{"title":"Evaluation of Game Designs for Human Computation","authors":"J. Carranza, Markus Krause","doi":"10.1609/aiide.v8i5.12580","DOIUrl":"https://doi.org/10.1609/aiide.v8i5.12580","url":null,"abstract":"\u0000 \u0000 In recent years various games have been developed to generate useful data for scientific and commercial purposes. Current human computation games are tailored around a task they aim to solve, adding game mechanics to conceal monotonous workflows. These gamification approaches, although providing valuable gaming experience, do not cover the wide range of experiences seen in digital games today. This work presents a new use for design concepts for human computation games and an evaluation of player experiences.\u0000 \u0000","PeriodicalId":249108,"journal":{"name":"Proceedings of the AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment","volume":"7 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":"128521069","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":"PAStE: A Platform for Adaptive Storytelling with Events","authors":"Alexander Shoulson, Mubbasir Kapadia, N. Badler","doi":"10.1609/aiide.v9i4.12628","DOIUrl":"https://doi.org/10.1609/aiide.v9i4.12628","url":null,"abstract":"\u0000 \u0000 We present ongoing work on PAStE, a system that supports a narrative director by describing a virtual world and managing the behavior of its characters. Rather than operating in the action domain of each individual actor, PAStE works at the scope of events -- pre-authored multi-actor sequences describing interactions between groups of actors and props. A director can select which event to perform, and populate that event with characters in the virtual world. Once an event is chosen, PAStE handles the event's execution with support for high-fidelity character animation on fully-featured 3D virtual humans. Events are an accessible tool for assembling narrative arcs, invoking contextual activities, and conceptualizing user intervention. We explore the possibilities presented by an event-centric behavior environment for conducting stories, and address some of the potential limitations.\u0000 \u0000","PeriodicalId":249108,"journal":{"name":"Proceedings of the AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment","volume":"105 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":"123460931","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}
Richard Evans, D. Harrell, Aleissia Laidacker, J. Abercrombie
{"title":"Invited Talks","authors":"Richard Evans, D. Harrell, Aleissia Laidacker, J. Abercrombie","doi":"10.1609/aiide.v9i1.12616","DOIUrl":"https://doi.org/10.1609/aiide.v9i1.12616","url":null,"abstract":"\u0000 \u0000 Abstracts of the invited talks presented at 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":"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":"124763162","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":"Maxine's Turing Test - A Player-Program as Co-Ethnographer of Socio-Aesthetic Interaction in Improvised Music","authors":"R. Banerji","doi":"10.1609/aiide.v8i4.12565","DOIUrl":"https://doi.org/10.1609/aiide.v8i4.12565","url":null,"abstract":"\u0000 \u0000 Beyond the goal of refining system design to the needs and tastes of users, user evaluation of interactive music systems offers a method of examining the nature of musical creativity as understood by its human practitioners. In the case of improvising music systems, user study and evaluation of a system’s ability to improvise may be useful in the ethnomusicological study of musical interaction in contemporary improvised music. A survey of preliminary findings based on the interactions of an improvising system, Maxine, with several improvisers is discussed, with results suggesting methodological reconfigurations of the purpose and goals of evaluating of interactive musical metacreations.\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":"129795486","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":"Research Summary","authors":"H. Baier","doi":"10.1609/aiide.v8i6.12481","DOIUrl":"https://doi.org/10.1609/aiide.v8i6.12481","url":null,"abstract":"\u0000 \u0000 Monte-Carlo Tree Search (MCTS) is an online planning algorithm that combines the ideas of best-first tree search and Monte-Carlo evaluation. Since MCTS is based on sampling, it does not require a transition function in explicit form, but only a generative model of the domain. Because it grows a highly selective search tree guided by its samples, it can handle huge search spaces with large branching factors. By using Monte-Carlo playouts, MCTS can take long-term rewards into account even with distant horizons. Combined with multi-armed bandit algorithms to trade off exploration and exploitation, MCTS has been shown to guarantee asymptotic convergence to the optimal policy, while providing approximations when stopped at any time. The relatively new MCTS approach has started a revolution in computer Go. Furthermore, it has achieved considerable success in domains as diverse as the games of Hex, Amazons, LOA, and Ms. Pacman; in General Game Playing, planning, and optimization. Whereas the focus of previous MCTS research has been on the practical application, current research begins to address the problem of understanding the nature, the underlying principles, of MCTS. A careful understanding of MCTS will lead to more effective search algorithms. Hence, my two interrelated research questions are: How can we formulate models that increase our understanding of how MCTS works? and How can we use the developed understanding to create effective search algorithms? This research summary describes the first steps I undertook in these directions, as well as my plans for future work.\u0000 \u0000","PeriodicalId":249108,"journal":{"name":"Proceedings of the AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment","volume":"95 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":"127054139","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}
David Llansó, P. P. Gómez-Martín, M. A. Gómez-Martín, P. González-Calero
{"title":"A Declarative Domain Model Can Serve as Design Document","authors":"David Llansó, P. P. Gómez-Martín, M. A. Gómez-Martín, P. González-Calero","doi":"10.1609/aiide.v9i3.12589","DOIUrl":"https://doi.org/10.1609/aiide.v9i3.12589","url":null,"abstract":"\u0000 \u0000 Detailed design documents have been criticized as a hard to maintain artifacts that may easily become useless while a game under development keeps evolving. In this paper we propose the use of declarative domain modelling as a communication tool and a form of contract between designers and programmers. We show how this model, including entities and actions relevant for the game design, can also serve to support debugging tools for game designers.\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":"127205057","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":"Toward a Narrative Comprehension Model of Cinematic Generation for 3D Virtual Environments","authors":"B. Cassell","doi":"10.1609/aiide.v8i6.12485","DOIUrl":"https://doi.org/10.1609/aiide.v8i6.12485","url":null,"abstract":"\u0000 \u0000 Most systems for generating cinematic shot sequences for virtual environments focus on the low-level problems of camera placement. While this approach will create a sequence of camera shots which film individual events in a virtual environment, it does not account for the high-level effects shot sequences have on viewer inferences. There are systems which are based on well known cinematography principles such as the rule of thirds and other framing principals, however these usually utilize schemas or predefined shots and do not reason about the high level cognitive effects on the viewer. In this paper a system is proposed which can reason directly about these high-level cognitive and narrative effects of a shot sequence on the viewer’s mental state.\u0000 \u0000","PeriodicalId":249108,"journal":{"name":"Proceedings of the AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment","volume":"22 5","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2021-06-30","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"120839810","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":"Player Knowledge Modeling in Game Design Feedback and Automation","authors":"Eric Butler","doi":"10.1609/aiide.v9i6.12601","DOIUrl":"https://doi.org/10.1609/aiide.v9i6.12601","url":null,"abstract":"\u0000 \u0000 Models that capture the knowledge of players of digital games could be used to great effect in AI-assisted tools that automate or provide feedback for game design. There are several important tasks knowledge models should perform: predicting player performance on a particular task to adjust difficulty, knowing in which order to give particular concepts for maximum learning, or understanding how the pacing of a concept impacts player engagement. While all of these have been explored individual both in games and related fields like intelligent tutoring systems, there have been no models that capture all of these effects together in a way that allows their use in design tools. We propose to expand on previous work in game authoring tools to create tools in which the designer can leverage information about how players learn their game's concepts to create better designs. We will survey the existing player modeling work to find the best representation for this task, deploy these models in adaptive games to learn from data, and then apply these models to create novel game design tools.\u0000 \u0000","PeriodicalId":249108,"journal":{"name":"Proceedings of the AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment","volume":"185 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":"121839126","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}
Richard Hilleman, M. Michalowski, Zoran Popovic, H. Vilhjálmsson
{"title":"Invited Talks","authors":"Richard Hilleman, M. Michalowski, Zoran Popovic, H. Vilhjálmsson","doi":"10.1609/aiide.v8i1.12497","DOIUrl":"https://doi.org/10.1609/aiide.v8i1.12497","url":null,"abstract":"\u0000 \u0000 Abstracts of the invited talks presented at the 2012 AAAI AIIDE Conference.\u0000 \u0000","PeriodicalId":249108,"journal":{"name":"Proceedings of the AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment","volume":"26 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":"116946945","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":"Organizers","authors":"Gillian Smith, Adam Smith","doi":"10.1609/aiide.v9i6.12608","DOIUrl":"https://doi.org/10.1609/aiide.v9i6.12608","url":null,"abstract":"\u0000 \u0000 List of organizers of the AIIDE-13 Doctoral Consortium held during 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":"229 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":"115193084","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}