EXAG 2023

AIIDE Workshop on Experimental AI in Games
October 8th, 2023

EXAG Paper Database

Filter by year

A Component-based Game Engine for the Game-O-Mat Game Generation System

Mike Treanor (2021)

Drawcto: A Multi-Agent Co-Creative AI for Collaborative Non-Representational Art

Manoj Deshpande and Brian Magerko (2021)

Guiding Generative Graph Grammars of Dungeon Mission Graphs via Examples

Abdelrahman Madkour, Stacy Marsella, Casper Harteveld, Magy Seif El-Nasr and Jan Willem van de Meent (2021)

Towards an AI Holodeck: Generating Virtual Scenes from Sparse Natural Language Input

Jason Smith, Nazanin Alsadat Tabatabaei Anaraki, Atefeh Goloujeh, Karan Khosla and Brian Magerko (2021)

Procedural Content Generation using Behavior Trees (PCGBT)

Anurag Sarkar and Seth Cooper (2021)

Designing a Combined World and Story Procedural Content Generation Engine

Brenden Lech, Sasha Azad, Jennifer Wellnitz, Joel Jonasson and Chris Martens (2021)

TileTerror: A System for Procedurally Generating 2D Horror Maps

Arunpreet Sandhu, Kyle Mitchell and Joshua McCoy (2021)

Intertwining World and Narrative Generation for a Mobile Roleplaying Game

Joel Jonasson, Brenden Lech, Sasha Azad and Chris Martens (2021)

AgentCraft: An Agent-Based Minecraft Settlement Generator

Ari Iramanesh and Max Kreminski (2021)

An Agent Framework for Manipulation Games

Javier M. Torres (2021)

Argument Box

Rehaf AlJammaz, Yasheng She and Michael Mateas (2021)

Open Player Modeling: Empowering Players through Data Transparency

Jichen Zhu and Magy Seif El-Nasr (2021)

Design Considerations for Creating AI-based Gameplay

Ben Samuel, Mike Treanor and Joshua McCoy (2021)

Benchmarking Imitation and Reinforcement Learning for NPC players in casual video games

Gema Parreno Piqueras (2020)

Tokamak Elementary: Visual Novel Meets Natural Language Understanding

Daniel Darabos, Gyorgy Lajtai and Andras Nemeth (2020)

TAG: A Tabletop Games Framework

Raluca D. Gaina, Martin Balla, Alexander Dockhorn, Raul Montoliu, and Diego Perez-Liebana (2020)

Precomputing Player Movement in Platformers for Level Generation with Reachability Constraints

Vivian Lee, Nathan Partlan and Seth Cooper (2020)

Conditional Level Generation and Game Blending

Anurag Sarkar, Zhihan Yang and Seth Cooper (2020)

Extracting Physics from Blended Platformer Game Levels

Adam Summerville, Anurag Sarkar, Sam Snodgrass and Joseph Osborn (2020)

SMES: Adapting Dexterity-based Games for Deliberative Play

Batu Aytemiz and Adam M. Smith (2020)

Explainability via Responsibility

Faraz Khadivpour and Matthew Guzdial (2020)

Pathfinding Agents for Platformer Level Repair

Seth Cooper and Anurag Sarkar (2020)

Towards Automatically Abridging Game Levels

Varun Prakash Bhat and Gillian Smith (2020)

Entity Embedding as Game Representation

Nazanin Yousefzadeh Khameneh and Matthew Guzdial (2020)

Generating Gameplay-Relevant Art Assets with Transfer Learning

Adrian Gonzalez, Matthew Guzdial and Felix Ramos (2020)

Synthesizing Retro Game Screenshot Datasets for Sprite Detection

Chanha Kim, Jaden Kim and Joseph C. Osborn (2020)

Generative Text using Classical Nondeterminism

Ian Horswill (2020)

Warm Rocks for Cold Lizards: Generating Meaningful Quests in Caves of Qud

Jason Grinblat and C. Brian Bucklew (2020)

Solving the Take-Down and Body-Hiding Problems

Jorge Morales Diaz, Clark Verbrugge (2019)

DeepCrawl: Deep Reinforcement Learning for Turn-based Strategy Games

Alessandro Sestini, Alexander Kuhnle, Andrew D. Bagdanov (2019)

On Automatically Motivating Story Characters

Alireza Shirvani, Stephen G. Ware (2019)

Generative Tarot: Internet-Mining for the Collective Consciousness

Asiiah Song (2019)

Automated Let's Play Commentary

Shukan Shah, Matthew Guzdial, Mark O. Riedl (2019)

Visualizing Game Mechanics with Automated Clustering

Jacopo Ameli, David Thue (2019)

Pandemic as a Challenge for Human-AI Cooperation

Pablo Sauma Chacon, Markus Eger (2019)

Development of Lab Assistant: Use of Neural Networks in Video Games for Human-AI Partnership

Liz Fiacco (2019)

Controllable and Coherent Level Generation: A Two-Pronged Approach

Justin Mott, Saujas Nandi, Luke Zeller (2019)

Integrating Automated Play in Level Co-Creation

Andrew Hoyt, Matthew Guzdial, Yalini Kumar, Gillian Smith, Mark O. Riedl (2019)

Controllable Level Blending between Games using Variational Autoencoders

Anurag Sarkar, Zhihan Yang, Seth Cooper (2019)

Moving in Virtual Space: A Laban-inspired Framework for Procedural Animation

Swar Gujrania, Duri Long, Brian Magerko (2019)

Imaginarium: A Tool for Casual Constraint-Based PCG

Ian Horswill (2019)

Using Fractal Neural Networks to play SimCity 1 and Conway's Game of Life at Variable Scales

Sam Earle (2019)

Understanding Boss Battles: A Case Study of Cuphead

Andrew Wood, Adam Summerville (2019)

The Videogame Affordances Corpus

Gerard R. Bentley, Joseph C. Osborn (2019)

A Structured Analysis of Experience Management Techniques

Giulio Mori, David Thue, Stephan Schiffel (2019)

Deceptive Level Generator

Adeel Zafar, Hasan Mujtaba, Mirza Omer Beg, Sajid Ali (2018)

Wonderful Design: Applying Appraisal Theory to Procedural Level Generation

Rosa Corstjens, Anders Bouwer, Joris Dormans, Riemer van Rozen (2018)

Explainable PCGML via Game Design Patterns

Matthew Guzdial, Joshua Reno, Jonathan Chen, Gillian Smith, Mark Riedl (2018)

GenerationMania: Learning to Semantically Choreograph

Zhiyu Lin, Kyle Xiao Mark Riedl (2018)

I See What You See: Integrating Eye Tracking into Hanabi Playing Agents

Eva Tallula Gottwald, Markus Eger Chris Martens (2018)

Eliminating the Impossible: A Procedurally Generated Murder Mystery

Henry Mohr, Markus Eger, Chris Martens (2018)

Deep Learning for Classification of Speech Accents in Video Games

Sergio Poo Hernandez, Vadim Bulitko, Shelby Carleton, Astrid Ensslin, Tejasvi Goorimoorthee (2018)

Towards 3D Neural Style Transfer

Jo Mazeika, Jim Whitehead (2018)

Evolving NPC Behaviours in A-life with Player Proxies

Vadim Bulitko, Mac Walters, Matthew R. Brown (2018)

Desire Path-Inspired Procedural Placement of Coins in a Platformer Game

Anurag Sarkar, Riddhi Padte, Jeffrey Cao, Seth Cooper (2018)

What's the Worst Thing You've Ever Done at a Conference? Operationalizing Dread's Questionnaire Mechanic

Ian Horswill, Ethan Robison (2018)

Towards Automatic Extraction of Tile Types from Level Images

Sam Snodgrass (2018)

Towards Automated Let's Play Commentary

Matthew Guzdial, Shukan Shah, Mark Riedl (2018)

Generating Puzzle Progressions to Study Mental Model Matching

Chris Martens, Aaron Williams, Ryan S. Alexander, Chinmaya Dabral (2018)

Learning to Generate Natural Language Rationales for Game Playing Agents

Upol Ehsan, Pradyumna Tambwekar, Larry Chan, Brent Harrison, Mark O. Riedl (2018)

Addressing the Elephant in the Room: Opinionated Virtual Characters

Sasha Azad, Chris Martens (2018)

Freedom of Movement: Generative Responses to Motion Control

Kate Compton, Michael Mateas (2018)

Blending Levels from Different Games using LSTMs

Anurag Sarkar, Seth Cooper (2018)

Co-Creative Level Design via Machine Learning

Matthew Guzdial, Nicholas Liao, Mark Riedl (2018)

Secret Identities in Dwarf Fortress

Tarn Adams (2017)

Effects of Self-Knowledge: Once Bitten Twice Shy

Vadim Bulitko (2017)

Towards Positively Surprising Non-Player Characters in Video Games

Vadim Bulitko, Shelby Carleton, Delia Cormier, Devon Sigurdson, John Simpson (2017)

A Generative Framework of Generativity

Kate Compton, Michael Mateas (2017)

Generominos: Ideation Cards for Interactive Generativity

Kate Compton, Edward Melcer, Michael Mateas (2017)

A Vision for Continuous Automated Game Design

Michael Cook (2017)

Social Simulation for Social Justice

Melanie Leah Dickinson, Noah Wardrip-Fruin, Michael Mateas (2017)

Deep Learning for Speech Accent Detection in Videogames

Astrid Ensslin, Tejasvi Goorimoorthee, Shelby Carleton, Vadim Bulitko, Sergio Poo Hernandez (2017)

Press Space to Fire: Automatic Video Game Tutorial Generation

Michael Cerny Green, Ahmed Khalifa, Gabriella A. B. Barros, Julian Togellius (2017)

A General Level Design Editor for Co-Creative Level Design

Matthew James Guzdial, Jonathan Chen, Shao-Yu Chen, Mark Riedl (2017)

Marahel: A Language for Constructive Level Generation

Ahmed Khalifa, Julian Togelius (2017)

Towards General RPG Playing

Joseph C. Osborn, Ben Samuel, Adam Summerville, Michael Mateas (2017)

Poetic Sound Similarity Vectors Using Phonetic Features

Allison Parrish (2017)

A Sandbox for Modeling Social AI

Ethan Christopher Robison (2017)

Designing Stronger AI Personalities

Tanya X. Short (2017)

Answer Set Programming in Proofdoku

Adam M. Smith (2017)

Leveraging Multi-Layer Level Representations for Puzzle-Platformer Level Generation

Sam Snodgrass, Santiago Ontanon (2017)

ProcDefense - A Game Framework for Procedural Player Skill Training

Brandon R. Thorne, Hiru Nelakkutti, Joseph Reinhart, Arnav Jhala (2017)

Dynamic Epistemic Logic in Game Design

Javier M. Torres (2017)

A Proposal for a Unified Agent Behaviour Framework

Javier M. Torres (2017)

Mixed Reality Meets Procedural Content Generation in Video Games

Sasha Azad, Carl Saldanha, Cheng-Hann Gan, Mark O. Riedl (2016)

Intelligent Physiotherapy Through Procedural Content Generation

Shabnam Sadeghi Esfahlani, Tommy Thompson (2016)

Deep Static and Dynamic Level Analysis: A Study on Infinite Mario

Matthew James Guzdial, Nathan Sturtevant, Boyang Li (2016)

Dear Leader's Happy Story Time: A Party Game Based on Automated Story Generation

Ian D. Horswill (2016)

Predicting Resource Locations in Game Maps Using Deep Convolutional Neural Networks

Scott Lee, Aaron Isaksen, Christoffer Holmgard, Julian Togelius (2016)

Proceduralist Readings, Procedurally

Chris Martens, Adam Summerville, Michael Mateas, Joseph Osborn, Sarah Harmon, Noah Wardrip-Fruin, Arnav Jhala (2016)

What Does Bach Have in Common with World 1-1: Automatic Platformer Gestalt Analysis

Johnathan Pagnutti (2016)

A Model of Superposed States

Justus Robertson, R. Michael Young (2016)

Juke Joint: Characters Who Are Moved By Music

James Ryan, Tyler Brothers, Michael Mateas, Noah Wardrip-Fruin (2016)

Computatrum Personae: Toward a Role-Based Taxonomy of (Computationally Assisted) Performance

Ben Samuel, James Ryan, Adam Summerville, Michael Mateas, Noah Wardrip-Fruin (2016)

A Programming Model for Boss Encounters in 2D Action Games

Kristin Siu, Eric Butler, Alexander Zook (2016)

ClueGen: An Exploration of Procedural Storytelling in the Format of Murder Mystery Games

Andrew Stockdale (2016)

Draft-Analysis of the Ancients: Predicting Draft Picks in DotA 2 Using Machine Learning

Adam Summerville, Michael Cook, Ben Steenhuisen (2016)

Learning Player Tailored Content From Observation: Platformer Level Generation from Video Traces using LSTMs

Adam Summerville, Matthew Guzdial, Michael Mateas, Mark O. Riedl (2016)

Sarah and Sally: Creating a Likeable and Competent AI Sidekick for a Videogame

Martin Cerny (2015)

Would You Look At That! Vision-Driven Procedural Level Design

Michael Cook (2015)

Towards Generating Novel Games Using Conceptual Blending

Jeremy Gow, Joseph Corneli (2015)

Fiascomatic: A Framework for Automated Fiasco Playsets

Ian D. Horswill (2015)

Exploring the Use of Role Model Avatars in Educational Games

Dominic Kao, D. Fox Harrell (2015)

Intelligent Content Generation via Abstraction, Evolution and Reinforcement

Dean M. LeBaron, Logan A. Mitchell, Dan Ventura (2015)

Map Sketch Generation as a Service

Antonios Liapis (2015)

The Marginal: A Game for Modeling Players' Perceptions of Gradient Membership in Avatar Categories

Chong-U Lim, D. Fox Harrell (2015)

Toward Characters Who Observe, Tell, Misremember, and Lie

James Owen Ryan, Adam Summerville, Michael Mateas, Noah Wardrip-Fruin (2015)

Sampling Hyrule: Multi-Technique Probabilistic Level Generation for Action Role Playing Games

Adam James Summerville, Michael Mateas (2015)

An Algorithmic Approach to Decorative Content Placement

Jonathan Tremblay, Clark Verbrugge (2015)

MCMCTS PCG 4 SMB: Monte Carlo Tree Search to Guide Platformer Level Generation

Adam James Summerville, Shweta Philip, Michael Mateas (2015)

A Rogue Dream: Automatically Generating Meaningful Content For Games

Michael Cook, Simon Colton (2014)

Asymmetric Virtual Environments: Exploring the Effects of Avatar Colors on Performance

Ignacio X. Dominguez, David L. Roberts (2014)

Towards Computational Co-Creation in Modding Communities

Kazjon Grace, Mary Lou Maher (2014)

Toward Generating 3D Games with the Help of Commonsense Knowledge and the Crowd

Rania Hodhod, Marc Huet, Mark Riedl (2014)

Game Design for Classical AI

Ian D. Horswill (2014)

Towards the Automatic Generation of Fictional Ideas for Games

Maria Teresa Llano, Michael Cook, Christian Guckelsberger, Simon Colton, Rose Hepworth (2014)

Gameplay as On-Line Mediation Search

Justus Robertson, R. Michael Young (2014)

Educational Neurogaming: EEG-Controlled Videogames as Interactive Teaching Tools For Introductory Neuroscience

David Schwarz, Vivek Subramanian, Katie Zhuang, Christine Adamczyk (2014)

The Future of Procedural Content Generation in Games

Gillian Smith (2014)

I Can Jump! Exploring Search Algorithms for Simulating Platformer Players

Jonathan Tremblay, Alexander Borodovski, Clark Verbrugge (2014)

The General Mediation Engine

Justus Robertson, R. Michael Young (2014)

Integrated Pathfinding and Player Analysis for Touch-Driven Games

Tommy Thompson, Michele Vinciguerra (2014)

Grammar Based Modular Level Generator for a Programming Puzzle Game

Chaima Jemmali, Carter Ithier, Seth Cooper and Magy Seif El-Nasr (2020)

Toward Automated Critique for Student-Created Interactive Narrative Projects

Shruti Mahajan, Leo Bunyea, Nathan Partlan, Dylan Schout, Casper Harteveld, Camillia Matuk, Will Althoff, Tyler Duke, Steven Sutherland, Gillian Smith (2019)

Visual Exploration of Tile Level Datasets

Seth Cooper, Faisal Abutarab, Emily Halina and Nathan Sturtevant (2023)

Toward Using ChatGPT to Generate Theme-Relevant Simulated Storyworlds

Shi Johnson-Bey, Michael Mateas, Noah Wardrip-Fruin (2023)

Towards Procedural Generation of Constructed Languages for Games

Aaron Cai, Chris Martens (2023)

Towards Automated Video Game Commentary Using Generative AI

Noah Renella, Markus Eger (2023)

Thespian: Multi-Character Text Role-Playing Game Agents

Christopher Cui, Xiangyu Peng, Mark Riedl (2023)

Moirai Enabling Complex Narrative Structure in Simulation-Driven Stories

Ben Samuel, Adam Summerville (2023)

Little Learning Machines Real-Time Deep Reinforcement Learning as a Casual Creativity Game

Dante Camarena, Nick Counter, Daniil Markelov, Pietro Gagliano, Don Nguyen,Rhys Becker, Fiona Firby, Zina Rahman, Richard Rosenbaum, Liam A. Clarke and Maria Skibinski (2023)

Learning Constrained Graph Layout for Content Generation

Seth Cooper, Eden Balema (2023)

Knowledge Goal Recognition for Interactive Narratives

Cory Siler, Stephen G. Ware (2023)

HarmonyMapper: Generating Emotionally Diverse Chord Progressions for Games

Sara Cardinale, Oliver Withington (2023)

Exploring Minecraft Settlement Generators with Generative Shift Analysis

Jean-Baptiste Hervé, Oliver Withington, Marion Hervé, Laurissa Tokarchuk and Christoph Salge (2023)

Fast, Declarative, Character Simulation Using Bottom-Up Logic Programming

Ian Horswill, Samuel Hill (2023)

Examining Early Professionals' Use of Generative AI in the Game Development Process

Josiah Boucher, Gillian Smith, Yunus Telliel (2023)

Enhancing MCTS with Convolutional Autoencoder and Linear Approximator in XCOM-Inspired Environments

Yiwei Zhang, Richard Zhao (2023)

Dialogue Shaping Empowering Agents through NPC Interaction

Wei Zhou, Xiangyu Peng Mark Riedl (2023)

An Executable Ontology for Social Simulation

Samuel Hill, Ian Horswill (2023)

Visualising Generative Spaces Using Convolutional Neural Network Embeddings

Oliver Withington, Laurissa Tokarchuk (2022)

Pixel VQ-VAEs for Improved Pixel Art Representation

Akash Saravanan, Matthew Guzdial (2022)

AI-Driven Sonification of Automatically Designed Games

Sara Cardinale, Michael Cook, Simon Colton (2022)

Topological Analysis of Open-Endedness in Video Games

L.B. Soros, Nicholas Guttenberg (2022)

Level Assembly as a Markov Decision Process

Colan F. Biemer, Seth Cooper (2022)

Go-Explore Complex 3D Game Environments for Automated Reachability Testing

Cong Lu, Raluca Georgescu and John Verwey (2022)

Exploring Adaptive MCTS with TD Learning in miniXCOM

Kimiya Saadat, Richard Zhao (2022)

Clustering-based Tile Embedding A General Representation for Level Design with Skewed Tile Distributions

Mrunal Jadhav, Matthew Guzdial (2022)

Constraint-Based 2D Tile Game Blending in the Sturgeon System

Seth Cooper (2022)

Retcon: A Least-Commitment Story-World System

Ian Horswill (2022)

Improving Deep Localized Level Analysis: How Game Logs Can Help

Natalie Bombardieri, Matthew Guzdial (2022)

BizMC: A Lua Framework for running Monte Carlo Tree Search in the BizHawk emulator

William R. Armstrong, Markus Eger (2022)

Diversity-based Deep Reinforcement Learning Towards Multidimensional Difficulty for Fighting Game AI

Emily Halina, Matthew Guzdial (2022)

Empathetic AI for Empowering Resilience in Games

Reza Habibi, Johannes Pfau, Jonattan Holmes, Magy Seif El-Nasr (2022)

Generating Real-Time Strategy Game Units Using Search-Based Procedural Content Generation and Monte Carlo Tree Search

Kynan Sorochan, Matthew Guzdial (2022)

Demo: Generate Emergent NPC Behaviours With Symbolic Reasoning

Sylvain Lapeyrade (2022)