Santiago Ontañón

Orcid: 0000-0002-9616-2981

Affiliations:
  • Drexel University
  • Georgia Institute of Technology, Atlanta, USA (former)


According to our database1, Santiago Ontañón authored at least 218 papers between 2001 and 2023.

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Bibliography

2023
Functional Interpolation for Relative Positions Improves Long Context Transformers.
CoRR, 2023

Cleanba: A Reproducible and Efficient Distributed Reinforcement Learning Platform.
CoRR, 2023

MEMORY-VQ: Compression for Tractable Internet-Scale Memory.
CoRR, 2023

Multi-Task End-to-End Training Improves Conversational Recommendation.
CoRR, 2023

Improving Fairness in Adaptive Social Exergames via Shapley Bandits.
Proceedings of the 28th International Conference on Intelligent User Interfaces, 2023

mLongT5: A Multilingual and Efficient Text-To-Text Transformer for Longer Sequences.
Proceedings of the Findings of the Association for Computational Linguistics: EMNLP 2023, 2023

CoLT5: Faster Long-Range Transformers with Conditional Computation.
Proceedings of the 2023 Conference on Empirical Methods in Natural Language Processing, 2023

Beyond UCT: MAB Exploration Improvements for Monte Carlo Tree Search.
Proceedings of the IEEE Conference on Games, 2023

Distribution Fairness in Multiplayer AI Using Shapley Constraints.
Proceedings of the AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment, 2023

2022
An Experimental Survey on Methods for Integrating Scripts Into Adversarial Search for RTS Games.
IEEE Trans. Games, 2022

Modeling Player Knowledge in a Parallel Programming Educational Game.
IEEE Trans. Games, 2022

Detection of driver health condition by monitoring driving behavior through machine learning from observation.
Expert Syst. Appl., 2022

A2C is a special case of PPO.
CoRR, 2022

LogicInference: A New Dataset for Teaching Logical Inference to seq2seq Models.
CoRR, 2022

FNet: Mixing Tokens with Fourier Transforms.
Proceedings of the 2022 Conference of the North American Chapter of the Association for Computational Linguistics: Human Language Technologies, 2022

LongT5: Efficient Text-To-Text Transformer for Long Sequences.
Proceedings of the Findings of the Association for Computational Linguistics: NAACL 2022, 2022

A Closer Look at Invalid Action Masking in Policy Gradient Algorithms.
Proceedings of the Thirty-Fifth International Florida Artificial Intelligence Research Society Conference, 2022

Making Transformers Solve Compositional Tasks.
Proceedings of the 60th Annual Meeting of the Association for Computational Linguistics (Volume 1: Long Papers), 2022

2021
Personalization Paradox in Behavior Change Apps: Lessons from a Social Comparison-Based Personalized App for Physical Activity.
Proc. ACM Hum. Comput. Interact., 2021

Identifying On-road Scenarios Predictive of ADHD usingDriving Simulator Time Series Data.
CoRR, 2021

Iterative Decoding for Compositional Generalization in Transformers.
CoRR, 2021

An Empirical Investigation of Early Stopping Optimizations in Proximal Policy Optimization.
IEEE Access, 2021

Mondegreen: A Post-Processing Solution to Speech Recognition Error Correction for Voice Search Queries.
Proceedings of the KDD '21: The 27th ACM SIGKDD Conference on Knowledge Discovery and Data Mining, 2021

The Personalization Paradox: the Conflict between Accurate User Models and Personalized Adaptive Systems.
Proceedings of the IUI '21: 26th International Conference on Intelligent User Interfaces, 2021

ADHD Prediction via Time Series Ensemble fed Driving Simulator Data.
Proceedings of the Thirty-Fourth International Florida Artificial Intelligence Research Society Conference, 2021

Contextual Combinatorial Bandits in Real-Time Strategy Games.
Proceedings of the 2021 IEEE Conference on Games (CoG), 2021

Gym-µRTS: Toward Affordable Full Game Real-time Strategy Games Research with Deep Reinforcement Learning.
Proceedings of the 2021 IEEE Conference on Games (CoG), 2021

Multiplayer Modeling via Multi-Armed Bandits.
Proceedings of the 2021 IEEE Conference on Games (CoG), 2021

Improving Compositional Generalization in Classification Tasks via Structure Annotations.
Proceedings of the 59th Annual Meeting of the Association for Computational Linguistics and the 11th International Joint Conference on Natural Language Processing, 2021

2020
Action Guidance: Getting the Best of Sparse Rewards and Shaped Rewards for Real-time Strategy Games.
CoRR, 2020

Understanding Learners' Problem-Solving Strategies in Concurrent and Parallel Programming: A Game-Based Approach.
CoRR, 2020

ETC: Encoding Long and Structured Data in Transformers.
CoRR, 2020

An overview of distance and similarity functions for structured data.
Artif. Intell. Rev., 2020

Big Bird: Transformers for Longer Sequences.
Proceedings of the Advances in Neural Information Processing Systems 33: Annual Conference on Neural Information Processing Systems 2020, 2020

Spatially Aligned Clustering of Driving Simulator Data.
Proceedings of the Thirty-Third International Florida Artificial Intelligence Research Society Conference, 2020

Player-Centered AI for Automatic Game Personalization: Open Problems.
Proceedings of the FDG '20: International Conference on the Foundations of Digital Games, 2020

Player Modeling via Multi-Armed Bandits.
Proceedings of the FDG '20: International Conference on the Foundations of Digital Games, 2020

ETC: Encoding Long and Structured Inputs in Transformers.
Proceedings of the 2020 Conference on Empirical Methods in Natural Language Processing, 2020

Discovering Meaningful Labelings for RTS Game Replays via Replay Embeddings.
Proceedings of the IEEE Conference on Games, 2020

Regression Oracles and Exploration Strategies for Short-Horizon Multi-Armed Bandits.
Proceedings of the IEEE Conference on Games, 2020

Are Strong Policies Also Good Playout Policies? Playout Policy Optimization for RTS Games.
Proceedings of the Sixteenth AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment, 2020

Bandit-Based Policy Optimization for Monte Carlo Tree Search in RTS Games.
Proceedings of the Joint Proceedings of the AIIDE 2020 Workshops co-located with 16th AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment (AIIDE 2020), 2020

2019
RTS AI Problems and Techniques.
Proceedings of the Encyclopedia of Computer Graphics and Games., 2019

StarCraft Bots and Competitions.
Proceedings of the Encyclopedia of Computer Graphics and Games., 2019

Comparing Observation and Action Representations for Deep Reinforcement Learning in MicroRTS.
CoRR, 2019

Modeling Behavior Patterns with an Unfamiliar Voice User Interface.
Proceedings of the 27th ACM Conference on User Modeling, Adaptation and Personalization, 2019

Programming in game space: how to represent parallel programming concepts in an educational game.
Proceedings of the 14th International Conference on the Foundations of Digital Games, 2019

Experience Management in Multi-player Games.
Proceedings of the IEEE Conference on Games, 2019

Scaling up CCG-Based Plan Recognition via Monte-Carlo Tree Search.
Proceedings of the IEEE Conference on Games, 2019

Guiding Monte Carlo Tree Search by Scripts in Real-Time Strategy Games.
Proceedings of the Fifteenth AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment, 2019

Playable Experiences at the 15th AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment.
Proceedings of the Fifteenth AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment, 2019

Extracting Policies from Replays to Improve MCTS in Real Time Strategy Games.
Proceedings of the 2nd Workshop on Knowledge Extraction from Games co-located with 33rd AAAI Conference on Artificial Intelligence, 2019

Extracting CCGs for Plan Recognition in RTS Games.
Proceedings of the 2nd Workshop on Knowledge Extraction from Games co-located with 33rd AAAI Conference on Artificial Intelligence, 2019

2018
Combat Models for RTS Games.
IEEE Trans. Games, 2018

Refinement operators for directed labeled graphs with applications to instance-based learning.
Knowl. Based Syst., 2018

The First microRTS Artificial Intelligence Competition.
AI Mag., 2018

The 13th AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment.
AI Mag., 2018

Lessons Learned From an Interactive Educational Computer Game About Concurrent Programming: (Abstract Only).
Proceedings of the 49th ACM Technical Symposium on Computer Science Education, 2018

Autonomous Swarm Agents Using Case-Based Reasoning.
Proceedings of the Artificial Intelligence XXXV, 2018

Machine Learning from Observation to Detect Abnormal Driving Behavior in Humans.
Proceedings of the Thirty-First International Florida Artificial Intelligence Research Society Conference, 2018

Learning Behavior from Limited Demonstrations in the Context of Games.
Proceedings of the Thirty-First International Florida Artificial Intelligence Research Society Conference, 2018

Predictive Modeling with Vehicle Sensor Data and IoT for Injury Prevention.
Proceedings of the 4th IEEE International Conference on Collaboration and Internet Computing, 2018

Learning Map-Independent Evaluation Functions for Real-Time Strategy Games.
Proceedings of the 2018 IEEE Conference on Computational Intelligence and Games, 2018

μCCG, a CCG-based Game-Playing Agent for μRTS.
Proceedings of the 2018 IEEE Conference on Computational Intelligence and Games, 2018

A User Study on Learning from Human Demonstration.
Proceedings of the Fourteenth AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment, 2018

SHRDLU: A Game Prototype Inspired by Winograd's Natural Language Understanding Work.
Proceedings of the Fourteenth AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment, 2018

Tracing Player Knowledge in a Parallel Programming Educational Game.
Proceedings of the Fourteenth AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment, 2018

2017
Error Analysis in an Automated Narrative Information Extraction Pipeline.
IEEE Trans. Comput. Intell. AI Games, 2017

Learning to Generate Video Game Maps Using Markov Models.
IEEE Trans. Comput. Intell. AI Games, 2017

Combinatorial Multi-armed Bandits for Real-Time Strategy Games.
J. Artif. Intell. Res., 2017

Structural plan similarity based on refinements in the space of partial plans.
Comput. Intell., 2017

Reports on the 2017 AAAI Spring Symposium Series.
AI Mag., 2017

Player Movement Models for Video Game Level Generation.
Proceedings of the Twenty-Sixth International Joint Conference on Artificial Intelligence, 2017

Feature Selection for Learning from Demonstration in Minecraft.
Proceedings of the Thirtieth International Florida Artificial Intelligence Research Society Conference, 2017

From computational narrative analysis to generation: a preliminary review.
Proceedings of the International Conference on the Foundations of Digital Games, 2017

Graph grammar-based controllable generation of puzzles for a learning game about parallel programming.
Proceedings of the International Conference on the Foundations of Digital Games, 2017

Understanding mario: an evaluation of design metrics for platformers.
Proceedings of the International Conference on the Foundations of Digital Games, 2017

Single believe state generation for partially observable real-time strategy games.
Proceedings of the IEEE Conference on Computational Intelligence and Games, 2017

Procedural level generation using multi-layer level representations with MdMCs.
Proceedings of the IEEE Conference on Computational Intelligence and Games, 2017

Designing Visual Metaphors for an Educational Game for Parallel Programming.
Proceedings of the 2017 CHI Conference on Human Factors in Computing Systems, 2017

Towards End-to-End Natural Language Story Generation Systems.
Proceedings of the Workshops of the Thirteenth AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment, 2017

Single Believe State Generation for Handling Partial Observability with MCTS in StarCraft.
Proceedings of the Workshops of the Thirteenth AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment, 2017

Studying the Effects of Training Data on Machine Learning-Based Procedural Content Generation.
Proceedings of the Thirteenth AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment (AIIDE-17), 2017

Leveraging Multi-Layer Level Representations for Puzzle-Platformer Level Generation.
Proceedings of the Workshops of the Thirteenth AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment, 2017

Policies for Active Learning from Demonstration.
Proceedings of the 2017 AAAI Spring Symposia, 2017

Learning to Predict Driver Behavior from Observation.
Proceedings of the 2017 AAAI Spring Symposia, 2017

Towards Automatically Extracting Story Graphs from Natural Language Stories.
Proceedings of the Workshops of the The Thirty-First AAAI Conference on Artificial Intelligence, 2017

Bridging the Gap Between Computational Narrative and Natural Language Processing.
Proceedings of the Workshops of the The Thirty-First AAAI Conference on Artificial Intelligence, 2017

2016
Guest Editorial Real-Time Strategy Games.
IEEE Trans. Comput. Intell. AI Games, 2016

Behavioral Modeling Based on Probabilistic Finite Automata: An Empirical Study.
Sensors, 2016

Using a novel clumpiness measure to unite data with metadata: Finding common sequence patterns in immune receptor germline V genes.
Pattern Recognit. Lett., 2016

Measuring similarity of individuals in description logics over the refinement space of conjunctive queries.
J. Intell. Inf. Syst., 2016

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

RHOG: A Refinement-Operator Library for Directed Labeled Graphs.
CoRR, 2016

The AIIDE 2015 Workshop Program.
AI Mag., 2016

Controllable Procedural Content Generation via Constrained Multi-Dimensional Markov Chain Sampling.
Proceedings of the Twenty-Fifth International Joint Conference on Artificial Intelligence, 2016

Efficient approximation of labeling problems with applications to immune repertoire analysis.
Proceedings of the 23rd International Conference on Pattern Recognition, 2016

Refinement-Based Similarity Measures for Directed Labeled Graphs.
Proceedings of the Case-Based Reasoning Research and Development, 2016

Informed Monte Carlo Tree Search for Real-Time Strategy games.
Proceedings of the IEEE Conference on Computational Intelligence and Games, 2016

Predicting Proppian Narrative Functions from Stories in Natural Language.
Proceedings of the Twelfth AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment, 2016

Improving Monte Carlo Tree Search Policies in StarCraft via Probabilistic Models Learned from Replay Data.
Proceedings of the Twelfth AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment, 2016

An Approach to Domain Transfer in Procedural Content Generation of Two-Dimensional Videogame Levels.
Proceedings of the Twelfth AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment, 2016

2015
A semantic network-based evolutionary algorithm for computational creativity.
Evol. Intell., 2015

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

Refinement-based disintegration: An approach to re-representation in relational learning.
AI Commun., 2015

Speeding up operations on feature terms using constraint programming and variable symmetry.
Artif. Intell., 2015

Coordinated inductive learning using argumentation-based communication.
Auton. Agents Multi Agent Syst., 2015

Teaching a Virtual Robot to Perform Tasks by Learning from Observation.
Proceedings of the Ubiquitous Computing and Ambient Intelligence. Sensing, Processing, and Using Environmental Information, 2015

Narrative Hermeneutic Circle: Improving Character Role Identification from Natural Language Text via Feedback Loops.
Proceedings of the Twenty-Fourth International Joint Conference on Artificial Intelligence, 2015

Adversarial Hierarchical-Task Network Planning for Complex Real-Time Games.
Proceedings of the Twenty-Fourth International Joint Conference on Artificial Intelligence, 2015

Argument-Based Case Revision in CBR for Story Generation.
Proceedings of the Case-Based Reasoning Research and Development, 2015

Learning Behavior form Demonstration in Minecraft via Symbolic Similarity Measures.
Proceedings of the 10th International Conference on the Foundations of Digital Games, 2015

Exploring Player Trace Segmentation for Dynamic Play Style Prediction.
Proceedings of the Eleventh AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment, 2015

Automatic Learning of Combat Models for RTS Games.
Proceedings of the Eleventh AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment, 2015

A Hierarchical MdMC Approach to 2D Video Game Map Generation.
Proceedings of the Eleventh AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment, 2015

2014
Shall I Compare Thee to Another Story? - An Empirical Study of Analogy-Based Story Generation.
IEEE Trans. Comput. Intell. AI Games, 2014

A Dynamic-Bayesian Network framework for modeling and evaluating learning from observation.
Expert Syst. Appl., 2014

A semantic network-based evolutionary algorithm for modeling memetic evolution and creativity.
CoRR, 2014

Least Common Subsumer Trees for Plan Retrieval.
Proceedings of the Case-Based Reasoning Research and Development, 2014

Case-Based Prediction of Teen Driver Behavior and Skill.
Proceedings of the Case-Based Reasoning Research and Development, 2014

Experiments in map generation using Markov chains.
Proceedings of the 9th International Conference on the Foundations of Digital Games, 2014

Toward Automatic Role Identification in Unannotated Folk Tales.
Proceedings of the Tenth AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment, 2014

Game-Tree Search over High-Level Game States in RTS Games.
Proceedings of the Tenth AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment, 2014

A Hierarchical Approach to Generating Maps Using Markov Chains.
Proceedings of the Tenth AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment, 2014

Walling in Strategy Games via Constraint Optimization.
Proceedings of the Tenth AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment, 2014

2013
A Survey of Real-Time Strategy Game AI Research and Competition in StarCraft.
IEEE Trans. Comput. Intell. AI Games, 2013

The Eighth AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment.
AI Mag., 2013

Report on the 21st International Conference on Case-Based Reasoning.
AI Mag., 2013

Refinement-Based Similarity Measure over DL Conjunctive Queries.
Proceedings of the Case-Based Reasoning Research and Development, 2013

A Comparison of Case Acquisition Strategies for Learning from Observations of State-Based Experts.
Proceedings of the Twenty-Sixth International Florida Artificial Intelligence Research Society Conference, 2013

Special Track on Case-Based Reasoning.
Proceedings of the Twenty-Sixth International Florida Artificial Intelligence Research Society Conference, 2013

Towards story-based content generation: From plot-points to maps.
Proceedings of the 2013 IEEE Conference on Computational Inteligence in Games (CIG), 2013

PSMAGE: Balanced map generation for StarCraft.
Proceedings of the 2013 IEEE Conference on Computational Inteligence in Games (CIG), 2013

An Approach to Re-Representation in Relational Learning.
Proceedings of the Artificial Intelligence Research and Development, 2013

A Dynamic Bayesian Network Framework for Learning from Observation.
Proceedings of the Advances in Artificial Intelligence, 2013

Evaluating Analogy-Based Story Generation: An Empirical Study.
Proceedings of the Ninth AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment, 2013

Toward Character Role Assignment for Natural Language Stories.
Proceedings of the Intelligent Narrative Technologies VI, 2013

The Combinatorial Multi-Armed Bandit Problem and Its Application to Real-Time Strategy Games.
Proceedings of the Ninth AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment, 2013

2012
An Ensemble Architecture for Learning Complex Problem-Solving Techniques from Demonstration.
ACM Trans. Intell. Syst. Technol., 2012

Similarity measures over refinement graphs.
Mach. Learn., 2012

Experiments with Game Tree Search in Real-Time Strategy Games
CoRR, 2012

A defeasible reasoning model of inductive concept learning from examples and communication.
Artif. Intell., 2012

Automated Generation of Cross-Domain Analogies via Evolutionary Computation.
Proceedings of the Third International Conference on Computational Creativity, 2012

Natural Language Generation through Case-Based Text Modification.
Proceedings of the Case-Based Reasoning Research and Development, 2012

On Knowledge Transfer in Case-Based Inference.
Proceedings of the Case-Based Reasoning Research and Development, 2012

GENA: A Case-Based Approach to the Generation of Audio-Visual Narratives.
Proceedings of the Case-Based Reasoning Research and Development, 2012

A Case-Based Approach to Mutual Adaptation of Taxonomic Ontologies.
Proceedings of the Case-Based Reasoning Research and Development, 2012

Toward a Knowledge Transfer Model of Case-Based Inference.
Proceedings of the Twenty-Fifth International Florida Artificial Intelligence Research Society Conference, 2012

Case Acquisition Strategies for Case-Based Reasoning in Real-Time Strategy Games.
Proceedings of the Twenty-Fifth International Florida Artificial Intelligence Research Society Conference, 2012

Feature Term Subsumption Using Constraint Programming with Basic Variable Symmetry.
Proceedings of the Principles and Practice of Constraint Programming, 2012

2011
An argumentation framework for learning, information exchange, and joint-deliberation in multi-agent systems.
Multiagent Grid Syst., 2011

Efficient Operations in Feature Terms Using Constraint Programming.
Proceedings of the Inductive Logic Programming - 21st International Conference, 2011

On the Role of Domain Knowledge in Analogy-Based Story Generation.
Proceedings of the IJCAI 2011, 2011

Measuring Similarity in Description Logics Using Refinement Operators.
Proceedings of the Case-Based Reasoning Research and Development, 2011

Amalgam-Based Reuse for Multiagent Case-Based Reasoning.
Proceedings of the Case-Based Reasoning Research and Development, 2011

A Case-Based Approach to Open-Ended Collective Agreement with Rational Ignorance.
Proceedings of the Case-Based Reasoning Research and Development, 2011

Why Can't a Virtual Character Be More Like a Human: A Mixed-Initiative Approach to Believable Agents.
Proceedings of the Virtual and Mixed Reality - Systems and Applications, 2011

Learning Opponent Strategies through First Order Induction.
Proceedings of the Twenty-Fourth International Florida Artificial Intelligence Research Society Conference, 2011

Representing game characters' inner worlds through narrative perspectives.
Proceedings of the Foundations of Digital Games, 2011

Towards a computational model of character status in interactive storytelling.
Proceedings of the 8th Conference on Creativity & Cognition, 2011

The SAM Algorithm for Analogy-Based Story Generation.
Proceedings of the Seventh AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment, 2011

2010
Drama Management and Player Modeling for Interactive Fiction Games.
Comput. Intell., 2010

On-Line Case-Based Planning.
Comput. Intell., 2010

A Software Framework for Multi Player Robot Games.
Proceedings of the Social Robotics - Second International Conference on Social Robotics, 2010

Multiagent Inductive Learning: an Argumentation-based Approach.
Proceedings of the 27th International Conference on Machine Learning (ICML-10), 2010

Textual vs. Graphical Interaction in an Interactive Fiction Game.
Proceedings of the Interactive Storytelling, 2010

Towards Analogy-Based Story Generation.
Proceedings of the International Conference on Computational Creativity, 2010

Amalgams: A Formal Approach for Combining Multiple Case Solutions.
Proceedings of the Case-Based Reasoning. Research and Development, 2010

Towards Argumentation-based Multiagent Induction.
Proceedings of the ECAI 2010, 2010

Concept Convergence in Empirical Domains.
Proceedings of the Discovery Science - 13th International Conference, 2010

Story representation in analogy-based story generation in Riu.
Proceedings of the 2010 IEEE Conference on Computational Intelligence and Games, 2010

Argumentation-based Example Interchange for Multiagent Induction.
Proceedings of the Artificial Intelligence Research and Development, 2010

Towards a Logical Model of Induction from Examples and Communication.
Proceedings of the Artificial Intelligence Research and Development, 2010

Empirical Argumentation: Integrating Induction and Argumentation in MAS.
Proceedings of the Argumentation in Multi-Agent Systems - 7th International Workshop, 2010

Story and Text Generation through Computational Analogy in the Riu System.
Proceedings of the Sixth AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment, 2010

2009
Goal-Driven Learning in the GILA Integrated Intelligence Architecture.
Proceedings of the IJCAI 2009, 2009

Evaluation of a Drama Manager Agent for an Interactive Story-Based Game.
Proceedings of the Interactive Storytelling, 2009

On Similarity Measures Based on a Refinement Lattice.
Proceedings of the Case-Based Reasoning Research and Development, 2009

Using Meta-reasoning to Improve the Performance of Case-Based Planning.
Proceedings of the Case-Based Reasoning Research and Development, 2009

Evaluating a Drama Management Approach in an Interactive Fiction Game.
Proceedings of the 2009 IEEE/WIC/ACM International Conference on Intelligent Agent Technology, 2009


Special Track on Case-Based Reasoning.
Proceedings of the Twenty-Second International Florida Artificial Intelligence Research Society Conference, 2009

Argumentation-based Distributed Induction.
Proceedings of the Second Workshop on Agreement Technologies, 2009

2008
Learning from Demonstration and Case-Based Planning for Real-Time Strategy Games.
Proceedings of the Soft Computing Applications in Industry, 2008

Ensemble case based learning for multi-agent systems.
PhD thesis, 2008

Learning, Information Exchange, and Joint-Deliberation through Argumentation in Multi-agent Systems.
Proceedings of the On the Move to Meaningful Internet Systems: OTM 2008 Workshops, 2008

Developing a Drama Management Architecture for Interactive Fiction Games.
Proceedings of the Interactive Storytelling, 2008

Real-Time Plan Adaptation for Case-Based Planning in Real-Time Strategy Games.
Proceedings of the Advances in Case-Based Reasoning, 9th European Conference, 2008

Situation Assessment for Plan Retrieval in Real-Time Strategy Games.
Proceedings of the Advances in Case-Based Reasoning, 9th European Conference, 2008

Argumentation-Based Information Exchange in Prediction Markets.
Proceedings of the Argumentation in Multi-Agent Systems, Fifth International Workshop, 2008

An Intelligent IDE for Behavior Authoring in Real-Time Strategy Games.
Proceedings of the Fourth Artificial Intelligence and Interactive Digital Entertainment Conference, 2008

Stochastic Plan Optimization in Real-Time Strategy Games.
Proceedings of the Fourth Artificial Intelligence and Interactive Digital Entertainment Conference, 2008

On-Line Case-Based Plan Adaptation for Real-Time Strategy Games.
Proceedings of the Twenty-Third AAAI Conference on Artificial Intelligence, 2008

2007
Case-based Learning from Proactive Communication.
Proceedings of the IJCAI 2007, 2007

Case-Based Planning and Execution for Real-Time Strategy Games.
Proceedings of the Case-Based Reasoning Research and Development, 2007

Towards Player Preference Modeling for Drama Management in Interactive Stories.
Proceedings of the Twentieth International Florida Artificial Intelligence Research Society Conference, 2007

Artificial Intelligence for Adaptive Computer Games.
Proceedings of the Twentieth International Florida Artificial Intelligence Research Society Conference, 2007

An Argumentation Based Approach to Multi-Agent Learning.
Proceedings of the Twentieth International Florida Artificial Intelligence Research Society Conference, 2007

Learning and joint deliberation through argumentation in multiagent systems.
Proceedings of the 6th International Joint Conference on Autonomous Agents and Multiagent Systems (AAMAS 2007), 2007

An Argumentation-Based Framework for Deliberation in Multi-agent Systems.
Proceedings of the Argumentation in Multi-Agent Systems, 4th International Workshop, 2007

Drama Management Evaluation for Interactive Fiction Games.
Proceedings of the Intelligent Narrative Technologies, 2007

Driving Interactive Drama Research through Building Complete Systems.
Proceedings of the Intelligent Narrative Technologies, 2007

2006
Learning collaboration strategies for committees of learning agents.
Auton. Agents Multi Agent Syst., 2006

Arguments and Counterexamples in Case-Based Joint Deliberation.
Proceedings of the Argumentation in Multi-Agent Systems, Third International Workshop, 2006

2005
The Explanatory Power of Symbolic Similarity in Case-Based Reasoning.
Artif. Intell. Rev., 2005

Recycling data for multi-agent learning.
Proceedings of the Machine Learning, 2005

Classification Algorithms for Biomedical Volume Datasets.
Proceedings of the Current Topics in Artificial Intelligence, 2005

2004
Justification-Based Case Retention.
Proceedings of the Advances in Case-Based Reasoning, 7th European Conference, 2004

Justification-Based Selection of Training Examples for Case Base Reduction.
Proceedings of the Machine Learning: ECML 2004, 2004

2003
Justification-based Multiagent Learning.
Proceedings of the Machine Learning, 2003

Collaborative Case Retention Strategies for CBR Agents.
Proceedings of the Case-Based Reasoning Research and Development, 2003

Learning to form dynamic committees.
Proceedings of the Second International Joint Conference on Autonomous Agents & Multiagent Systems, 2003

2002
Case Exchange Strategies in Multiagent Learning.
Proceedings of the Machine Learning: ECML 2002, 2002

Cooperative Case Bartering for Case-Based Reasoning Agents.
Proceedings of the Topics in Artificial Intelligence, 5th Catalonian Conference on AI, 2002

A bartering approach to improve multiagent learning.
Proceedings of the First International Joint Conference on Autonomous Agents & Multiagent Systems, 2002

Cooperative Multiagent Learning.
Proceedings of the Adaptive Agents and Multi-Agent Systems: Adaptation and Multi-Agent Learning, 2002

2001
Ensemble Case-Based Reasoning: Collaboration Policies for Multiagent Cooperative CBR.
Proceedings of the Case-Based Reasoning Research and Development, 2001

Learning When to Collaborate among Learning Agents.
Proceedings of the Machine Learning: EMCL 2001, 2001


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