{"title":"Organizers","authors":"M. Nelson","doi":"10.1609/aiide.v9i3.12596","DOIUrl":"https://doi.org/10.1609/aiide.v9i3.12596","url":null,"abstract":"\u0000 \u0000 List of organizers of the AI in the Game Design Process workshop held at the Ninth AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment.\u0000 \u0000","PeriodicalId":249108,"journal":{"name":"Proceedings of the AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment","volume":"47 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":"133180081","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}
{"title":"A Formal Game for Eliciting Story Structure from Authors","authors":"D. Roberts, Andrew Hansen","doi":"10.1609/aiide.v8i2.12537","DOIUrl":"https://doi.org/10.1609/aiide.v8i2.12537","url":null,"abstract":"\u0000 \u0000 We address the problem of determining the structure of a set of plot points for an interactive narrative. To do so, we define a formal two-player game where a computer can play with an author to learn the structural representation of the story. This technique will allow for authors unfamiliar, or uncomfortable, with mathematical structures to create the inputs interactive narrative algorithms require. We include the underlying mathematical theory as a foundation of our approach, and characterize it's effectiveness through a series of simulation experiments. Results indicate there is promise in using formal games to aid in authoring interactive narrative structures.\u0000 \u0000","PeriodicalId":249108,"journal":{"name":"Proceedings of the AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment","volume":"16 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":"124554409","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}
{"title":"Modeling Topics in User Dialog for Interactive Tablet Media","authors":"Adrian Boteanu, S. Chernova","doi":"10.1609/aiide.v8i5.12573","DOIUrl":"https://doi.org/10.1609/aiide.v8i5.12573","url":null,"abstract":"\u0000 \u0000 In this paper, we present a set of crowdsourcing and data processing techniques for annotating, segmenting and analyzing spoken dialog data to track topics of discussion between multiple users. Specifically, our system records the dialog between the parent and child as they interact with a reading game on a tablet, crowdsources the audio data to obtain transcribed text, and models topics of discussion from speech transcription using ConceptNet, a freely available commonsense knowledge base. We present preliminary results evaluating our technique using dialog collected using an interactive reading game for children 3-5 years of age. We successfully demonstrate the ability to form discussion topics by grouping words with similar meaning. The presented approach is entirely domain independent and in future work can be applied to a broad range of interactive entertainment applications, such as mobile devices, tablets and games.\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":"128576742","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}
{"title":"Representing and Generating Maps of Large-Scale Virtual Environments for Intelligent Mobile Agents","authors":"Katrina Samperi","doi":"10.1609/aiide.v8i6.12488","DOIUrl":"https://doi.org/10.1609/aiide.v8i6.12488","url":null,"abstract":"\u0000 \u0000 This paper looks at the challenges and solutions for intelligent mobile agents existing in virtual environments. Representing and using a map of these very large-scale, dynamic environments is a key challenge in providing an autonomous agent for large, online worlds. We look at a method for improving the generation of probabilistic roadmaps by observing and using the movements of other avatars in an environment. We also look at methods for segmenting and scaling the map in very large environments. Finally we extend this to look at generating and updating maps in dynamic environments.\u0000 \u0000","PeriodicalId":249108,"journal":{"name":"Proceedings of the AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment","volume":"25 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":"114728419","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}
Antonios Liapis, Georgios N. Yannakakis, J. Togelius
{"title":"Designer Modeling for Personalized Game Content Creation Tools","authors":"Antonios Liapis, Georgios N. Yannakakis, J. Togelius","doi":"10.1609/aiide.v9i2.12587","DOIUrl":"https://doi.org/10.1609/aiide.v9i2.12587","url":null,"abstract":"\u0000 \u0000 With the growing use of automated content creation and computer-aided design tools in game development, there is potential for enhancing the design process through personalized interactions between the software and the game developer. This paper proposes designer modeling for capturing the designer's preferences, goals and processes from their interaction with a computer-aided design tool, and suggests methods and domains within game development where such a model can be applied. We describe how designer modeling could be integrated with current work on automated and mixed-initiative content creation, and envision future directions which focus on personalizing the processes to a designer's particular wishes.\u0000 \u0000","PeriodicalId":249108,"journal":{"name":"Proceedings of the AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment","volume":"05 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":"127450742","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}
Boyang Albert Li, Stephen Lee-Urban, Mark O. Riedl
{"title":"Toward Autonomous Crowd-Powered Creation of Interactive Narratives","authors":"Boyang Albert Li, Stephen Lee-Urban, Mark O. Riedl","doi":"10.1609/aiide.v8i2.12531","DOIUrl":"https://doi.org/10.1609/aiide.v8i2.12531","url":null,"abstract":"\u0000 \u0000 Interactive narrative is a form of storytelling that adapts to actions performed by users who assume the roles of story characters. To date, interactive narratives are built by hand. In this paper, we introduce Scheherazade, an intelligent system that automatically creates an interactive narrative about any topic from crowdsourced narratives. Our system leverages the experience and creativity of humans by crowdsourcing a corpus of linear narrative examples. It then constructs an executable plot graph, which is a knowledge structure that defines the legal space of an interactive narrative, by learning the plot events, execution precedence, and event separations. We demonstrate the system can successfully construct an interactive narrative based on noisy human input.\u0000 \u0000","PeriodicalId":249108,"journal":{"name":"Proceedings of the AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment","volume":"37 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":"126900143","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}
Paul A. Szerlip, Amy K. Hoover, Kenneth O. Stanley
{"title":"Demo: A Computer-Assisted Approach to Composing with MaestroGenesis","authors":"Paul A. Szerlip, Amy K. Hoover, Kenneth O. Stanley","doi":"10.1609/aiide.v8i4.12556","DOIUrl":"https://doi.org/10.1609/aiide.v8i4.12556","url":null,"abstract":"This demonstration presents MaestroGenesis, a program that helps users create complete polyphonic musical pieces from as little as a simple, human composed monophonic melody. MaestroGenesis creates music by exploiting two key ideas behind the functional scaffolding for musical composition (FSMC) approach: (1) that music a function of time and (2) that functional transformations of initial human starting melodies, or scaffolds, inherit some of the essential human qualities contained in the scaffold. Music in FSMC is represented as a functional relationship between the scaffold and a generated accompaniment. The GUI helps users evolve these functions by importing and developing their music through a breeding process akin to animal breeding, called interactive evolutionary computation. Some resulting pieces are indistinguishable from completely human-composed pieces.","PeriodicalId":249108,"journal":{"name":"Proceedings of the AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment","volume":"3 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":"126527950","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}
{"title":"A Conceptual Blending Approach to the Generation of Cognitive Scripts for Interactive Narrative","authors":"Justin Permar, Brian Magerko","doi":"10.1609/aiide.v9i4.12621","DOIUrl":"https://doi.org/10.1609/aiide.v9i4.12621","url":null,"abstract":"\u0000 \u0000 This paper presents a computational approach to the generation of cognitive scripts employed in freeform activities such as pretend play. Pretend play activities involve a high degree of improvisational narrative construction using cognitive scripts acquired from everyday experience, cultural experiences, and previous play experiences. Our computational model of cognitive script generation, based upon conceptual integration theory, applies operations to familiar scripts to generate new blended scripts.\u0000 \u0000","PeriodicalId":249108,"journal":{"name":"Proceedings of the AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment","volume":"65 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":"123450042","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}
{"title":"Xa-lan: Algorithmic Generation of Expressive Music Scores Based on Signal Analysis and Graphical Transformations","authors":"Mauricio E. Rodriguez","doi":"10.1609/aiide.v8i4.12564","DOIUrl":"https://doi.org/10.1609/aiide.v8i4.12564","url":null,"abstract":"\u0000 \u0000 Xa-lan is a computer program written in Common-LISP to generate music scores with a high level of notational/symbolic expressivity. Generation is driven by audio-analysis of melodic profiles. Once a melodic contour is input to the software, graphic transformations of the original profile stochastically control the different notational elements of the score. The Xa-lan routines display their final output using the ‘Expressive Notation Package’ of PWGL, a LISP-based visual composition environment. A full range of traditional and non-conventional music notation elements can be algorithmically generated with Xa-lan, retrieving to the user a ‘ready-to-play’ or fully ex-pressive music score.\u0000 \u0000","PeriodicalId":249108,"journal":{"name":"Proceedings of the AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment","volume":"50 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":"128265019","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}
{"title":"What Comes Next? An Experiment in Interactive Narrative","authors":"B. Samuel","doi":"10.1609/aiide.v9i6.12607","DOIUrl":"https://doi.org/10.1609/aiide.v9i6.12607","url":null,"abstract":"\u0000 \u0000 Most interactive narratives fail to live up to their names. Static interactive narratives (e.g., fixed story graphs) tend to lack a large enough possibility space to allow for a sense of creation and ownership on the part of the player. Dynamic narratives can employ techniques that undercut, or remove entirely, the significance of player interaction. This paper introduces a proposal for a new system that lets the user continuously select from system generated sets of story events to include in an evolving narrative. Though this work is still in its preliminary stages, it could be an advance in interactive storytelling, allowing for a large possibility space of quality stories that truly depend on user input and interaction for their creation.\u0000 \u0000","PeriodicalId":249108,"journal":{"name":"Proceedings of the AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment","volume":"123 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":"133034543","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}