Proceedings of the Eleventh AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment (AIIDE-15)
Sponsored by the Association for the Advancement of Artificial Intelligence
Arnav Jhala, Conference Chair, and Nathan Sturtevant, Program Chair
November 14–18, 2015, University of California, Santa Cruz, Santa Cruz, CA USA. Published by The AAAI Press, Palo Alto, California. This proceedings is also available in book format.
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Contents
Research Papers
Path Planning with Inventory-Driven Jump-Point-Search / 2
Davide Aversa, Sebastian Sardina, Stavros Vassos
Puppet Search: Enhancing Scripted Behavior by Look-Ahead Search with Applications to Real-Time Strategy Games / 9
Nicolas Arturo Barriga, Marius Stanescu, Michael Buro
Hierarchical Portfolio Search: Prismata's Robust AI Architecture for Games with Large Search Spaces / 16
David Churchill, Michael Buro
Width-Based Planning for General Video-Game Playing / 23
Tomas Geffner, Hector Geffner
Evaluating the Pairwise Event Salience Hypothesis in Indexter / 30
Christopher Kives, Stephen G. Ware, Lewis J. Baker
Targeting Horror via Level and Soundscape Generation / 37
Phil Lopes, Antonios Liapis, Georgios N. Yannakakis
An Empirical Evaluation of Evaluation Metrics of Procedurally Generated Mario Levels / 44
Julian R. H. Mariño, Willian M. P. Reis, Levi H. S. Lelis
Ceptre: A Language for Modeling Generative Interactive Systems / 51
Chris Martens
Generating Relaxed, Obvious, and Dilemma Choices with Dunyazad / 58
Peter Andrew Mawhorter, Michael Mateas, Noah Wardrip-Fruin
Keeping the Player on an Emotional Trajectory in Interactive Storytelling / 65
Sergio Poo Hernandez, Vadim Bulitko, Marcia Spetch
Automated Gameplay Generation from Declarative World Representations / 72
Justus Robertson, R. Michael Young
Predicting Purchase Decisions in Mobile Free-to-Play Games / 79
Rafet Sifa, Fabian Hadiji, Julian Runge, Anders Drachen, Kristian Kersting, Christian Bauckhage
Using Lanchester Attrition Laws for Combat Prediction in StarCraft / 86
Marius Adrian Stanescu, Nicolas Barriga, Michael Buro
Exploring Player Trace Segmentation for Dynamic Play Style Prediction / 93
Josep Valls-Vargas, Santiago Ontañón, Jichen Zhu
Optimizing Players’ Expected Enjoyment in Interactive Stories / 100
Hong Yu, Mark O. Riedl
Poster Papers
Path Planning on Grids: The Effect of Vertex Placement on Path Length / 108
James Bailey, Craig Tovey, Tansel Uras, Sven Koenig, Alex Nash
Multi-Level Evolution of Shooter Levels / 115
William Cachia, Antonios Liapis, Georgios N. Yannakakis
Automated Decomposition of Game Maps / 122
Kári Halldórsson, Yngvi Björnsson
Refining the Paradigm of Sketching in AI-Based Level Design / 128
Antonios Liapis, Georgios N. Yannakakis
A Data-Driven Approach for Computationally Modeling Players' Avatar Customization Behaviors / 135
Chong-U Lim, D. Fox Harrell
A Lightweight Algorithm for Procedural Generation of Emotionally Affected Behavior and Appearance / 142
Yathirajan Brammadesam Manavalan, Vadim Bulitko, Marcia Spetch
Maximizing Flow as a Metacontrol in Angband / 149
Thorey Maria Mariusdottir, Vadim Bulitko, Matthew Brown
HeapCraft: Quantifying and Predicting Collaboration in Minecraft / 156
Stephan Müller, Seth Frey, Mubbasir Kapadia, Severin Klingler, Richard P. Mann, Barbara Solenthaler, Robert W. Sumner, Markus Gross
Bayesian Clustering of Player Styles for Multiplayer Games / 163
Aline Normoyle, Shane T. Jensen
Playspecs: Regular Expressions for Game Play Traces / 170
Joseph Carter Osborn, Ben Samuel, Michael Mateas, Noah Wardrip-Fruin
Tuning Belief Revision for Coordination with Inconsistent Teammates / 177
Trevor Sarratt, Arnav Jhala
Capturing the Essence: Towards the Automated Generation of Transparent Behavior Models / 184
Patrick Schwab, Helmut Hlavacs
Towards Generic Models of Player Experience / 191
Noor Shaker, Mohammad Shaker, Mohamed Abou-Zleikha
Large-Scale Cross-Game Player Behavior Analysis on Steam / 198
Rafet Sifa, Anders Drachen, Christian Bauckhage
A Hierarchical MdMC Approach to 2D Video Game Map Generation / 205
Sam Snodgrass, Santiago Ontanon
Automatic Learning of Combat Models for RTS Games / 212
Alberto Uriarte, Santiago Ontañón
Demonstration Papers
Automatic Real-Time Music Generation for Games / 220
Steve Engels, Tiffany Tong, Fabian Chan
MKULTRA (Demo) / 223
Ian D. Horswill
Playable Experiences
Playable Experiences at AIIDE 2015 / 227
Michael Cook, Squirrel Eiserloh, Justus Robertson, R. Michael Young, Tommy Thompson, David Churchill, Martin Cerny, Sergio Poo Hernandez, Vadim Bulitko
The following programs were held at AIIDE-15 and have been published as AAAI Technical Reports:
- Workshop on Artificial Intelligence in Adversarial Real-Time Games (Technical Report WS-15-20)
- Workshop on Experimental AI in Games (Technical Report WS-15-21)
- Workshop on Intelligent Narrative Technologies and Social Believability in Games (Technical Report WS-15-22)
- Workshop on Player Modeling (Technical Report WS-15-23)
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