Noah Wardrip-Fruin

According to our database1, Noah Wardrip-Fruin authored at least 102 papers between 1997 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
Games, Hypertext, and Meaning.
Proceedings of the HT '20: 31st ACM Conference on Hypertext and Social Media, 2020

Getting Academical: A Choice-Based Interactive Storytelling Game for Teaching Responsible Conduct of Research.
Proceedings of the FDG '20: International Conference on the Foundations of Digital Games, 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

We Don't Play As We Think, But We Think As We Play: Evidence for the Psychological Impact of In-Game Actions.
Proceedings of the FDG '20: International Conference on the Foundations of Digital Games, 2020

Teaching Responsible Conduct of Research Through an Interactive Storytelling Game.
Proceedings of the Extended Abstracts of the 2020 CHI Conference on Human Factors in Computing Systems, 2020

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

Felt: A Simple Story Sifter.
Proceedings of the Interactive Storytelling, 2019

Lume: a system for procedural story generation.
Proceedings of the 14th International Conference on the Foundations of Digital Games, 2019

Generative games as storytelling partners.
Proceedings of the 14th International Conference on the Foundations of Digital Games, 2019

Generators that read.
Proceedings of the 14th International Conference on the Foundations of Digital Games, 2019

Cozy mystery construction kit: prototyping toward an AI-assisted collaborative storytelling mystery game.
Proceedings of the 14th International Conference on the Foundations of Digital 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

The psychological reality of procedural rhetoric.
Proceedings of the 14th International Conference on the Foundations of Digital Games, 2019

Building worlds together: understanding collaborative co-creation of game worlds.
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

Evaluating AI-Based Games through Retellings.
Proceedings of the Fifteenth AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment, 2019

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

Throwing Bottles at God: Predictive Text as a Game Mechanic in an AI-Based Narrative Game.
Proceedings of the Interactive Storytelling, 2018

Sketching a Map of the Storylets Design Space.
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

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

Refining operational logics.
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

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

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

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

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
We Can and Must Understand Computers NOW.
Proceedings of the Intertwingled - The Work and Influence of Ted Nelson, 2015

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

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

Methods and Recommendations for Archival Records of Game Development: The Case of Academic Games.
Proceedings of the 10th International Conference on the Foundations of Digital 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

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

Towards a theory of choice poetics.
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

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

Using Expressive Language Generation to Increase Authorial Leverage.
Proceedings of the Intelligent Narrative Technologies VI, 2013

Endless Web.
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
Network for sciences, engineering, arts and design.
Proceedings of the International Conference on Computer Graphics and Interactive Techniques, 2012

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

PCG-based game design: creating Endless Web.
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

Motivational game design patterns of 'ville games.
Proceedings of the International Conference on the Foundations of Digital Games, 2012

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

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

2011
Perceived or Not Perceived: Film Character Models for Expressive NLG.
Proceedings of the Interactive Storytelling, 2011

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

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

SpyFeet: an exercise RPG.
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

Literary Practice and the Digital Humanities, Redux: Data as/and Poetry.
Proceedings of the 6th Annual International Conference of the Alliance of Digital Humanities Organizations, 2011

Murder in the Arboretum: Comparing Character Models to Personality Models.
Proceedings of the Intelligent Narrative Technologies IV, 2011

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

A Step Towards the Future of Role-Playing Games: The SpyFeet Mobile RPG Project.
Proceedings of the Seventh AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment, 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
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

<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

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

What went wrong: a taxonomy of video game bugs.
Proceedings of the International Conference on the Foundations of Digital Games, 2010

Mining game statistics from web services: a World of Warcraft armory case study.
Proceedings of the International Conference on the Foundations of Digital Games, 2010

Minstrel Remixed: Procedurally Generating Stories.
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

Polymorph: A Model for Dynamic Level Generation.
Proceedings of the Sixth AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment, 2010

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

Better Game Studies Education the Carcassonne Way.
Proceedings of the 2009 DiGRA International Conference: Breaking New Ground: Innovation in Games, 2009

2005
Cave writing: toward a platform for literary immersive VR.
Proceedings of the 32. International Conference on Computer Graphics and Interactive Techniques, 2005

2004
Book Review: Marie-Laure Ryan, <i>Narrative as Virtual Reality: Immersion and Interactivity in Literature and Electronic Media</i> , Johns Hopkins University Press, Baltimore, 2001, 399 p.
Comput. Humanit., 2004

What hypertext is.
Proceedings of the HYPERTEXT 2004, 2004

2003
Screen: bodily interaction with text in immersive VR.
Proceedings of the SIGGRAPH 2003 Conference on Sketches & Applications: in conjunction with the 30th annual conference on Computer graphics and interactive techniques, 2003

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

1999
Hypermedia, eternal life, and the impermanence agent.
Proceedings of the 26th Annual Conference on Computer Graphics and Interactive Techniques, 1999

1997
A zooming sketchpad, a multiscale narrative: Pad++, PadDraw, Gray Matters.
Proceedings of the ACM SIGGRAPH 97 Visual Proceedings: The art and interdisciplinary programs of SIGGRAPH '97, 1997


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