Proceedings of the AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment最新文献

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Jack 1: Pattern and Shape in Music Generation 杰克1:音乐生成中的模式和形状
Eliot Handelman, Andie J. Sigler
{"title":"Jack 1: Pattern and Shape in Music Generation","authors":"Eliot Handelman, Andie J. Sigler","doi":"10.1609/aiide.v9i5.12645","DOIUrl":"https://doi.org/10.1609/aiide.v9i5.12645","url":null,"abstract":"\u0000 \u0000 Jack 1 is an original meta-music piece which randomly builds a multilevel data structure to generate, extend andsequence musical shapes. Jack 1 is presented as an experiment in generating high-level, engaging music using simple ideas about pattern, shape and supershape,growth, and formal zoning.\u0000 \u0000","PeriodicalId":249108,"journal":{"name":"Proceedings of the AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment","volume":"14 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2021-06-30","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"128150588","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
Science Considered Harmful 科学认为有害
I. Horswill
{"title":"Science Considered Harmful","authors":"I. Horswill","doi":"10.1609/aiide.v9i4.12634","DOIUrl":"https://doi.org/10.1609/aiide.v9i4.12634","url":null,"abstract":"\u0000 \u0000 As the INT community matures, one hears increasing calls for the field to become more scientific, and even prior restraint in which researchers avoid a project entirely out fear it wouldn’t be sufficiently scientific. In this position paper, I’ll argue that science, and more generally rigor, are not well served by a discourse that labels things as “science” and “not science.” In particular, I will argue that we need to open ourselves to the adoption of methods from the arts, including case studies and the practice of studio critique.\u0000 \u0000","PeriodicalId":249108,"journal":{"name":"Proceedings of the AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment","volume":"21 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2021-06-30","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"115279651","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 3
Generating Believable Stories in Large Domains 在大范围内生成可信的故事
Bilal Kartal, John Koenig, S. Guy
{"title":"Generating Believable Stories in Large Domains","authors":"Bilal Kartal, John Koenig, S. Guy","doi":"10.1609/aiide.v9i4.12622","DOIUrl":"https://doi.org/10.1609/aiide.v9i4.12622","url":null,"abstract":"\u0000 \u0000 Planning-based techniques are a very powerful tool for automated story generation. However, as the number of possible actions increases, traditional planning techniques suffer from a combinatorial explosion due to large branching factors. In this work, we apply Monte Carlo Tree Search (MCTS) techniques to generate stories in domains with large numbers of possible actions (100+). Our approach employs a Bayesian story evaluation method to guide the planning towards believable stories that reach a user defined goal. We generate stories in a novel domain with different type of story goals. Our approach shows an order of magnitude improvement in performance over traditional search techniques.\u0000 \u0000","PeriodicalId":249108,"journal":{"name":"Proceedings of the AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment","volume":"149 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2021-06-30","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"122955237","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 9
Food Opera: A New Genre for Audio-gustatory Expression 美食歌剧:听觉味觉表现的新流派
B. Houge, J. Friedrichs
{"title":"Food Opera: A New Genre for Audio-gustatory Expression","authors":"B. Houge, J. Friedrichs","doi":"10.1609/aiide.v9i5.12652","DOIUrl":"https://doi.org/10.1609/aiide.v9i5.12652","url":null,"abstract":"\u0000 \u0000 “Food opera” is the term that the authors have applied to a new genre of audio-gustatory experience, in which a multi-course meal is paired with real-time, algorithmically generated music, deployed over a massively multichannel sound system. This paper presents an overview of the system used to deploy the sonic component of these events, while also exploring the history and creative potential of this unique multisensory format.\u0000 \u0000","PeriodicalId":249108,"journal":{"name":"Proceedings of the AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment","volume":"34 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2021-06-30","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"121419626","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 3
Adversarial Planning for Multi-Agent Pursuit-Evasion Games in Partially Observable Euclidean Space 部分可观察欧几里德空间中多智能体追逃博弈的对抗规划
Eric Raboin, U. Kuter, Dana S. Nau, Satyandra K. Gupta
{"title":"Adversarial Planning for Multi-Agent Pursuit-Evasion Games in Partially Observable Euclidean Space","authors":"Eric Raboin, U. Kuter, Dana S. Nau, Satyandra K. Gupta","doi":"10.1609/aiide.v8i3.12545","DOIUrl":"https://doi.org/10.1609/aiide.v8i3.12545","url":null,"abstract":"\u0000 \u0000 We describe a heuristic search technique for multi-agent pursuit-evasion games in partially observable Euclidean space where a team of trackers attempt to minimize their uncertainty about an evasive target. Agents' movement and observation capabilities are restricted by polygonal obstacles, while each agent's knowledge of the other agents is limited to direct observation or periodic updates from team members. Our polynomial-time algorithm is able to generate strategies for games in continuous two-dimensional Euclidean space, an improvement over past algorithms that were only applicable to simple gridworld domains. We demonstrate that our algorithm is tolerant of interruptions in communication between agents, continuing to generate good strategies despite long periods of time where agents are unable to communicate directly. Experiments also show that our technique generates effective strategies quickly, with decision times of less than a second for reasonably sized domains with six or more agents.\u0000 \u0000","PeriodicalId":249108,"journal":{"name":"Proceedings of the AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment","volume":"5 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2021-06-30","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"126956662","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 3
Towards an Empathizing and Adaptive Storyteller System 走向移情和适应性故事讲述者系统
Byung-Chull Bae, A. Brunete, Usman Malik, Evanthia Dimara, Jermsak Jermsurawong, N. Mavridis
{"title":"Towards an Empathizing and Adaptive Storyteller System","authors":"Byung-Chull Bae, A. Brunete, Usman Malik, Evanthia Dimara, Jermsak Jermsurawong, N. Mavridis","doi":"10.1609/aiide.v8i2.12532","DOIUrl":"https://doi.org/10.1609/aiide.v8i2.12532","url":null,"abstract":"\u0000 \u0000 This paper describes our ongoing effort to build an empathizing and adaptive storyteller system. The system under development aims to utilize emotional expressions generated from an avatar or a humanoid robot in addition to the listener’s responses which are monitored in real time, in order to deliver a story in an effective manner. We conducted a pilot study and the results were analyzed in two ways: first, through a survey questionnaire analysis based on the participant’s subjective ratings; second, through automated video analysis based on the participant’s emotional facial expression and eye blinking. The survey questionnaire results show that male participants have a tendency of more empathizing with a story character when a virtual storyteller is present, as compared to audio-only narration. The video analysis results show that the number of eye blinking of the participants is thought to be reciprocal to their attention.\u0000 \u0000","PeriodicalId":249108,"journal":{"name":"Proceedings of the AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment","volume":"1 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2021-06-30","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"126968281","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 8
Modelling Character Knowledge in Plan-Based Interactive Narrative to Extend Accomodative Mediation 基于计划的互动叙事中的角色知识建模:扩展适应性调解
Justus Robertson, R. Young
{"title":"Modelling Character Knowledge in Plan-Based Interactive Narrative to Extend Accomodative Mediation","authors":"Justus Robertson, R. Young","doi":"10.1609/aiide.v9i4.12624","DOIUrl":"https://doi.org/10.1609/aiide.v9i4.12624","url":null,"abstract":"\u0000 \u0000 In plan-based interactive narrative systems, user actions must be integrated with an ideal story structure in order to strike a reasonable balance between user agency and story quality. A process called mediation addresses this issue by selecting appropriate responses to possible detrimental user actions in a given interactive narrative plan. One way the algorithm mediates exceptional user activity is accommodation, the process of replanning future events to incorporate an unwanted action and accomplish the story's authorial goals. However, this approach is limited by an underlying assumption that the story world exists as an object outside the user's subjective experience. In this paper, we incorporate a model of user knowledge into plan-based mediation in order to widen the space of plans the algorithm may search during accommodation by allowing the process to replan past events that occur outside a user's imperfect knowledge of the story world.\u0000 \u0000","PeriodicalId":249108,"journal":{"name":"Proceedings of the AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment","volume":"71 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2021-06-30","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"127159023","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 12
Open Problem: Reusable Gameplay Trace Samplers 开放性问题:可重复使用的玩法跟踪采样器
Adam M. Smith
{"title":"Open Problem: Reusable Gameplay Trace Samplers","authors":"Adam M. Smith","doi":"10.1609/aiide.v9i3.12595","DOIUrl":"https://doi.org/10.1609/aiide.v9i3.12595","url":null,"abstract":"\u0000 \u0000 We identify an open problem in game design assistance and automation: the development of reusable gameplay trace samplers. Inside many sophisticated content generators and design tools is a component that samples interesting and plausible sequences of player actions. Details and summary properties of these samples are used to assess generated content and to inform designers. As the development of this component is technically involved (sometimes comparable to making a second implementation of a game's mechanics), design tools often either make use of entirely custom, game-specific samplers or make due without the ability to sample interesting traces at all. This severely limits the population who could benefit from automation to those who are motivated to develop it for themselves. We propose the development of reusable samplers to ease the development of future design automation tools. This paper reviews several systems that demonstrate the availability of technology required by these samplers and the range of applications they may serve. It also sketches how future samplers might be architected. This proposal identifies one way for technical research to make progress on design automation challenges without making problematic assumptions about the nature of player behavior or designer intent. Filling in this missing infrastructure, we claim, will make the use of artificial intelligence in the design process more accessible and thus accelerate game design projects.\u0000 \u0000","PeriodicalId":249108,"journal":{"name":"Proceedings of the AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment","volume":"58 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2021-06-30","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"130653400","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 9
AIIDE-13 Organization AIIDE-13组织
Gita Suthankar
{"title":"AIIDE-13 Organization","authors":"Gita Suthankar","doi":"10.1609/aiide.v9i1.12612","DOIUrl":"https://doi.org/10.1609/aiide.v9i1.12612","url":null,"abstract":"\u0000 \u0000 List of organizers of the Ninth Artificial Intelligence and Interactive Digital Entertainment Conference.\u0000 \u0000","PeriodicalId":249108,"journal":{"name":"Proceedings of the AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment","volume":"34 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2021-06-30","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"116619007","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
Narrative Intelligence Without (Domain) Boundaries 没有(领域)边界的叙事智能
Boyang Albert Li
{"title":"Narrative Intelligence Without (Domain) Boundaries","authors":"Boyang Albert Li","doi":"10.1609/aiide.v8i6.12490","DOIUrl":"https://doi.org/10.1609/aiide.v8i6.12490","url":null,"abstract":"\u0000 \u0000 Narrative Intelligence (NI) can help computational systems interact with users, such as through story generation, interactive narratives, and believable virtual characters. However, existing NI techniques generally require manually coded domain knowledge, restricting their scalability. An approach that intelligently, automatically and economically acquires script-like knowledge in any domain with strategic crowdsourcing will ease this bottleneck and broaden the application territory of narrative intelligence. This doctoral consortium paper defines the research problem, describes its significance, proposes a feasible research plan towards a Ph.D. dissertation, and reports on its current progress.\u0000 \u0000","PeriodicalId":249108,"journal":{"name":"Proceedings of the AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment","volume":"19 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2021-06-30","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"128104035","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
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