• Skip to main content
  • Skip to primary sidebar
AAAI

AAAI

Association for the Advancement of Artificial Intelligence

    • AAAI

      AAAI

      Association for the Advancement of Artificial Intelligence

  • About AAAIAbout AAAI
    • News
    • Officers and Committees
    • Staff
    • Bylaws
    • Awards
      • Fellows Program
      • Classic Paper Award
      • Dissertation Award
      • Distinguished Service Award
      • Allen Newell Award
      • Outstanding Paper Award
      • AI for Humanity Award
      • Feigenbaum Prize
      • Patrick Henry Winston Outstanding Educator Award
      • Engelmore Award
      • AAAI ISEF Awards
      • Senior Member Status
      • Conference Awards
    • Partnerships
    • Resources
    • Mailing Lists
    • Past Presidential Addresses
    • AAAI 2025 Presidential Panel on the Future of AI Research
    • Presidential Panel on Long-Term AI Futures
    • Past Policy Reports
      • The Role of Intelligent Systems in the National Information Infrastructure (1995)
      • A Report to ARPA on Twenty-First Century Intelligent Systems (1994)
    • Logos
  • aaai-icon_ethics-diversity-line-yellowEthics & Diversity
  • Conference talk bubbleConferences & Symposia
    • AAAI Conference
    • AIES AAAI/ACM
    • AIIDE
    • EAAI
    • HCOMP
    • IAAI
    • ICWSM
    • Spring Symposia
    • Summer Symposia
    • Fall Symposia
    • Code of Conduct for Conferences and Events
  • PublicationsPublications
    • AI Magazine
    • Conference Proceedings
    • AAAI Publication Policies & Guidelines
    • Request to Reproduce Copyrighted Materials
    • Contribute
    • Order Proceedings
  • aaai-icon_ai-magazine-line-yellowAI Magazine
  • MembershipMembership
    • Member Login
    • Chapters

  • Career CenterAI Jobs
  • aaai-icon_ai-topics-line-yellowAITopics
  • aaai-icon_contact-line-yellowContact

  • Twitter
  • Facebook
  • LinkedIn
Home / Proceedings / Proceedings of the AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment, 11 /

Vol. 11 No. 1 (2015): Eleventh Artificial Intelligence and Interactive Digital Entertainment Conference

Papers

  • Capturing the Essence: Towards the Automated Generation of Transparent Behavior Models
    PDF
  • Refining the Paradigm of Sketching in AI-Based Level Design
    PDF
  • A Data-Driven Approach for Computationally Modeling Players’ Avatar Customization Behaviors
    PDF
  • A Lightweight Algorithm for Procedural Generation of Emotionally Affected Behavior and Appearance
    PDF
  • Maximizing Flow as a Metacontrol in Angband
    PDF
  • HeapCraft: Quantifying and Predicting Collaboration in Minecraft
    PDF
  • Bayesian Clustering of Player Styles for Multiplayer Games
    PDF
  • Playspecs: Regular Expressions for Game Play Traces
    PDF
  • Tuning Belief Revision for Coordination with Inconsistent Teammates
    PDF
  • Automated Decomposition of Game Maps
    PDF
  • Towards Generic Models of Player Experience
    PDF
  • Large-Scale Cross-Game Player Behavior Analysis on Steam
    PDF
  • A Hierarchical MdMC Approach to 2D Video Game Map Generation
    PDF
  • Automatic Learning of Combat Models for RTS Games
    PDF
  • Automatic Real-Time Music Generation for Games
    PDF
  • MKULTRA (Demo)
    PDF
  • Playable Experiences at AIIDE 2015
    PDF
  • Multi-Level Evolution of Shooter Levels
    PDF
  • Keeping the Player on an Emotional Trajectory in Interactive Storytelling
    PDF
  • Generating Relaxed, Obvious, and Dilemma Choices with Dunyazad
    PDF
  • Automated Gameplay Generation from Declarative World Representations
    PDF
  • Predicting Purchase Decisions in Mobile Free-to-Play Games
    PDF
  • Using Lanchester Attrition Laws for Combat Prediction in StarCraft
    PDF
  • Exploring Player Trace Segmentation for Dynamic Play Style Prediction
    PDF
  • Optimizing Players’ Expected Enjoyment in Interactive Stories
    PDF
  • Path Planning on Grids: The Effect of Vertex Placement on Path Length
    PDF
  • Ceptre: A Language for Modeling Generative Interactive Systems
    PDF
  • An Empirical Evaluation of Evaluation Metrics of Procedurally Generated Mario Levels
    PDF
  • Targeting Horror via Level and Soundscape Generation
    PDF
  • Evaluating the Pairwise Event Salience Hypothesis in Indexter
    PDF
  • Width-Based Planning for General Video-Game Playing
    PDF
  • Path Planning with Inventory-Driven Jump-Point-Search
    PDF
  • Hierarchical Portfolio Search: Prismata’s Robust AI Architecture for Games with Large Search Spaces
    PDF
  • Puppet Search: Enhancing Scripted Behavior by Look-Ahead Search with Applications to Real-Time Strategy Games
    PDF

Primary Sidebar