Mike Treanor

Affiliations:
  • American University, Washington, D.C., USA


According to our database1, Mike Treanor authored at least 32 papers between 2009 and 2021.

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

Timeline

Legend:

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PhD thesis 
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Links

Online presence:

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Bibliography

2021
Pedagogical Challenges in Social Physics Authoring.
Proceedings of the Interactive Storytelling, 2021

A Component-based Game Engine for the Game-O-Mat Game Generation System.
Proceedings of the Joint Proceedings of the AIIDE 2021 Workshops co-located with 17th AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment (AIIDE 2021)(AAAI 2021), 2021

Design Considerations for Creating AI-based Gameplay.
Proceedings of the Joint Proceedings of the AIIDE 2021 Workshops co-located with 17th AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment (AIIDE 2021)(AAAI 2021), 2021

2019
Order-fulfillment games: an analysis of games about serving customers.
Proceedings of the 14th International Conference on the Foundations of Digital Games, 2019

2018
Playable Experiences at AIIDE 2018.
Proceedings of the Fourteenth AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment, 2018

2017
Playable Experiences at AIIDE 2017.
Proceedings of the Thirteenth AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment (AIIDE-17), 2017

2016
PCG-Based Game Design Patterns.
CoRR, 2016

Finding Meaning in Abstract Games: A Deep Reading of Sage Solitaire.
Proceedings of the First Joint International Conference of Digital Games Research Association and Foundation of Digital Games, 2016

A Framework for Playable Social Dialogue.
Proceedings of the Twelfth AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment, 2016

2015
AI-based Game Design Patterns.
Proceedings of the 10th International Conference on the Foundations of Digital Games, 2015

Social Play in Non-Player Character Dialog.
Proceedings of the 8th Workshop on Intelligent Narrative Technologies and 4th Workshop on Social Believability in Games, 2015

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

2013
Investigating Procedural Expression and Interpretation in Videogames.
PhD thesis, 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

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

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

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

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

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

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

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

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

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

Newsgames - Procedural Rhetoric Meets Political Cartoons.
Proceedings of the 2009 DiGRA International Conference: Breaking New Ground: Innovation in Games, 2009


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