Robert Michael Young

Affiliations:
  • North Carolina State University, Raleigh, NC, USA


According to our database1, Robert Michael Young authored at least 137 papers between 1992 and 2023.

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Bibliography

2023
MultiStyle: Characterizing Multiplayer Cooperative Gameplay by Incorporating Distinct Player Playstyles in a Multi-Agent Planner.
Proceedings of the AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment, 2023

2022
HeadSpace: Incorporating Action Failure and Character Beliefs into Narrative Planning.
Proceedings of the Eighteenth AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment, 2022

Evaluating Reader Comprehension of Plan-Based Stories Containing Failed Actions.
Proceedings of the Eighteenth AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment, 2022

RPGPref: A Planning Heuristic That Uses Playstyle Preferences to Model Player Action and Choice.
Proceedings of the Eighteenth AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment, 2022

2021
Generating QUEST Representations for Narrative Plans Consisting of Failed Actions.
Proceedings of the FDG'21: The 16th International Conference on the Foundations of Digital Games 2021, 2021

2020
Invisible Dynamic Mechanic Adjustment in Virtual Reality Games.
Proceedings of the IEEE International Conference on Artificial Intelligence and Virtual Reality, 2020

2019
Perceptual Experience Management.
IEEE Trans. Games, 2019

Firebolt: A System for Automated Low-Level Cinematic Narrative Realization.
Proceedings of the Interactive Storytelling, 2019

ShowRunner: A Tool for Storyline Execution/Visualization in 3D Game Environments.
Proceedings of the Interactive Storytelling, 2019

A Knowledge Representation for Planning-Based Story Generation Applied to the Manual and Automatic Encoding of Plot.
Proceedings of the Interactive Storytelling, 2019

Leveraging Machinima to Characterize Comprehension of Character Motivation.
Proceedings of the Interactive Storytelling, 2019

Efficient choice enumeration for narrative world design.
Proceedings of the 14th International Conference on the Foundations of Digital Games, 2019

2018
Science Considered Helpful.
Proceedings of the Interactive Storytelling, 2018

Plan-Based Intention Revision.
Proceedings of the Thirty-Second AAAI Conference on Artificial Intelligence, 2018

2017
Leveraging Intention Revision in Narrative Planning to Create Suspenseful Stories.
IEEE Trans. Comput. Intell. AI Games, 2017

Sketching a Generative Model of Intention Management for Characters in Stories: Adding Intention Management to a Belief-Driven Story Planning Algorithm.
Proceedings of the Workshops of the Thirteenth AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment, 2017

Automated Screenplay Annotation for Extracting Storytelling Knowledge.
Proceedings of the Workshops of the Thirteenth AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment, 2017

Merits of Hierarchical Story and Discourse Planning with Merged Languages.
Proceedings of the Thirteenth AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment (AIIDE-17), 2017

A Specialized Corpus for Film Understanding.
Proceedings of the Workshops of the Thirteenth AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment, 2017

Generating Stories that Include Failed Actions by Modeling False Character Beliefs.
Proceedings of the Workshops of the Thirteenth AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment, 2017

Narrative Mediation as Probabilistic Planning.
Proceedings of the Workshops of the Thirteenth AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment, 2017

Directing Intentional Superposition Manipulation.
Proceedings of the Workshops of the Thirteenth AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment, 2017

Towards Intelligent Narrative-Based Interfaces for Sensemaking.
Proceedings of the Workshops of the Thirteenth AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment, 2017

Bardic: Generating Multimedia Narratives for Game Logs.
Proceedings of the Workshops of the Thirteenth AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment, 2017

An Empirical Evaluation of a Generative Method for the Expression of Personality Traits through Action Choice.
Proceedings of the Thirteenth AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment (AIIDE-17), 2017

Planning Graphs for Efficient Generation of Desirable Narrative Trajectories.
Proceedings of the Workshops of the Thirteenth AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment, 2017

Toward Combining Domain Theory and Recipes in Plan Recognition.
Proceedings of the Workshops of the The Thirty-First AAAI Conference on Artificial Intelligence, 2017

2016
Intentionality and Conflict in The Best Laid Plans Interactive Narrative Virtual Environment.
IEEE Trans. Comput. Intell. AI Games, 2016

Discourse-Driven Narrative Generation With Bipartite Planning.
Proceedings of the INLG 2016, 2016

A Formative Study Evaluating the Perception of Personality Traits for Planning-Based Narrative Generation.
Proceedings of the Interactive Storytelling, 2016

Summarizing and Comparing Story Plans.
Proceedings of the 7th Workshop on Computational Models of Narrative, 2016

A Cognitive-Based Model of Flashbacks for Computational Narratives.
Proceedings of the Twelfth AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment, 2016

2015
Suspenser: A Story Generation System for Suspense.
IEEE Trans. Comput. Intell. AI Games, 2015

Reports of the Workshops Held at the Tenth AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment.
AI Mag., 2015

Good Timing for Computational Models of Narrative Discourse.
Proceedings of the 6th Workshop on Computational Models of Narrative, 2015

Impulse: a Formal Characterization of Story.
Proceedings of the 6th Workshop on Computational Models of Narrative, 2015

Interactive Narrative Intervention Alibis through Domain Revision.
Proceedings of the 8th Workshop on Intelligent Narrative Technologies and 4th Workshop on Social Believability in Games, 2015

Automated Gameplay Generation from Declarative World Representations.
Proceedings of the Eleventh AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment, 2015

Plotter: Operationalizing the Master Book of All Plots.
Proceedings of the 8th Workshop on Intelligent Narrative Technologies and 4th Workshop on Social Believability in Games, 2015

Merits of a Temporal Modal Logic for Narrative Discourse Generation.
Proceedings of the 8th Workshop on Intelligent Narrative Technologies and 4th Workshop on Social Believability in Games, 2015

Playable Experiences at AIIDE 2015.
Proceedings of the Eleventh AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment, 2015

Symbolic Plan Recognition in Interactive Narrative Environments.
Proceedings of the 8th Workshop on Intelligent Narrative Technologies and 4th Workshop on Social Believability in Games, 2015

A Tripartite Plan-Based Model of Narrative for Narrative Discourse Generation.
Proceedings of the 8th Workshop on Intelligent Narrative Technologies and 4th Workshop on Social Believability in Games, 2015

Interactive Narrative Planning in The Best Laid Plans.
Proceedings of the Twenty-Ninth AAAI Conference on Artificial Intelligence, 2015

A Goal-Based Model of Personality for Planning-Based Narrative Generation.
Proceedings of the Twenty-Ninth AAAI Conference on Artificial Intelligence, 2015

2014
A Computational Model of Plan-Based Narrative Conflict at the Fabula Level.
IEEE Trans. Comput. Intell. AI Games, 2014

Guest Editorial: Computational Narrative and Games.
IEEE Trans. Comput. Intell. AI Games, 2014

A Computational Model of Narrative Generation for Surprise Arousal.
IEEE Trans. Comput. Intell. AI Games, 2014

Cognitive models of discourse comprehension for narrative generation.
Lit. Linguistic Comput., 2014

Towards an Extended Declarative Representation for Camera Planning.
Proceedings of the 3rd Workshop on Intelligent Cinematography and Editing, 2014

Adapting IRIS, a Non-Interactive Narrative Generation System, to an Interactive Text Adventure Game.
Proceedings of the Twenty-Seventh International Florida Artificial Intelligence Research Society Conference, 2014

IC-CRIME snapshots: training crime scene photographers using procedural content generation in games.
Proceedings of the first ACM SIGCHI annual symposium on Computer-human interaction in play, Toronto, ON, Canada, October 19, 2014

Glaive: A State-Space Narrative Planner Supporting Intentionality and Conflict.
Proceedings of the Tenth AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment, 2014

Playable Experiences at AIIDE 2014.
Proceedings of the Tenth AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment, 2014

Finding Schrödinger's Gun.
Proceedings of the Tenth AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment, 2014

Foreseeing Meaningful Choices.
Proceedings of the Tenth AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment, 2014

A Knowledge Representation that Models Memory in Narrative Comprehension.
Proceedings of the Twenty-Eighth AAAI Conference on Artificial Intelligence, 2014

2013
A Cognitivist Theory of Affordances for Games.
Proceedings of the 2013 DiGRA International Conference: DeFragging Game Studies, 2013

Computational and Cognitive Aspects of Narrative.
Proceedings of the 35th Annual Meeting of the Cognitive Science Society, 2013

CB-POCL: A Choice-Based Algorithm for Character Personality in Planning-based Narrative Generation.
Proceedings of the 2013 Workshop on Computational Models of Narrative, 2013

Modelling Character Knowledge in Plan-Based Interactive Narrative to Extend Accomodative Mediation.
Proceedings of the Intelligent Narrative Technologies VI, 2013

Evaluating the Use of Action Templates to Create Suspense in Narrative Planning.
Proceedings of the Intelligent Narrative Technologies VI, 2013

Ember, Toward Salience-Based Cinematic Generation.
Proceedings of the Intelligent Narrative Technologies VI, 2013

2012
Toward a Computational Model for the Automatic Generation of Character Personality in Interactive Narrative.
Proceedings of the Intelligent Virtual Agents - 12th International Conference, 2012

Four Quantitative Metrics Describing Narrative Conflict.
Proceedings of the Interactive Storytelling - 5th International Conference, 2012

Validating a plan-based model of narrative conflict.
Proceedings of the International Conference on the Foundations of Digital Games, 2012

Characterizing gameplay in a player model of game story comprehension.
Proceedings of the International Conference on the Foundations of Digital Games, 2012

2011
Automatic identification and generation of highlight cinematics for 3D games.
Proceedings of the Foundations of Digital Games, 2011

Toward a computational model of focalization in narrative.
Proceedings of the Foundations of Digital Games, 2011

Automated story generation with multiple internal focalization.
Proceedings of the 2011 IEEE Conference on Computational Intelligence and Games, 2011

Approaching a Player Model of Game Story Comprehension Through Affordance in Interactive Narrative.
Proceedings of the Intelligent Narrative Technologies IV, 2011

CPOCL: A Narrative Planner Supporting Conflict.
Proceedings of the Seventh AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment, 2011

Initial Results for Measuring Four Dimensions of Narrative Conflict.
Proceedings of the Intelligent Narrative Technologies IV, 2011

The Case for Intention Revision in Stories and its Incorporation into IRIS, a Story-Based Planning System.
Proceedings of the Intelligent Narrative Technologies IV, 2011

Design and Evaluation of Afterthought, A System that Automatically Creates Highlight Cinematics for 3D Games.
Proceedings of the Seventh AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment, 2011

Annie and FixIt: Showcasing Dynamic Guidance for Task-Based Exploratory Learning.
Proceedings of the Artificial Intelligence in Education - 15th International Conference, 2011

Dynamic Guidance for Task-Based Exploratory Learning.
Proceedings of the Artificial Intelligence in Education - 15th International Conference, 2011

2010
Annie: Automated Generation of Adaptive Learner Guidance for Fun Serious Games.
IEEE Trans. Learn. Technol., 2010

Cinematic Visual Discourse: Representation, Generation, and Evaluation.
IEEE Trans. Comput. Intell. AI Games, 2010

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

Internet Predictions.
IEEE Internet Comput., 2010

Extending models of conflict and intent dynamics in narrative-based virtual worlds.
Proceedings of the First Annual ACM SIGMM Conference on Multimedia Systems, 2010

Annie: A Tutor That Works in Digital Games.
Proceedings of the Intelligent Tutoring Systems, 10th International Conference, 2010

A method for generating narrative discourse to prompt inferences.
Proceedings of the Intelligent Narrative Technologies III Workshop, 2010

Modeling Narrative Conflict to Generate Interesting Stories.
Proceedings of the Sixth AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment, 2010

Invited Talks.
Proceedings of the Sixth AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment, 2010

Rethinking Traditional Planning Assumptions to Facilitate Narrative Generation.
Proceedings of the Computational Models of Narrative, 2010

2009
Proactive Mediation in Plan-Based Narrative Environments.
IEEE Trans. Comput. Intell. AI Games, 2009

Comparing Effects of Different Cinematic Visualization Strategies on Viewer Comprehension.
Proceedings of the Interactive Storytelling, 2009

Suspense? Surprise! or How to Generate Stories with Surprise Endings by Exploiting the Disparity of Knowledge between a Story's Reader and Its Characters.
Proceedings of the Interactive Storytelling, 2009

Toward a domain-independent framework to automate scaffolding of task-based learning in digital games.
Proceedings of the 4th International Conference on Foundations of Digital Games, 2009

Evaluation of intelligent camera control systems based on cognitive models of comprehension.
Proceedings of the 4th International Conference on Foundations of Digital Games, 2009

Stimulating creative flow through computational feedback.
Proceedings of the Computational Creativity: An Interdisciplinary Approach, 12.07., 2009

Bowyer: A Planning Tool for Bridging the Gap between Declarative and Procedural Domains.
Proceedings of the Fifth Artificial Intelligence and Interactive Digital Entertainment Conference, 2009

Using Task-Based Modeling to Generate Scaffolding in Narrative-Guided Exploratory Learning Environments.
Proceedings of the Artificial Intelligence in Education: Building Learning Systems that Care: From Knowledge Representation to Affective Modelling, 2009

Evaluation of a computational model of surprise arousal in narratives.
Proceedings of the Affective Computing and Intelligent Interaction, 2009

A Computational Model of Inferencing in Narrative.
Proceedings of the Intelligent Narrative Technologies II, 2009

Zuzen, a cloud-based framework for automated machinima generation.
Proceedings of the International Conference on Advances in Computer Entertainment Technology, 2009

2008
Narrative Generation for Suspense: Modeling and Evaluation.
Proceedings of the Interactive Storytelling, 2008

A Use of Flashback and Foreshadowing for Surprise Arousal in Narrative Using a Plan-Based Approach.
Proceedings of the Interactive Storytelling, 2008

Longboard: A Sketch Based Intelligent Storyboarding Tool for Creating Machinima.
Proceedings of the Twenty-First International Florida Artificial Intelligence Research Society Conference, 2008

Automatically Generating Summary Visualizations from Game Logs.
Proceedings of the Fourth Artificial Intelligence and Interactive Digital Entertainment Conference, 2008

Computational Creativity in Narrative Generation: Utility and Novelty Based on Models of Story Comprehension.
Proceedings of the Creative Intelligent Systems, 2008

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

From Linear Story Generation to Branching Story Graphs.
IEEE Computer Graphics and Applications, 2006

Representational Requirements for a Plan Based Approach to Automated Camera Control.
Proceedings of the Second Artificial Intelligence and Interactive Digital Entertainment Conference, 2006

A Framework for Summarizing Game Experiences as Narratives.
Proceedings of the Second Artificial Intelligence and Interactive Digital Entertainment Conference, 2006

Distributed Interactive Narrative Planning System.
Proceedings of the Distributed Plan and Schedule Management, 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

Providing intelligent help across applications in dynamic user and environment contexts.
Proceedings of the 10th International Conference on Intelligent User Interfaces, 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

A Discourse Planning Approach to Cinematic Camera Control for Narratives in Virtual Environments.
Proceedings of the Proceedings, 2005

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

Towards an intelligent storyboarding tool for 3D games.
Proceedings of the International Conference on Advances in Computer Entertainment Technology, 2005

Real-time cinematic camera control for interactive narratives.
Proceedings of the International Conference on Advances in Computer Entertainment Technology, 2005

2004
Internet-Based Games.
Proceedings of the Practical Handbook of Internet Computing., 2004

Experiments with planning and markets in multiagent systems.
SIGecom Exch., 2004

An architecture for integrating plan-based behavior generation with interactive game environments.
J. Game Dev., 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

Strategic Deception in Agents.
Proceedings of the 3rd International Joint Conference on Autonomous Agents and Multiagent Systems (AAMAS 2004), 2004

Comparing Cognitive and Computational Models of Narrative Structure.
Proceedings of the Nineteenth National Conference on Artificial Intelligence, 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

2001
Introductory AI educational resources on the web.
Intell., 2001

Links: Common Lisp resources on the Web.
Intell., 2001

Links: artificial intelligence and interactive entertainment.
Intell., 2001

Links: AI planning resources on the Web.
Intell., 2001

Interface Agents in Model World Environments.
AI Mag., 2001

Cognitive Dimensions of Notations: Design Tools for Cognitive Technology.
Proceedings of the Cognitive Technology: Instruments of Mind, 4th International Conference, 2001

1999
Using Grice's maxim of Quantity to select the content of plan descriptions.
Artif. Intell., 1999

Cooperative Plan Identification: Constructing Concise and Effective Plan Descriptions.
Proceedings of the Sixteenth National Conference on Artificial Intelligence and Eleventh Conference on Innovative Applications of Artificial Intelligence, 1999

1996
Using Plan Reasoning in the Generation of Plan Descriptions.
Proceedings of the Thirteenth National Conference on Artificial Intelligence and Eighth Innovative Applications of Artificial Intelligence Conference, 1996

1994
Towards a Principled Representation of Discourse Plans.
CoRR, 1994

DPOCL: A Principled Approach To Discourse Planning.
Proceedings of the Seventh International Workshop on Natural Language Generation, 1994

Decomposition and Causality in Partial-order Planning.
Proceedings of the Second International Conference on Artificial Intelligence Planning Systems, 1994

1992
Evaluating the Behaviour of the BAe 146 Hydraulic System Using the Doris System.
Proceedings of the 10th European Conference on Artificial Intelligence, 1992


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