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16th AIIDE 2020 [virtual] - Workshops
- Joseph C. Osborn:
Joint Proceedings of the AIIDE 2020 Workshops co-located with 16th AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment (AIIDE 2020), Worcester, MA, USA, October 19-23, 2020 (online). CEUR Workshop Proceedings 2862, CEUR-WS.org 2021
Workshop 1: Experimental AI in Games
- Dániel Darabos, Gyorgy Lajtai, András Németh:
Tokamak Elementary: Visual Novel Meets Natural Language Understanding (short paper). - Batu Aytemiz, Hunter Lynch, Carl Erez, Adam M. Smith:
SMES: Adapting Dexterity-based Games for Deliberative Play. - Ian Horswill:
Generative Text using Classical Nondeterminism. - Gema Parreño Piqueras:
Benchmarking Imitation and Reinforcement Learning for NPC Players in Casual Video Games (short paper). - Jason Grinblat, C. Brian Bucklew:
Warm Rocks for Cold Lizards: Generating Meaningful Quests in Caves of Qud (short paper). - Seth Cooper, Anurag Sarkar:
Pathfinding Agents for Platformer Level Repair. - Faraz Khadivpour, Matthew Guzdial:
Explainability via Responsibility. - Chanha Kim, Jaden Kim, Joseph C. Osborn:
Synthesizing Retro Game Screenshot Datasets for Sprite Detection. - Raluca D. Gaina, Martin Balla, Alexander Dockhorn, Raúl Montoliu, Diego Perez Liebana:
TAG: A Tabletop Games Framework. - Adrián González-Casillas, Matthew Guzdial, Félix Ramos:
Generating Gameplay-Relevant Art Assets with Transfer Learning. - Adam Summerville, Anurag Sarkar, Sam Snodgrass, Joseph C. Osborn:
Extracting Physics from Blended Platformer Game Levels. - Chaima Jemmali, Carter Ithier, Seth Cooper, Magy Seif El-Nasr:
Grammar Based Modular Level Generator for a Programming Puzzle Game. - Vivian Lee, Nathan Partlan, Seth Cooper:
Precomputing Player Movement in Platformers for Level Generation with Reachability Constraints. - Varun Bhat, Gillian Smith:
Towards Automatically Abridging Game Levels. - Nazanin Yousefzadeh Khameneh, Matthew Guzdial:
Entity Embedding as Game Representation. - Anurag Sarkar, Zhihan Yang, Seth Cooper:
Conditional Level Generation and Game Blending.
Workshop 2: Intelligent Narrative Technologies
- Jennifer Wellnitz, Chris Martens:
Towards Managing Epistemic Complexity in Narrative Games. - Max Kreminski, Noah Wardrip-Fruin, Michael Mateas:
Toward Example-Driven Program Synthesis of Story Sifting Patterns. - Judith van Stegeren, Mariët Theune:
Fantastic Strings and Where to Find Them: The Quest for High-Quality Video Game Text Corpora. - Henry Raymond, Sven Knobloch, Fabio Zünd, Robert W. Sumner, Stéphane Magnenat:
Leveraging Efficient Planning and Lightweight Agent Definition: A Novel Path Towards Emergent Narrative. - Kristen K. Yu, Nathan R. Sturtevant, Matthew Guzdial:
What is a Quest? - Alan Bettis, Danielle Newberry, Hector Muñoz-Avila:
Scoring Integrated Meaningful Play in Story-Driven Games with Q-Learning. - Alireza Shirvani, Stephen G. Ware:
Camelot: A Modular Customizable Sandbox for Visualizing Interactive Narratives. - Stephen G. Ware, Orion Fisher:
Exploring Regression-Based Narrative Planning. - Chris Martens, Gillian Smith:
Towards a Critical Technical Practice of Narrative Intelligence.
Workshop 3: Artificial Intelligence for Strategy Games
- Hao Pan:
A Reasoning-Based Defogger for Opponent Army Composition Inference Under Partial Observability. - Yu-Jhen Hsu, Diego Perez Liebana:
MCTS Pruning in Turn-Based Strategy Games. - Richard Kelly, David Churchill:
Transfer Learning Between RTS Combat Scenarios Using Component-Action Deep Reinforcement Learning. - Zuozhi Yang, Santiago Ontañón:
Bandit-Based Policy Optimization for Monte Carlo Tree Search in RTS Games. - Alexander Dockhorn, Jorge Hurtado Grueso, Dominik Jeurissen, Diego Perez Liebana:
STRATEGA: A General Strategy Games Framework.
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