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 (nominated for best paper).
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.
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.
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.
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.
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.