Program

Workshops

Main Conference

The AIIDE-18 technical and Doctoral Consortium sessions will be held in CCIS 1 430 on Level 1 of the CCIS Building.

AI for Game Design

Session Chair: Santiago Ontañón

  • Postmortem: MKULTRA, an Experimental AI-Based Game. Ian Horswill.
  • Automated Game Design via Conceptual Expansion. Matthew Guzdial and Mark Riedl.
  • Gemini: Bidirectional Generation and Analysis of Games via ASP. Adam Summerville, Chris Martens, Benjamin Samuel, Joseph Osborn, Noah Wardrip-Fruin and Michael Mateas.
  • Exhaustive and Semi-Exhaustive Procedural Content Generation. Nathan Sturtevant and Matheus Jun Ota.
  • DC Short Talk: Games as Co-Creative Cooperative Systems. Rodrigo Canaan


Generative Methods and Languages

Session Chair: Chris Martens

  • GIGL: A Domain Specific Language for Procedural Content Generation with Grammatical Representations. Tiannan Chen and Stephen Guy. ✹ Artifact Evaluated ✹
  • CatSAT: A Practical, Embedded, SAT Language for Runtime PCG. Ian Horswill. ✹ Artifact Evaluated ✹
  • Expanding Expressive Range: Evaluation Methodologies for Procedural Content Generation. Adam Summerville.
  • DC Short Talk: Structure Editors and Autonomous Agents. Alexander Card


Narrative

Session Chair: Michael Young

  • Exploratory Automated Analysis of Structural Features of Interactive Narrative. Nathan Partlan, Elin Carstensdottir, Sam Snodgrass, Erica Kleinman, Gillian M. Smith, Casper Harteveld and Magy Seif El-Nasr. ✹ Artifact Evaluated ✹
  • Predicting Generated Story Quality with Quantitative Measures. Christopher Purdy, Xinyu Wang, Larry He and Mark Riedl.
  • Toward a Unified Understanding of Experience Management. David Thue and Vadim Bulitko.
  • DC Short Talk: Experience Management with Beliefs, Desires, and Intentions for Virtual Agents. Rachelyn Farrell.
  • DC Short Talk: Leveraging Cognitive Models In Planning To Assist Narrative Authoring . Rushit Sanghrajka.


Situated Entertainment

Session Chair: Ian Horswill

  • Evolving Behaviors for an Interactive Cube-Based Artifact. Victor Oliveira, Hugo Nascimento and Fabrízzio Soares.
  • Keeping the Story Straight: A Comparison of Commitment Strategies for a Social Deduction Game. Markus Eger and Chris Martens. ✹ Artifact Evaluated ✹
  • DC Short Talk: Towards Generating Narratives for the Real World. Sasha Azad


Strategy Games

Session Chair: Nathan Sturtevant

  • Nested-Greedy Search for Adversarial Real-Time Games. Rubens Moraes, Julian Mariño and Levi Lelis.
  • Action Abstractions for Combinatorial Multi-Armed Bandit Tree Search. Rubens Moraes, Julian Mariño, Levi Lelis and Mario Nascimento.
  • Evolutionary MCTS with Flexible Search Horizon. Hendrik Baier and Peter Cowling.
  • POMCP with Human Preferences in Settlers of Catan. Mihai Sorin Dobre and Alex Lascarides.


Machine Learning and Players

Session Chair: Sam Snodgrass

  • Player Experience Extraction from Gameplay Video. Zijin Luo, Matthew Guzdial, Nicholas Liao and Mark Riedl. ✹ Artifact Evaluated ✹
  • Matrix and Tensor Factorization Based Game Content Recommender Systems: A Bottom-up Architecture and a Comparative Online Evaluation. Rafet Sifa, Raheel Yawar, Rajkumar Ramamurthy and Christian Bauckhage.
  • Improbotics: Exploring the Imitation Game using Machine Intelligence in Improvised Theatre. Kory W. Mathewson and Piotr Mirowski.

Posters

  • Talin: A Framework for Dynamic Tutorials Based on the Skill Atoms Theory. Batu Aytemiz, Isaac Karth, Jesse Harder, Adam M. Smith, Jim Whitehead. ✹ Artifact Evaluated ✹
  • A Design Pattern Approach for Multi-Game Level Generation. Spencer Beaupre, Thomas Wiles, Sean Briggs, Gillian Smith.
  • Like a DNA String: Sequence-Based Player Profiling in Tom Clancy’s The Division. Alessandro Canossa, Sasha Makarovych, Julian Togelius, Anders Drachen.
  • Exploring Gameplay with AI Agents. Fernando de Mesentier Silva, Igor Borovikov, John Kolen, Navid Aghdaie, Kazi Zaman.
  • A Monte Carlo Approach to Skill-Based Automated Playtesting. Britton Horn, Josh Aaron Miller, Gillian Smith, Seth Cooper.
  • Tracing Player Knowledge in a Parallel Programming Educational Game. Pavan Kantharaju, Katelyn Alderfer, Jichen Zhu, Bruce Char, Brian Smith, Santiago Ontañón.
  • Modeling Player Experience with the N-Tuple Bandit Evolutionary Algorithm. Kamolwan Kunanusont, Simon Mark Lucas, Diego Pérez-Lébana. ✹ Artifact Evaluated ✹
  • Modular Architecture for StarCraft II with Deep Reinforcement Learning. Dennis Lee, Haoran Tang, Jeffrey O Zhang, Huazhe Xu, Trevor Darrell, Pieter Abbeel.
  • CADI – A Conversational Assistive Design Interface for Discovering Pong Variants. Afshin Mobramaein, Morteza Behrooz, Jim Whitehead.
  • A Hybrid Approach to Planning and Execution in Dynamic Environments through Hierarchical Task Networks and Behavior Trees. Xenija Neufeld, Sanaz Mostaghim, Sandy Brand.
  • A User Study on Learning from Human Demonstration. Brandon Packard, Santiago Ontañón.
  • Modeling Player Engagement with Bayesian Hierarchical Models. Robert Sawyer, Jonathan Rowe, Roger Azevedo, James Lester.
  • Combining Intentionality and Belief: Revisiting Believable Character Plans. Alireza Shirvani, Rachelyn Farrell, Stephen G. Ware.
  • Engaging Turn-Based Combat in the Children of the Galaxy Videogame. Pavel Smejkal, Jakub Gemrot.
  • Mimisbrunnur: AI-Assisted Authoring for Interactive Storytelling. Ingibergur Sindri Stefnisson, David Thue.
  • Affect-Based Early Prediction of Player Mental Demand and Engagement for Educational Games. Joseph B. Wiggins, Mayank Kulkarni, Wookhee Min, Bradford Mott, Kristy Elizabeth Boyer, Eric Wiebe, James Lester.
  • Design Mining for Minecraft Architecture. Euisun Yoon, Erik Andersen, Bharath Hariharan, Ross Knepper.
  • Modelling Player Understanding of Non-Player Character Paths. Mengxi Xoey Zhang, Clark Verbrugge.


Demonstrations

  • VERTIGO: Visualisation of Rolling Horizon Evolutionary Algorithms in GVGAI. Raluca D. Gaina, Simon M. Lucas, Diego Pérez-Liébana.
  • SHRDLU: A Game Prototype Inspired by Winograd’s Natural Language Understanding Work. Santiago Ontañón.
  • Generating Paths with WFC. Hugo Scurti, Clark Verbrugge.


Playable Experiences

  • “Escape Plan” and “At the Bar”: Dynamic Characters Driven by Spirit AI Character Engine. Aaron Reed, Emily Short.
  • Project Hastur: An Evolutionary Tower Defense Game. Samantha Heck, Barrie Robison, Landon Wright, Terence Soule.
  • Vox Populi: The Ustradian Games. Mike Treanor, Joshua McCoy, Anne Sullivan.
  • Camelot: An Interactive Narrative Sandbox Environment. Alireza Shirvani, Edward Garcia, Rachelyn Farrell, Stephen Ware.
  • Bottery. Katherine Compton.