 001; Michael Mateas; Ashwin Ram 001 (IJCAI, 2007)

Wide Ruled: A Friendly Interface to Author-Goal Based Story Generation. - James Skorupski; Lakshmi Jayapalan; Sheena Marquez; Michael Mateas (International Conference on Virtual Storytelling, 2007)

AR façade: an augmented reality interactve drama. - Steven Dow; Manish Mehta 001; Blair MacIntyre; Michael Mateas (VRST, 2007)

Casual Information Visualization: Depictions of Data in Everyday Life. - Zachary Pousman; John T. Stasko; Michael Mateas (IEEE Trans. Vis. Comput. Graph., 2007)

Styles of play in immersive and interactive story: case studies from a gallery installation of AR Façade. - Steven Dow; Blair MacIntyre; Michael Mateas (Advances in Computer Entertainment Technology, 2008)

Semi-autonomous avatars in world of minds: a case study of AI-based game design. - Mirjam Palosaari Eladhari; Michael Mateas (Advances in Computer Entertainment Technology, 2008)

An Integrated Agent for Playing Real-Time Strategy Games. - Joshua McCoy; Michael Mateas (AAAI, 2008)

Another Look at Search-Based Drama Management. - Mark J. Nelson; Michael Mateas (AAAI, 2008)

Tableau Machine: A Creative Alien Presence. - Adam M. Smith 001; Mario Romero; Zachary Pousman; Michael Mateas (AAAI Spring Symposium: Creative Intelligent Systems, 2008)

Recombinable Game Mechanics for Automated Design Support. - Mark J. Nelson; Michael Mateas (AIIDE, 2008)

Talking with NPCs: Towards Dynamic Generation of Discourse Structures. - Christina R. Strong; Michael Mateas (AIIDE, 2008)

Integrating Drama Management into an Adventure Game. - Anne Sullivan; Sherol Chen; Michael Mateas (AIIDE, 2008)

Interactionist AI and the promise of ubicomp, or, how to put your box in the world without putting the world in your box. - Lucian Leahu; Phoebe Sengers; Michael Mateas (UbiComp, 2008)

Living with tableau machine: a longitudinal investigation of a curious domestic intelligence. - Zachary Pousman; Mario Romero; Adam M. Smith 001; Michael Mateas (UbiComp, 2008)

An interactive game-design assistant. - Mark J. Nelson; Michael Mateas (IUI, 2008)

Towards adaptive programming: integrating reinforcement learning into a programming language. - Christopher L. Simpkins; Sooraj Bhat; Charles Lee Isbell Jr.; Michael Mateas (OOPSLA, 2008)

Rounds, Levels, and Waves: The Early Evolution of Gameplay Segmentation. - José P. Zagal; Clara Fernández-Vara; Michael Mateas (Games Cult., 2008)

Alien presence in the home: the design of Tableau Machine. - Mario Romero; Zachary Pousman; Michael Mateas (Pers. Ubiquitous Comput., 2008)

The disenchantment of affect. - Phoebe Sengers; Kirsten Boehner; Michael Mateas; Geri Gay (Pers. Ubiquitous Comput., 2008)

Evaluating the Authorial Leverage of Drama Management. - Sherol Chen; Mark J. Nelson; Anne Sullivan; Michael Mateas (AAAI Spring Symposium: Intelligent Narrative Technologies II, 2009)

The Computation of Self in Everyday Life: A Dramaturgical Approach for Socially Competent Agents. - Joshua McCoy; Michael Mateas (AAAI Spring Symposium: Intelligent Narrative Technologies II, 2009)

From Abstraction to Reality: Integrating Drama Management into a Playable Game Experience. - Anne Sullivan; Sherol Chen; Michael Mateas (AAAI Spring Symposium: Intelligent Narrative Technologies II, 2009)

Evaluating the Authorial Leverage of Drama Management. - Sherol Chen; Mark J. Nelson; Michael Mateas (AIIDE, 2009)

Computational Support for Play Testing Game Sketches. - Adam M. Smith 001; Mark J. Nelson; Michael Mateas (AIIDE, 2009)

Prototyping Games with BIPED. - Adam M. Smith 001; Mark J. Nelson; Michael Mateas (AIIDE, 2009)

Case-Based Reasoning for Build Order in Real-Time Strategy Games. - Ben George Weber; Michael Mateas (AIIDE, 2009)

AI isn't just for players: AI-based authoring tools. - Michael Mateas (CIG, 2009)

A data mining approach to strategy prediction. - Ben George Weber; Michael Mateas (CIG, 2009)

Defining Operational Logics. - Noah Wardrip-Fruin; Michael Mateas (DiGRA Conference, 2009)

Agency Reconsidered. - Noah Wardrip-Fruin; Michael Mateas; Steven Dow; Serdar Sali (DiGRA Conference, 2009)

Scenario generation for emergency rescue training games. - Kenneth Hullett; Michael Mateas (FDG, 2009)

A requirements analysis for videogame design support tools. - Mark J. Nelson; Michael Mateas (FDG, 2009)

Beep! Beep! Boom!: towards a planning model of Coyote and Road Runner cartoons. - David Olsen; Michael Mateas (FDG, 2009)

Rhythm-based level generation for 2D platformers. - Gillian Smith 001; Mike Treanor; Jim Whitehead; Michael Mateas (FDG, 2009)

Generative conversation tool for game writers. - Christina R. Strong; Michael Mateas; Dave Grossman (FDG, 2009)

Conceptual Neighborhoods for Retrieval in Case-Based Reasoning. - Ben George Weber; Michael Mateas (ICCBR, 2009)

The Prom: An Example of Socially-Oriented Gameplay. - Joshua McCoy; Mike Treanor; Ben Samuel; Brandon Robert Tearse; Michael Mateas; Noah Wardrip-Fruin (AIIDE, 2010)

Novice-Friendly Authoring of Plan-Based Interactive Storyboards. - James Skorupski; Michael Mateas (AIIDE, 2010)

Tanagra: An Intelligent Level Design Assistant for 2D Platformers. - Gillian Smith 001; Jim Whitehead; Michael Mateas (AIIDE, 2010)

Minstrel Remixed: Procedurally Generating Stories. - Brandon Robert Tearse; Noah Wardrip-Fruin; Michael Mateas (AIIDE, 2010)

Applying Goal-Driven Autonomy to StarCraft. - Ben George Weber; Michael Mateas; Arnav Jhala (AIIDE, 2010)

Eliza meets the wizard-of-oz: evaluating social acceptability. - Steven P. Dow; Manish Mehta 001; Blair MacIntyre; Michael Mateas (CHI, 2010)

Procedural level generation using occupancy-regulated extension. - Peter A. Mawhorter; Michael Mateas (CIG, 2010)

Variations Forever: Flexibly generating rulesets from a sculptable design space of mini-games. - Adam M. Smith 001; Michael Mateas (CIG, 2010)

LUDOCORE: A logical game engine for modeling videogames. - Adam M. Smith 001; Mark J. Nelson; Michael Mateas (CIG, 2010)

Reactive planning idioms for multi-scale game AI. - Ben George Weber; Peter A. Mawhorter; Michael Mateas; Arnav Jhala (CIG, 2010)

Playing with words: from intuition to evaluation of game dialogue interfaces. - Serdar Sali; Noah Wardrip-Fruin; Steven Dow; Michael Mateas; Sri Kurniawan; Aaron A. Reed; Ronald Liu (FDG, 2010)

Tanagra: a mixed-initiative level design tool. - Gillian Smith 001; Jim Whitehead; Michael Mateas (FDG, 2010)

Kaboom! is a many-splendored thing: an interpretation and design methodology for message-driven games using graphical logics. - Mike Treanor; Michael Mateas; Noah Wardrip-Fruin (FDG, 2010)

The Authoring Challenge in Interactive Storytelling. - Michael Mateas (ICIDS, 2010)

RoleModel: towards a formal model of dramatic roles for story generation. - Sherol Chen; Adam M. Smith 001; Arnav Jhala; Noah Wardrip-Fruin; Michael Mateas (FDG, 2010)

Comme il Faut 2: a fully realized model for socially-oriented gameplay. - Josh McCoy; Mike Treanor; Ben Samuel; Brandon Robert Tearse; Michael Mateas; Noah Wardrip-Fruin (FDG, 2010)

Rules of engagement: moving beyond combat-based quests. - Anne Sullivan; Michael Mateas; Noah Wardrip-Fruin (FDG, 2010)

MINSTREL Remixed: a rational reconstruction. - Brandon Robert Tearse; Michael Mateas; Noah Wardrip-Fruin (FDG, 2010)

Building Human-Level AI for Real-Time Strategy Games. - Ben George Weber; Michael Mateas; Arnav Jhala (AAAI Fall Symposium: Advances in Cognitive Systems, 2011)

Comme il Faut: A System for Authoring Playable Social Models. - Joshua McCoy; Mike Treanor; Ben Samuel; Noah Wardrip-Fruin; Michael Mateas (AIIDE, 2011)

Computational Caricatures: Probing the Game Design Process with AI. - Adam M. Smith 001; Michael Mateas (IDP@AIIDE, 2011)

Minstrel Remixed: User Interface and Demonstration. - Brandon Robert Tearse; Peter A. Mawhorter; Michael Mateas; Noah Wardrip-Fruin (AIIDE, 2011)

A Particle Model for State Estimation in Real-Time Strategy Games. - Ben George Weber; Michael Mateas; Arnav Jhala (AIIDE, 2011)

BurgerTime: A Proceduralist Investigation. - Mike Treanor; Michael Mateas (DiGRA Conference, 2011)

Say it with systems: expanding Kodu's expressive power through gender-inclusive mechanics. - Teale Fristoe; Jill Denner; Matt MacLaurin; Michael Mateas; Noah Wardrip-Fruin (FDG, 2011)

Prom Week: social physics as gameplay. - Joshua McCoy; Mike Treanor; Ben Samuel; Michael Mateas; Noah Wardrip-Fruin (FDG, 2011)

Proceduralist readings: how to find meaning in games with graphical logics. - Mike Treanor; Bobby Schweizer; Ian Bogost; Michael Mateas (FDG, 2011)

Modeling Player Retention in Madden NFL 11. - Ben George Weber; Michael John; Michael Mateas; Arnav Jhala (IAAI, 2011)

Knowledge-level Creativity in Game Design. - Adam M. Smith 001; Michael Mateas (ICCC, 2011)

Towards Knowledge-Oriented Creativity Support in Game Design. - Adam M. Smith 001; Michael Mateas (ICCC, 2011)

Experimental Results from a Rational Reconstruction of MINSTREL. - Brandon Robert Tearse; Peter A. Mawhorter; Michael Mateas; Noah Wardrip-Fruin (ICCC, 2011)

Using Information Visualization to Understand Interactive Narrative: A Case Study on Façade. - Serdar Sali; Michael Mateas (ICIDS, 2011)

Situating Quests: Design Patterns for Quest and Level Design in Role-Playing Games. - Gillian Smith 001; Ryan Anderson; Brian Kopleck; Zach Lindblad; Lauren Scott; Adam Wardell; Jim Whitehead; Michael Mateas (ICIDS, 2011)

Extending CRPGs as an Interactive Storytelling Form. - Anne Sullivan; April Grow; Tabitha Chirrick; Max Stokols; Noah Wardrip-Fruin; Michael Mateas (ICIDS, 2011)

Answer Set Programming for Procedural Content Generation: A Design Space Approach. - Adam M. Smith 001; Michael Mateas (IEEE Trans. Comput. Intell. AI Games, 2011)

Tanagra: Reactive Planning and Constraint Solving for Mixed-Initiative Level Design. - Gillian Smith 001; Jim Whitehead; Michael Mateas (IEEE Trans. Comput. Intell. AI Games, 2011)

Launchpad: A Rhythm-Based Level Generator for 2-D Platformers. - Gillian Smith 001; Jim Whitehead; Michael Mateas; Mike Treanor; Jameka March; Mee Cha (IEEE Trans. Comput. Intell. AI Games, 2011)

Lessons Learned From a Rational Reconstruction of Minstrel. - Brandon Robert Tearse; Peter A. Mawhorter; Michael Mateas; Noah Wardrip-Fruin (AAAI, 2012)

Learning from Demonstration for Goal-Driven Autonomy. - Ben George Weber; Michael Mateas; Arnav Jhala (AAAI, 2012)

RoleModelVis: A Visualization of Logical Story Models. - Sherol Chen; Andrew Deunsing; Peter Kong; Arnav Jhala; Noah Wardrip-Fruin; Michael Mateas (AIIDE, 2012)

Anza Island: Novel Gameplay Using ASP. - Kate Compton; Adam M. Smith 001; Michael Mateas (PCG@FDG, 2012)

Prom week. - Joshua McCoy; Mike Treanor; Ben Samuel; Aaron A. Reed; Noah Wardrip-Fruin; Michael Mateas (FDG, 2012)

Getting a word in: adding artificial pauses to natural language interaction. - Serdar Sali; Ronald Liu; Noah Wardrip-Fruin; Michael Mateas; Sri Kurniawan (FDG, 2012)

A case study of expressively constrainable level design automation tools for a puzzle game. - Adam M. Smith 001; Erik Andersen 001; Michael Mateas; Zoran Popovic (FDG, 2012)

The design of Mismanor: creating a playable quest-based story game. - Anne Sullivan; April Grow; Michael Mateas; Noah Wardrip-Fruin (FDG, 2012)

Game-O-Matic: Generating Videogames that Represent Ideas. - Mike Treanor; Bryan Blackford; Michael Mateas; Ian Bogost (PCG@FDG, 2012)

The micro-rhetorics of Game-o-Matic. - Mike Treanor; Bobby Schweizer; Ian Bogost; Michael Mateas (FDG, 2012)

Artificial and Computational Intelligence in Games (Dagstuhl Seminar 12191). - Simon M. Lucas; Michael Mateas; Mike Preuss; Pieter Spronck; Julian Togelius (Dagstuhl Reports, 2012)

Prom Week. - Joshua McCoy; Mike Treanor; Ben Samuel; Aaron A. Reed; Michael Mateas; Noah Wardrip-Fruin (AIIDE, 2013)

Modular Computational Critics for Games. - Joseph Carter Osborn; April Grow; Michael Mateas (AIIDE, 2013)

Creating Playable Social Experiences through Whole-Body Interaction with Virtual Characters. - Daniel G. Shapiro; Joshua McCoy; April Grow; Ben Samuel; Andrew Stern; Reid Swanson; Mike Treanor; Michael Mateas (AIIDE, 2013)

Procedural Content Generation: Goals, Challenges and Actionable Steps. - Julian Togelius; Alex J. Champandard; Pier Luca Lanzi; Michael Mateas; Ana Paiva 001; Mike Preuss; Kenneth O. Stanley (Artificial and Computational Intelligence in Games, 2013)

An Account of Proceduralist Meaning. - Mike Treanor; Michael Mateas (DiGRA Conference, 2013)

Prom Week: Designing past the game/story dilemma. - Joshua McCoy; Mike Treanor; Ben Samuel; Aaron A. Reed; Michael Mateas; Noah Wardrip-Fruin (FDG, 2013)

Evaluating Play Trace (Dis)similarity Metrics. - Joseph Carter Osborn; Ben Samuel; Joshua Allen McCoy; Michael Mateas (AIIDE, 2014)

Gamification of private digital data archive management. - Carlos Maltzahn; Arnav Jhala; Michael Mateas; Jim Whitehead (GamifIR@ECIR, 2014)

Author assistance visualizations for Ice-Bound, a combinatorial narrative. - Jacob Garbe; Aaron A. Reed; Melanie Dickinson; Noah Wardrip-Fruin; Michael Mateas (FDG, 2014)

Ice-Bound: A novel of reconfiguration. - Jacob Garbe; Aaron A. Reed; Noah Wardrip-Fruin; Michael Mateas (FDG, 2014)

A methodology for requirements analysis of AI architecture authoring tools. - April Grow; Swen E. Gaudl; Paulo Gomes; Michael Mateas; Noah Wardrip-Fruin (FDG, 2014)

Xylem: The Code of Plants. - Heather Logas; Jim Whitehead; Michael Mateas; Richard Vallejos; Lauren Scott; John T. Murray; Kate Compton; Joseph C. Osborn; Orlando Salvatore; Daniel G. Shapiro; Zhongpeng Lin; Huascar Sanchez; et al. (FDG, 2014)

Software verification games: Designing Xylem, The Code of Plants. - Heather Logas; Jim Whitehead; Michael Mateas; Richard Vallejos; Lauren Scott; Daniel G. Shapiro; John T. Murray; Kate Compton; Joseph C. Osborn; Orlando Salvatore; Zhongpeng Lin; Huascar Sanchez; et al. (FDG, 2014)

Towards a theory of choice poetics. - Peter A. Mawhorter; Michael Mateas; Noah Wardrip-Fruin; Arnav Jhala (FDG, 2014)

A game-independent play trace dissimilarity metric. - Joseph C. Osborn; Michael Mateas (FDG, 2014)

Ice-Bound: Combining richly-realized story with expressive gameplay. - Aaron A. Reed; Jacob Garbe; Noah Wardrip-Fruin; Michael Mateas (FDG, 2014)

Introducing story sampling: Preliminary results of a new interactive narrative evaluation technique. - Ben Samuel; Josh McCoy; Mike Treanor; Aaron A. Reed; Michael Mateas; Noah Wardrip-Fruin (FDG, 2014)

Understanding representation in playable simulations. - Mike Treanor; Michael Mateas (FDG, 2014)

Combinatorial Dialogue Authoring. - James Owen Ryan; Casey Barackman; Nicholas Kontje; Taylor Owen-Milner; Marilyn A. Walker; Michael Mateas; Noah Wardrip-Fruin (ICIDS, 2014)

Social Story Worlds With Comme il Faut. - Joshua McCoy; Mike Treanor; Ben Samuel; Aaron A. Reed; Michael Mateas; Noah Wardrip-Fruin (IEEE Trans. Comput. Intell. AI Games, 2014)

Skald: Minstrel Reconstructed. - Brandon Robert Tearse; Peter A. Mawhorter; Michael Mateas; Noah Wardrip-Fruin (IEEE Trans. Comput. Intell. AI Games, 2014)

Generating Relaxed, Obvious, and Dilemma Choices with Dunyazad. - Peter Andrew Mawhorter; Michael Mateas; Noah Wardrip-Fruin (AIIDE, 2015)

Playspecs: Regular Expressions for Game Play Traces. - Joseph Carter Osborn; Ben Samuel; Michael Mateas; Noah Wardrip-Fruin (AIIDE, 2015)

Toward Natural Language Generation by Humans. - James Owen Ryan; Andrew Max Fisher; Taylor Owen-Milner; Michael Mateas; Noah Wardrip-Fruin (INT/SBG@AIIDE, 2015)

Aesthetic Interleaving of Character Performance Requests. - Daniel G. Shapiro; Larry LeBron; Andrew Stern; Michael Mateas (INT/SBG@AIIDE, 2015)

Composing Social Interactions via Social Games. - Daniel G. Shapiro; Karen Tanenbaum; Joshua McCoy; Larry LeBron; Craig W. Reynolds; Andrew Stern; Michael Mateas; Bill Ferguson; David Diller; Kerry Moffitt; Will Coon; Bruce Roberts (AAMAS, 2015)

Tracery: An Author-Focused Generative Text Tool. - Kate Compton; Michael Mateas (FDG, 2015)

A Software Studies Approach to Interpreting Passage. - Dylan Lederle-Ensign; William Robinson; Johnathan Pagnutti; Michael Mateas (FDG, 2015)

Combat in Games. - Joseph C. Osborn; Dylan Lederle-Ensign; Noah Wardrip-Fruin; Michael Mateas (FDG, 2015)

Large-Scale Interactive Visualizations of Nearly 12, 000 Games. - James Owen Ryan; Eric Kaltman; Andrew Max Fisher; Timothy Hong; Taylor Owen-Milner; Michael Mateas; Noah Wardrip-Fruin (FDG, 2015)

People Tend to Like Related Games. - James Owen Ryan; Eric Kaltman; Timothy Hong; Michael Mateas; Noah Wardrip-Fruin (FDG, 2015)

Bottom-up Game Studies. - James Owen Ryan; Eric Kaltman; Michael Mateas; Noah Wardrip-Fruin (FDG, 2015)

Tools for Game Discovery Built Using Latent Semantic Analysis. - James Owen Ryan; Eric Kaltman; Michael Mateas; Noah Wardrip-Fruin (FDG, 2015)

The Scored Rule Engine: Next-Generation Social Physics. - Ben Samuel; Aaron A. Reed; Paul Maddaloni; Michael Mateas; Noah Wardrip-Fruin (FDG, 2015)

The Learning of Zelda: Data-Driven Level Generation for Action Role Playing Games. - Adam Summerville; Morteza Behrooz; Michael Mateas; Arnav Jhala (FDG, 2015)

Casual Creators. - Kate Compton; Michael Mateas (ICCC, 2015)

Intentionally Generating Choices in Interactive Narratives. - Michael Mateas; Peter A. Mawhorter; Noah Wardrip-Fruin (ICCC, 2015)

Tracery: An Author-Focused Generative Text Tool. - Kate Compton; Ben A. Kybartas; Michael Mateas (ICIDS, 2015)

Open Design Challenges for Interactive Emergent Narrative. - James Owen Ryan; Michael Mateas; Noah Wardrip-Fruin (ICIDS, 2015)

Artificial and Computational Intelligence in Games: Integration (Dagstuhl Seminar 15051). - Simon M. Lucas; Michael Mateas; Mike Preuss; Pieter Spronck; Julian Togelius (Dagstuhl Reports, 2015)

Characters Who Speak Their Minds: Dialogue Generation in Talk of the Town. - James Owen Ryan; Michael Mateas; Noah Wardrip-Fruin (AIIDE, 2016)

Mystical Tutor: A Magic: The Gathering Design Assistant via Denoising Sequence-to-Sequence Learning. - Adam James Summerville; Michael Mateas (AIIDE, 2016)

Playable Experiences at AIIDE 2016. - Alexander E. Zook; Michael Cook 001; Eric Butler; Kristin Siu; Matthew Guzdial; Mark O. Riedl; James Owen Ryan; Ben Samuel; Adam Summerville; Michael Mateas; Noah Wardrip-Fruin (AIIDE, 2016)

GameNet and GameSage: Videogame Discovery as Design Insight. - James Owen Ryan; Eric Kaltman; Timothy Hong; Katherine Isbister; Michael Mateas; Noah Wardrip-Fruin (DiGRA/FDG, 2016)

A Lightweight Videogame Dialogue Manager. - James Owen Ryan; Michael Mateas; Noah Wardrip-Fruin (DiGRA/FDG, 2016)

Super Mario as a String: Platformer Level Generation Via LSTMs. - Adam J. Summerville; Michael Mateas (DiGRA/FDG, 2016)

Expressionist: An Authoring Tool for In-Game Text Generation. - James Owen Ryan; Ethan Seither; Michael Mateas; Noah Wardrip-Fruin (ICIDS, 2016)

The Design of Writing Buddy: A Mixed-Initiative Approach Towards Computational Story Collaboration. - Ben Samuel; Michael Mateas; Noah Wardrip-Fruin (ICIDS, 2016)

Bad News: An Experiment in Computationally Assisted Performance. - Ben Samuel; James Owen Ryan; Adam J. Summerville; Michael Mateas; Noah Wardrip-Fruin (ICIDS, 2016)

Translating Player Dialogue into Meaning Representations Using LSTMs. - James Owen Ryan; Adam James Summerville; Michael Mateas; Noah Wardrip-Fruin (IVA, 2016)

CFGs-2-NLU: Sequence-to-Sequence Learning for Mapping Utterances to Semantics and Pragmatics. - Adam James Summerville; James Owen Ryan; Michael Mateas; Noah Wardrip-Fruin (CoRR, 2016)

The VGLC: The Video Game Level Corpus. - Adam James Summerville; Sam Snodgrass; Michael Mateas; Santi Ontañón Villar (CoRR, 2016)

Personalized and Interactive Literature. - Michael Mateas; Noah Wardrip-Fruin (Handbook of Science and Technology Convergence, 2016)

Against Forward Models. - Joseph Carter Osborn; Michael Mateas (AAAI Workshops, 2017)

What Does That ?-Block Do? Learning Latent Causal Affordances From Mario Play Traces. - Adam Summerville; Morteza Behrooz; Michael Mateas; Arnav Jhala (AAAI Workshops, 2017)

A Generative Framework of Generativity. - Kate Compton; Michael Mateas (AIIDE Workshops, 2017)

Generominos: Ideation Cards for Interactive Generativity. - Kate Compton; Edward F. Melcer; Michael Mateas (AIIDE Workshops, 2017)

Social Simulation for Social Justice. - Melanie Leah Dickinson; Noah Wardrip-Fruin; Michael Mateas (AIIDE Workshops, 2017)

HyPED: Modeling and Analyzing Action Games as Hybrid Systems. - Joseph C. Osborn; Brian Lambrigger; Michael Mateas (AIIDE, 2017)

Analyzing Expressionist Grammars by Reduction to Symbolic Visibly Pushdown Automata. - Joseph C. Osborn; James O. Ryan; Michael Mateas (AIIDE Workshops, 2017)

Towards General RPG Playing. - Joseph C. Osborn; Ben Samuel; Adam Summerville; Michael Mateas (AIIDE Workshops, 2017)

Evaluating a Solver-Aided Puzzle Design Tool. - Joseph C. Osborn; Michael Mateas (MICI@CHI, 2017)

Automated game design learning. - Joseph C. Osborn; Adam Summerville; Michael Mateas (CIG, 2017)

Getting the GISST: a toolkit for the creation, analysis and reference of game studies resources. - Eric Kaltman; Joseph C. Osborn; Noah Wardrip-Fruin; Michael Mateas (FDG, 2017)

Proposal for analyzing player emotions in an interactive narrative using story intention graphs. - John T. Murray; Michael Mateas; Noah Wardrip-Fruin (FDG, 2017)

Automatic mapping of NES games with mappy. - Joseph C. Osborn; Adam Summerville; Michael Mateas (FDG, 2017)

Refining operational logics. - Joseph C. Osborn; Noah Wardrip-Fruin; Michael Mateas (FDG, 2017)

CHARDA: Causal Hybrid Automata Recovery via Dynamic Analysis. - Adam Summerville; Joseph C. Osborn; Michael Mateas (IJCAI, 2017)

Crafting in Games. - April Grow; Melanie Dickinson; Johnathan Pagnutti; Noah Wardrip-Fruin; Michael Mateas (Digit. Humanit. Q., 2017)

Freedom of Movement: Generative Responses to Motion Control. - Kate Compton; Michael Mateas (AIIDE Workshops, 2018)

Gemini: Bidirectional Generation and Analysis of Games via ASP. - Adam Summerville; Chris Martens 001; Ben Samuel; Joseph C. Osborn; Noah Wardrip-Fruin; Michael Mateas (AIIDE, 2018)

Comparing Player Responses to Choice-Based Interactive Narratives Using Facial Expression Analysis. - John T. Murray; Raquel Robinson; Michael Mateas; Noah Wardrip-Fruin (ICIDS, 2018)

Visualizing the strategic landscape of arbitrary games. - Joseph Carter Osborn; Benjamin Samuel; Michael Mateas (Inf. Vis., 2018)

Is Your Game Generator Working? Evaluating Gemini, an Intentional Generator. - Joseph C. Osborn; Melanie Dickinson; Barrett R. Anderson; Adam Summerville; Jill Denner; David M. Torres; Noah Wardrip-Fruin; Michael Mateas (AIIDE, 2019)

StoryAssembler: an engine for generating dynamic choice-driven narratives. - Jacob Garbe; Max Kreminski; Ben Samuel; Noah Wardrip-Fruin; Michael Mateas (FDG, 2019)

Towards expressive input for character dialogue in digital games. - Nick Junius; Michael Mateas; Noah Wardrip-Fruin (FDG, 2019)

From Mechanics to Meaning. - Adam Summerville; Chris Martens 001; Sarah Harmon; Michael Mateas; Joseph C. Osborn; Noah Wardrip-Fruin; Arnav Jhala (IEEE Trans. Games, 2019)

Playable Experiences at the 16th AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment. - Melanie Dickinson; Max Kreminski; Michael Mateas; Noah Wardrip-Fruin; Sabine Wieluch (AIIDE, 2020)

Germinate: A Mixed-Initiative Casual Creator for Rhetorical Games. - Max Kreminski; Melanie Dickinson; Joseph C. Osborn; Adam Summerville; Michael Mateas; Noah Wardrip-Fruin (AIIDE, 2020)

Toward Example-Driven Program Synthesis of Story Sifting Patterns. - Max Kreminski; Noah Wardrip-Fruin; Michael Mateas (AIIDE Workshops, 2020)

Scheherazade's Tavern: A Prototype For Deeper NPC Interactions. - Rehaf Aljammaz; Elisabeth Oliver; Jim Whitehead; Michael Mateas (FDG, 2020)

Why Are We Like This?: The AI Architecture of a Co-Creative Storytelling Game. - Max Kreminski; Melanie Dickinson; Michael Mateas; Noah Wardrip-Fruin (FDG, 2020)

Argument Box. - Rehaf Aljammaz; Yasheng She; Michael Mateas (AIIDE Workshops, 2021)

Centrifuge: A Visual Tool for Authoring Sifting Patterns for Character-Based Simulationist StoryWorlds. - Shi Johnson-Bey; Michael Mateas (AIIDE Workshops, 2021)

Winnow: A Domain-Specific Language for Incremental Story Sifting. - Max Kreminski; Melanie Dickinson; Michael Mateas (AIIDE, 2021)

Opportunities for Approachable Game Development via Program Synthesis. - Max Kreminski; Michael Mateas (AIIDE Workshops, 2021)

Crosston Tavern: Modulating Autonomous Characters Behaviour through Player-NPC Conversation. - Elisabeth Oliver; Michael Mateas (AIIDE, 2021)

Story Improvisation in Tabletop Roleplaying Games: Towards a Computational Assistant for Game Masters. - Devi Acharya; Michael Mateas; Noah Wardrip-Fruin (CoG, 2021)

A Genre-Specific Game Description Language for Game Boy RPGs. - Tamara Duplantis; Isaac Karth; Max Kreminski; Adam M. Smith 001; Michael Mateas (CoG, 2021)

There Is No Escape: Theatricality in Hades. - Nick Junius; Max Kreminski; Michael Mateas (FDG, 2021)

Reflective Creators. - Max Kreminski; Michael Mateas (ICCC, 2021)

Interviews Towards Designing Support Tools for TTRPG Game Masters. - Devi Acharya; Michael Mateas; Noah Wardrip-Fruin (ICIDS, 2021)

A Coauthorship-Centric History of Interactive Emergent Narrative. - Max Kreminski; Michael Mateas (ICIDS, 2021)

Toward Narrative Instruments. - Max Kreminski; Michael Mateas (ICIDS, 2021)

Playing with the Strings: Designing Puppitor as an Acting Interface for Digital Games. - Nick Junius; Michael Mateas; Noah Wardrip-Fruin; Elín Carstensdóttir (AIIDE, 2022)

Loose Ends: A Mixed-Initiative Creative Interface for Playful Storytelling. - Max Kreminski; Melanie Dickinson; Noah Wardrip-Fruin; Michael Mateas (AIIDE, 2022)

Searching for Balanced 2D Brawler Games: Successes and Failures of Automated Evaluation. - Samuel Shields; Ross Mawhorter; Edward F. Melcer; Michael Mateas (AIIDE, 2022)

Neighborly: A Sandbox for Simulation-based Emergent Narrative. - Shi Johnson-Bey; Mark J. Nelson; Michael Mateas (CoG, 2022)

Requirements analysis and speculative design of support tools for TTRPG game masters. - Devi Acharya; Michael Mateas; Noah Wardrip-Fruin (DiGRA, 2022)

Spinning Coherent Interactive Fiction through Foundation Model Prompts. - Alex Calderwood; Noah Wardrip-Fruin; Michael Mateas (ICCC, 2022)

Exploring the Design Space of Social Physics Engines in Games. - Shi Johnson-Bey; Mark J. Nelson; Michael Mateas (ICIDS, 2022)

A Demonstration of Loose Ends, A Mixed-Initiative Narrative Instrument. - Max Kreminski; Melanie Dickinson; Noah Wardrip-Fruin; Michael Mateas (ICIDS, 2022)

Select the Unexpected: A Statistical Heuristic for Story Sifting. - Max Kreminski; Melanie Dickinson; Noah Wardrip-Fruin; Michael Mateas (ICIDS, 2022)

Evaluating Mixed-Initiative Creative Interfaces via Expressive Range Coverage Analysis. - Max Kreminski; Isaac Karth; Michael Mateas; Noah Wardrip-Fruin (IUI Workshops, 2022)

Using Self-Determination Theory to Explore Enjoyment of Educational Interactive Narrative Games: A Case Study of Academical. - Katelyn M. Grasse; Max Kreminski; Noah Wardrip-Fruin; Michael Mateas; Edward F. Melcer (Frontiers Virtual Real., 2022)

Modeling Morality-Based Argumentation for Believable Game Characters: A Design Postmortem. - Rehaf Aljammaz; Michael Mateas; Noah Wardrip-Fruin (AIIDE, 2023)

There and Back Again: Extracting Formal Domains for Controllable Neurosymbolic Story Authoring. - Jack Kelly; Alex Calderwood; Noah Wardrip-Fruin; Michael Mateas (AIIDE, 2023)

Toward Using ChatGPT to Generate Theme-Relevant Simulated Storyworlds. - Shi Johnson-Bey; Michael Mateas; Noah Wardrip-Fruin (EXAG@AIIDE, 2023)

Shoelace: A Storytelling Assistant for GUMSHOE One-2-One. - Devi Acharya; Jack Kelly; William Tate; Maxwell Joslyn; Michael Mateas; Noah Wardrip-Fruin (FDG, 2023)

Towards an Understanding of Character Believability. - Rehaf Aljammaz; Noah Wardrip-Fruin; Michael Mateas (FDG, 2023)

Towards Computational Support with Language Models for TTRPG Game Masters. - Jack Kelly; Michael Mateas; Noah Wardrip-Fruin (FDG, 2023)

Generating Together: Lessons Learned from Developing an Educational Visual Novel with AI Collaboration. - Samuel Shields; Alex Calderwood; Shi Johnson-Bey; Noah Wardrip-Fruin; Michael Mateas; Edward F. Melcer (CoG, 2024)

Towards Qualia-Driven Design. - Samuel Shields; Michael Mateas; Edward F. Melcer (DiGRA, 2024)

Corporeal Capture: The Rhetoric of Boundaries inProcedurality. - Hongwei Zhou; Noah Wardrip-Fruin; Michael Mateas (DiGRA, 2024)

Navigating Faction Systems: Insights and Recommendations for More Believable NPCs in Video Games. - Rehaf Aljammaz; Noah Wardrip-Fruin; Michael Mateas (FDG, 2024)

Paradise: An Experiment Extending the Ensemble Social Physics Engine with Language Models. - Jack Kelly; Michael Mateas; Noah Wardrip-Fruin (FDG, 2024)

The Eyes, the Hands and the Brain: What can Text-to-Image Models Offer for Game Design and Visual Creativity? - Hongwei Zhou; Jichen Zhu; Michael Mateas; Noah Wardrip-Fruin (FDG, 2024)

Unnatural Emergent Narrative: Toward An Alternative Design Space Through Critique. - Kyle Gonzalez; Michael Mateas; Noah Wardrip-Fruin (ICIDS (1), 2024)

Building Visual Novels with Social Simulation and Storylets. - Shi Johnson-Bey; Kira Liao; Samuel Shields; Daeun Hwang; Noah Wardrip-Fruin; Michael Mateas; Edward F. Melcer (ICIDS (2), 2024)

Clicking some of the silly options: Exploring Player Motivation in Static and Dynamic Educational Interactive Narratives. - Daeun Hwang; Samuel Shields; Alex Calderwood; Shi Johnson-Bey; Michael Mateas; Noah Wardrip-Fruin; Edward F. Melcer (CoRR, 2025)