Publications

2021

Inbox Games: Poetics and Authoring Support. Chris Martens and Robert J. Simmons. ICIDS 2021.

Casual Creation of Tile Maps via Authorable Constraint-Based Generators. Dan Carpenter, John Thomas Bacher, Henry Crain, and Chris Martens. 1st Workshop on Programming Languages and Interactive Entertainment (PLIE) at AIIDE 2021.

Designing a Combined World and Story Procedural Content Generation Engine. Brenden Lech, Sasha Azad, Jennifer Wellnitz, Joel Jonasson, and Chris Martens. EXAG @ AIIDE 2021.

Intertwining World and Narrative Generation for a Mobile Role-playing Game. Joel Jonasson, Brenden Lech, Sasha Azad, and Chris Martens. EXAG @ AIIDE 2021.

Little Computer People: A Survey and Taxonomy of Simulated Models of Social Interaction. Sasha Azad and Chris Martens. CHI PLAY 2021.

Novices' Learning Barriers When Using Code Examples in Open-Ended Programming. Wengran Wang, Archit Kwatra, James Skripchuk, Neeloy Gomes, Alexandra Milliken, Chris Martens, Tiffany Barnes, and Thomas Price. ITiCSE 2021.

Scaffolding Game Design: Towards Tool Support for Planning Open-Ended Projects in an Introductory Game Design Class. Alexander Card, Wengran Wang, Thomas Price, and Chris Martens. VL/HCC 2021.

Interactive Fiction Creation in Villanelle: Understanding and Supporting the Author Experience. Thomas Bacher and Chris Martens. VL/HCC 2021.

PlanIT! A New Integrated Tool to Help Novices Design for Open-ended Projects. Alexandra Milliken, Wengran Wang, Veronica Cateté, Sarah Martin, Neeloy Gomes, Yihuan Dong, Rachel Harred, Amy Isvik, Tiffany Barnes, Thomas Price, and Chris Martens. SIGCSE Technical Symposium, March 2021.


2020

Towards a Critical Technical Practice of Narrative Intelligence. Chris Martens and Gillian Smith. INT 2020.

Crafting Interactive Narrative Games with Adversarial Planning Agents from Simulations. Chris Miller, Mayank Dighe, Chris Martens and Arnav Jhala. ICIDS 2020.

Generating Explorable Narrative Spaces with Answer Set Programming. Chinmaya Dabral and Chris Martens. AIIDE 2020.

Towards Action Model Learning for Player Modeling. Abhijeet Krishnan, Aaron Williams, and Chris Martens. AIIDE 2020.

Towards Solver-Aided Creativity. Chris Martens. 1st Workshop on Human Aspects of Types and Reasoning Assistants, (HATRA), affiliated with SPLASH 2020.

The Visual Narrative Engine: A Computational Model of the Visual Narrative Parallel Architecture. Chris Martens, Rogelio Cardona-Rivera, and Neil Cohn. ACS 2020.

Operationalizing Intentionality to Play Hanabi with Human Players. Markus Eger, Chris Martens, Pablo Sauma Chacón, Marcela Alfaro Córdoba, Jeisson Hidalgo-Cespedes. Transactions on Games, Special Issue on Team AI in Games. July 2020.

Comparing Feature Engineering Approaches to Predict Complex Programming Behaviors. Wengran Wang, Yudong Rao, Yang Shi, Alexandra Milliken, Chris Martens, Tiffany Barnes, and Thomas W Price. CSEDM 2021.

M.I.N.U.E.T.: Procedural Musical Accompaniment for Textual Narratives. Mehak Maniktala, Chris Miller, Aaron Margolese-Malin, Arnav Jhala, and Chris Martens. Workshop on Procedural Content Generation at FDG 2020.

2019

Villanelle: An Authoring Tool for Autonomous Characters in Interactive Fiction (full research paper). Chris Martens and Owais Iqbal. ICIDS 2019.

A Spectrum of Audience Interactivity for Entertainment Domains (full research paper). Alina Striner, Sasha Azad, and Chris Martens. ICIDS 2019 (Best Paper Winner!).

Lyra: Simulating Believable Opinionated Virtual Characters (poster). Sasha Azad and Chris Martens. AIIDE 2019.

One-Night Ultimate Werewolf with Human Players (poster). Markus Eger and Chris Martens. AIIDE 2019.

Rime Royale: A Guildmaster Simulator (playable experience). Claire Christopher, Rook Liu, and Chris Martens. AIIDE 2019. Play at: https://rime-royale.glitch.me

The Ceptre Editor: A Structure Editor for Rule-Based System Simulation (short paper). Alexander Card and Chris Martens. VL/HCC 2019.

Stories of the Town: Balancing Character Autonomy and Coherent Narrative in Procedurally Generated Worlds. Chris Miller, Mayank Dighe, Chris Martens, and Arnav Jhala. PCG Workshop at FDG 2019.

2018

Villanelle: Towards Authorable Autonomous Characters in Interactive Narrative. Chris Martens, Owais Iqbal, Sasha Azad, Maddie Ingling, Anthony Mosolf, Emma McCamey, Johanna Timmer. INT 2018.

Making First Impressions: A Playable Model of Cross-Cultural Trust Building. Hannah Morrison, Louis Jacobowitz, Chris Martens. INT 2018.

Generating Puzzle Progressions to Study Mental Model Matching. Chris Martens, Aaron Williams, Ryan S. Alexander, Chinmaya Dabral. EXAG 2018.

I See What You See: Integrating Eye Tracking into Hanabi-Playing Agents. Eve Gottwald, Markus Eger, Chris Martens. EXAG 2018.

Eliminating the Impossible: A Procedurally Generated Murder Mystery. Henry Mohr, Markus Eger, Chris Martens. EXAG 2018.

Addressing the Elephant in the Room: Opinionated Virtual Characters. Sasha Azad, Chris Martens. EXAG 2018.

Keeping the Story Straight: A Comparison of Commitment Strategies for a Social Deduction Game. Markus Eger and Chris Martens. AIIDE 2018.

Gemini: Bidirectional Generation and Analysis of Games via ASP. Adam Summerville, Chris Martens, Ben Samuel, Joseph Osborn, Noah Wardrip-Fruin, and Michael Mateas. AIIDE 2018.

"How Was Your Weekend?" A Generative Model of Phatic Conversation. Hannah Morrison and Chris Martens. Florida AI Research Symposium (FLAIRS) 2018.

2017

From Mechanics to Meaning. Adam Summerville, Chris Martens, Sarah Harmon, Michael Mateas, Noah Wardrip-Fruin, and Arnav Jhala. TCIAIG Special Issue on AI-based and AI-assisted Game Design, October 2017. IEEE Website version.

Character Beliefs in Story Generation. Markus Eger and Chris Martens. INT 2017.

Practical Specification of Belief Manipulation in Games. Markus Eger and Chris Martens. AIIDE 2017.

An Intentional AI for Hanabi. Markus Eger and Chris Martens. CIG 2017.

A Generative Model of Group Conversation. Hannah Morrison and Chris Martens. NPC Workshop 2017 (affiliated with FDG).

Languages of Play: Towards Semantic Foundations for Game Interfaces. Chris Martens and Matthew Hammer. FDG 2017.

Deriving Quests from Open World Mechanics. Ryan Alexander and Chris Martens. FDG 2017.

Leveraging Procedural Narrative and Gameplay to Address Controversial Topics. Ben Samuel, Jacob Garbe, Adam Summerville, Jill Denner, Gina Lepore, Chris Martens, Michael Mateas, and Noah Wardrip-Fruin. In ICCC 2017.

Programming with Epistemic Logic. Markus Eger and Chris Martens. In OBT 2017.

2016

Proceduralist Readings, Procedurally. Chris Martens, Adam Summerville, Michael Mateas, Joseph Osborn, Sarah Harmon, Noah Wardrip-Fruin and Arnav Jhala. EXAG 2016.

Generating Abstract Comics. Chris Martens and Rogelio E. Cardona-Rivera. In proceedings of ICIDS 2016.

2015 and earlier

Programming Interactive Worlds with Linear Logic. Chris Martens. Ph.D. thesis, Carnegie Mellon University. 2015.

Ceptre: A Language for Modeling Generative, Interactive Systems. Chris Martens. AIIDE 2015. (Nominated for best paper)

Generative Story Worlds as Linear Logic Programs. Chris Martens, João Ferreira, Anne-Gwenn Bosser, and Marc Cavazza. INT 2014.

Languages for Computational Creativity: Generative Art and Interactive Worlds. Chris Martens. OBT 2014.

Linear Logic Programming for Narrative Generation. Chris Martens, Anne-Gwenn Bosser, Joao F. Ferreira, and Marc Cavazza. LPNMR 2013.

Rule-Based Interactive Fiction. Chris Martens, Cassandra Sparks, Claire Alvis, and Will Byrd. OBT 2012.

LF in LF: Mechanizing the Metatheory of LF in Twelf. Chris Martens and Karl Crary. LFMTP 2012.