Interactive Digital Entertainment Showcase

AAAI/IAA Interactive Digital Entertainment Showcase

We are delighted to announce that AIIDE-2018 is hosting a special joint event between the Association for the Advancement of Artificial Intelligence (AAAI) and Interactive Arts Alberta (IAA) entitled the Interactive Digital Entertainment Showcase. The Showcase brings together researchers, developers, and artists from both AIIDE and the Western Canada game industry communities to meet, attend talks, exchange ideas, and share their latest work on AI in interactive digital entertainment. The event is generously supported by Western Economic Diversification Canada and Bioware Edmonton.

The AAAI/IAA Interactive Digital Entertainment Showcase will be held in the PCL Lounge of the Centennial Centre for Interdisciplinary Science (CCIS) on Friday, November 16th, from 6:00pm - 9:00pm.

AIIDE-2018 conference attendees are provided complimentary admission to the Interactive Digital Entertainment Showcase, as it coincides with the regular AIIDE poster/demo/PE reception. A registration option for Showcase-only attendance is also available. For more information, please see the online registration page:

Subsidized registration rates ($20) are available for local attendees. During registration, please select the "AAAI/IAA Interactive Digital Entertainment Showcase (i.e., Mixer Event)" registrant type.

Featured Speaker

AI in Entertainment

Mac Walters, Bioware Edmonton

Abstract: Entertainment (of all kinds has the potential and power to make us feel, think and even shape the cultural and societal views of entire generations. Over the last several decades, AI has been represented in many forms of entertainment and portrayed in various ways. But for the first time ever, AI is also becoming an essential part of the creative process. As developers, especially those working with AI, we have a unique opportunity to shape the future of its use, as well as its perception in society.

Bio: Mac Walters is a Creative Director at BioWare, where he’s been creating worlds and games for over 15 years. He started as a writer on several AAA titles including Jade Empire, and the Mass Effect Series, and is currently working on BioWare’s latest IP, Anthem. Over the years, Walters has been a part of creating three franchises as well as writing several graphic novels, including the New York Times Bestselling Evolution series. Walters is also co-author of the recently released Mass Effect: Initiation novel.

Game Discovery Expo - AI Edition

  • PowerPlay (PolyHobby Studios)
  • Plane Bomber (Panther Ventures Inc.)
  • Dark Horizons: Mechanized Corps (MaxGaming Studios)

AIIDE-2018 Posters, Demos, and Playable Experiences

Poster Presentations

  • Talin: A Framework for Dynamic Tutorials Based on the Skill Atoms Theory. Batu Aytemiz, Isaac Karth, Jesse Harder, Adam M. Smith, Jim Whitehead.
  • 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.
  • 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.


  • 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.

Supported by: