Proceedings of the Twelfth AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment (AIIDE-16)
Sponsored by the Association for the Advancement of Artificial Intelligence
Nathan Sturtevant, Conference Chair, and Brian Magerko,, Program Chair
October 8–12, 2016, Burlingame, California USA. Published by The AAAI Press, Palo Alto, California. This proceedings is also available in book format.
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Contents
Research Papers
PlotShot: Generating Discourse-Constrained Stories Around Photos / 2
Rogelio Enrique Cardona-Rivera, Boyang Li
Co-Creative Drawing Agent with Object Recognition / 9
Nicholas Mark Davis, Chih-Pin Hsiao, Kunwar Yashraj Singh, Brian Magerko
Combining Gameplay Data with Monte Carlo Tree Search to Emulate Human Play / 16
Sam Devlin, Anastasija Anspoka, Nick Sephton, Peter I. Cowling, Jeff Rollason
Rapid Prediction of Player Retention in Free-to-Play Mobile Games / 23
Anders Drachen, Eric Thurston Lundquist, Yungjen Kung, Pranav Rao, Rafet Sifa, Julian Runge, Diego Klabjan
Demonstration-Based Training of Non-Player Character Tactical Behaviors / 30
John Drake, Alla Safonova, Maxim Likhachev
Fast and Diverse Narrative Planning through Novelty Pruning / 37
Rachelyn Farrell, Stephen G. Ware
Game Level Generation from Gameplay Videos / 44
Matthew Guzdial, Mark Riedl
Implementation of an Automated Fire Support Planner / 51
Byron R. Harder, Imre Balogh, Chris Darken
Data Driven Sokoban Puzzle Generation with Monte Carlo Tree Search / 58
Bilal Kartal, Nick Sohre, Stephen J. Guy
A Computational Model Based on Symmetry for Generating Visually Pleasing Maps of Platform Games / 65
Julian R. H. Mari˜o, Levi H. S. Lelis
Staying Hidden: An Analysis of Hiding Strategies in a 2D Level with Occlusions / 72
Navjot Singh, Clark Verbrugge
An Approach to Domain Transfer in Procedural Content Generation of Two-Dimensional Videogame Levels / 79
Sam Snodgrass, Santiago Ontanon
Mystical Tutor: A Magic: The Gathering Design Assistant via Denoising Sequence-to-Sequence Learning / 86
Adam James Summerville, Michael Mateas
Rock, Paper, StarCraft: Strategy Selection in Real-Time Strategy Games / 93
Anderson Tavares, Hector Azpúrua, Amanda Santos, Luiz Chaimowicz
Improving Monte Carlo Tree Search Policies in StarCraft via Probabilistic Models Learned from Replay Data / 100
Alberto Uriarte, Santiago Onta˜ón
Predicting Proppian Narrative Functions from Stories in Natural Language / 107
Josep Valls-Vargas, Jichen Zhu, Santiago Onta˜ón
Portfolio Online Evolution in StarCraft / 114
Che Wang, Pan Chen, Yuanda Li, Christoffer Holmgård, Julian Togelius
Poster Papers
Matching Games and Algorithms for General Video Game Playing / 122
Philip Bontrager, Ahmed Khalifa, Andre Mendes, Julian Togelius
Analyzing Stealth Games with Distractions / 129
Alexander Borodovski, Clark Verbrugge
Object-Model Transfer in the General Video Game Domain / 136
Alexander Eric Braylan, Risto Miikkulainen
Per-Map Algorithm Selection in Real-Time Heuristic Search / 143
Vadim Bulitko
Contained: Using Multiplayer Online Games to Quantify Success of Collaborative Group Behavior / 149
Damian Debkowski, Andrew Marrero, Nicole Yson, Li Yin, Yichen Yue, Seth Frey, Mubbasir Kapadia
An Environment for Transforming Game Character Animations Based on Nationality and Profession Personality Stereotypes / 155
Funda Durupinar, Kuan Wang, Ani Nenkova, Norman Badler
Building Helpful Virtual Agents Using Plan Recognition and Planning / 162
Christopher Geib, Janith Weerasinghe, Sergey Matskevich, Pavan Kantharaju, Bart Craenen, Ronald P. A. Petrick
A Generic Approach for Player Modeling Using Event-Trait Mapping and Feature Weighting / 169
M. Akif Gunes, Gokhan Solak, Ugur Akin, Omer Erden, Sanem Sariel
An Expressive Dilemma Generation Model for Players and Artificial Agents / 176
Sarah Harmon
Learning From Stories: Using Crowdsourced Narratives to Train Virtual Agents / 183
Brent Harrison, Mark O. Riedl
Best-Fit Action-Cost Domain Model Acquisition and Its Application to Authorship in Interactive Narrative / 190
Thomas Hayton, Peter Gregory, Alan Lindsay, Julie Porteous
A Generalized Multidimensional Evaluation Framework for Player Goal Recognition / 197
Wookhee Min, Alok Baikadi, Bradford Mott, Jonathan Rowe, Barry Liu, Eun Young Ha, James Lester
Characters Who Speak Their Minds: Dialogue Generation in Talk of the Town / 204
James Ryan, Michael Mateas, Noah Wardrip-Fruin
Recognizing Actions in Motion Trajectories Using Deep Neural Networks / 211
Kunwar Yashraj Singh, Nicholas Davis, Chih-Pin Hsiao, Mikhail Jacob, Krunal Patel, Brian Magerko
Generate Believable Causal Plots with User Preferences Using Constrained Monte Carlo Tree Search / 218
Von-Wun Soo, Chi-Mou Lee, Tai-Hsun Chen
Procedural Generation of Levels for Angry Birds Style Physics Games / 225
Matthew Stephenson, Jochen Renz
A Framework for Playable Social Dialogue / 232
Mike Treanor, Josh McCoy, Anne Sullivan
A Cognitive-Based Model of Flashbacks for Computational Narratives / 239
Hui-Yin Wu, Michael Young, Marc Christie
Demonstration Papers
Procedural Level Generation for Augmented Reality Games / 247
Sasha Azad, Carl Saldanha, Cheng-Hann Gan, Mark O. Riedl
Playable Experiences
Playable Experiences at AIIDE 2016 / 251
Alexander E. Zook, Michael Cook, Eric Butler, Kristin Siu, Matthew Guzdial, Mark Riedl, James Ryan, Ben Samuel, Adam Summerville, Michael Mateas, Noah Wardrip-Fruin
Workshop Programs
The following workshop programs were held at AIIDE-16 and have been published as AAAI Technical Reports:
- Workshop on Artificial Intelligence in Adversarial Games (Technical Report WS-16-21)
- Experimental AI in Games (Technical Report WS-16-22)
- Workshop on Player Analytics (Technical Report WS-15-23)
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