Stavros Vassos

According to our database1, Stavros Vassos authored at least 38 papers between 2007 and 2019.

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Bibliography

2019
Transformation through Provocation?
Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems, 2019

2017
Accessing Government Open Data Through Chatbots.
Proceedings of the Current Trends in Web Engineering, 2017

2016
Progression and Verification of Situation Calculus Agents with Bounded Beliefs.
Studia Logica, 2016

Ideas matchmaking for supporting innovators and entrepreneurs.
Proceedings of the Workshop on Data-Driven Innovation on the Web, 2016

Controlling Logistics Robots with the Action-Based Language YAGI.
Proceedings of the Intelligent Robotics and Applications - 9th International Conference, 2016

Art-Bots: Toward Chat-Based Conversational Experiences in Museums.
Proceedings of the Interactive Storytelling, 2016

Pruning and preprocessing methods for inventory-aware pathfinding.
Proceedings of the IEEE Conference on Computational Intelligence and Games, 2016

2015
Touching Notes: A Gesture-Based Game for Teaching Music to Children.
Proceedings of the Ninth International Conference on Tangible, 2015

Service Composition with PDDL Representations and Visualization over Videogame Engines (Short Paper).
Proceedings of the 8th IEEE International Conference on Service-Oriented Computing and Applications, 2015

Optimizing Long-Running Action Histories in the Situation Calculus Through Search.
Proceedings of the PRIMA 2015: Principles and Practice of Multi-Agent Systems, 2015

Collecting Human Habit Datasets for Smart Spaces Through Gamification and Crowdsourcing.
Proceedings of the Games and Learning Alliance - 4th International Conference, 2015

Path Planning with Inventory-Driven Jump-Point-Search.
Proceedings of the Eleventh AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment, 2015

Towards a Novel Method for Architectural Design through μ-Concepts and Computational Intelligence.
Proceedings of the 1st Workshop on Artificial Intelligence and Design, 2015

2014
Flexible Behavior for Worker Units in Real-Time Strategy Games Using STRIPS Planning.
Proceedings of the Artificial Intelligence: Methods and Applications, 2014

Story Generation in PDDL Using Character Moods: A Case Study on Iliad's First Book.
Proceedings of the Artificial Intelligence: Methods and Applications, 2014

Action Theories over Generalized Databases with Equality Constraints (Extended Abstract).
Proceedings of the Principles of Knowledge Representation and Reasoning: Proceedings of the Fourteenth International Conference, 2014

Transforming Situation Calculus Action Theories for Optimised Reasoning.
Proceedings of the Principles of Knowledge Representation and Reasoning: Proceedings of the Fourteenth International Conference, 2014

Action Theories over Generalized Databases with Equality Constraints.
Proceedings of the Logics in Artificial Intelligence - 14th European Conference, 2014

LTL Verification of Online Executions with Sensing in Bounded Situation Calculus.
Proceedings of the ECAI 2014 - 21st European Conference on Artificial Intelligence, 18-22 August 2014, Prague, Czech Republic, 2014

Coordinating Dialogue Systems and Stories through Behavior Composition.
Proceedings of the Computer Games - Third Workshop on Computer Games, 2014

Belief-Driven Pathfinding through Personalized Map Abstraction.
Proceedings of the Tenth AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment, 2014

2013
Action-based Character AI in Video-games with CogBots Architecture: A Preliminary Report.
CoRR, 2013

How to progress a database III.
Artif. Intell., 2013

Planning with a task modeling framework in manufacturing robotics.
Proceedings of the 2013 IEEE/RSJ International Conference on Intelligent Robots and Systems, 2013

A Classification of First-Order Progressable Action Theories in Situation Calculus.
Proceedings of the IJCAI 2013, 2013

Synthesizing daily life logs through gaming and simulation.
Proceedings of the 2013 ACM International Joint Conference on Pervasive and Ubiquitous Computing, 2013

Combining deliberation and reactive behavior for AI players in the Mini-Tichu card-game.
Proceedings of the 8th International Conference on the Foundations of Digital Games, 2013

Benchmarking smart spaces through autonomous virtual agents.
Proceedings of the International conference on Autonomous Agents and Multi-Agent Systems, 2013

2012
TELEIOS: A Database-Powered Virtual Earth Observatory.
Proc. VLDB Endow., 2012

Reports of the AAAI 2012 Conference Workshops.
AI Magazine, 2012

iThink: A Library for Classical Planning in Video-Games.
Proceedings of the Artificial Intelligence: Theories and Applications, 2012


Building Virtual Earth Observatories Using Ontologies, Linked Geospatial Data and Knowledge Discovery Algorithms.
Proceedings of the On the Move to Meaningful Internet Systems: OTM 2012, 2012

Action-Based Imperative Programming with YAGI.
Proceedings of the Cognitive Robotics, 2012

2011
The SimpleFPS Planning Domain: A PDDL Benchmark for Proactive NPCs.
Proceedings of the Intelligent Narrative Technologies IV, 2011

2008
First-Order Strong Progression for Local-Effect Basic Action Theories.
Proceedings of the Principles of Knowledge Representation and Reasoning: Proceedings of the Eleventh International Conference, 2008

On the Progression of Situation Calculus Basic Action Theories: Resolving a 10-year-old Conjecture.
Proceedings of the Twenty-Third AAAI Conference on Artificial Intelligence, 2008

2007
Progression of Situation Calculus Action Theories with Incomplete Information.
Proceedings of the IJCAI 2007, 2007


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