People
advisors
students
|
Sherol Chen ~ storytelling AI, interactive stories, human cognition
- Sherol Chen, Mark Nelson, Anne Sullivan, Michael Mateas, "Evaluating the Authorial Leverage of Drama Management." Association for the Advancement of Artificial Intelligence, Spring Symposium 2009.
- Sherol Chen, Anne Sullivan, Chris Lewis, Noah Wardrip-Fruin, Michael Mateas, "Intelligent Interactive-Stories: Theory versus Practice." Game Developers Conference 2009
- Sherol Chen, "Inventing the Future of Story AI for Games." Digital Humaninties Conference 2009
|
|
Teale Fristoe ~ procedural content, artificial life, genetic algorithms, educational games
|
|
Ken Hullett ~ player modeling, procedural content generation
- Kenneth Hullett and Michael Mateas, “Scenario Generation for Emergency Rescue Training Games.” In Proceedings of the Fourth International Conference on the Foundations of Digital Games (FDG 2009)
-
Kenneth Hullett, Sri Kurniawan, Noah Wardip-Fruin , “Better Game Studies Education the Carcassonne Way.” In Breaking New Ground: Innovation in Games, Play, Practice and Theory (DiGRA 2009)
|
|
Chris Lewis ~ content generation, databases, data mining, virtual worlds
|
|
Josh McCoy ~ believable agents, interactive narrative, RTS AI
- Josh McCoy, Michael Mateas, and Noah Wardrip-Fruin. Comme il Faut: A System for Simulating Social Games Between Autonomous Characters. To appear in Proccedings of the 8th Digital Art and Culture Confernce (DAC 2009), Irvine, CA, December 12-15, 2009.
- Josh McCoy and Michael Mateas. The Computation of Self in Everyday Life: A Dramaturgical Approach for Socially Competent Agents. In the Proceedings of the AAAI Intelligent Narrative Technologies 2 Symposium (AAAI-INT2 2009), Stanford, March 2009.
- Josh McCoy and Michael Mateas. An integrated agent for playing real-time strategy games. In Proceedings of the 23rd AAAI Conference on Artificial Intelligence (AAAI 2008), Chicago, July 2008.
|
|
Mark J. Nelson ~ automated game prototyping support
- Mark J. Nelson and Michael Mateas (2009). A requirements analysis for videogame design support tools. In Proceedings of the 4th International Conference on the Foundations of Digital Games (FDG 2009), Orlando, Florida, USA.
- Mark J. Nelson and Michael Mateas (2008). Recombinable game mechanics for automated design support. In Proceedings of the 4th Artificial Intelligence and Interactive Digital Entertainment Conference (AIIDE 2008), Palo Alto, California, USA.
- Mark J. Nelson and Michael Mateas (2008). An interactive game-design assistant. In Proceedings of the 2008 International Conference on Intelligent User Interfaces (IUI 2008), pp. 90-98, Maspalomas, Gran Canaria, Spain.
- Mark J. Nelson and Michael Mateas (2007). Towards automated game design. In AI*IA 2007: Artificial Intelligence and Human-Oriented Computing, pp. 626–637. Springer Lecture Notes in Computer Science 4733.
|
|
David Olsen ~ computational humor
- David Olsen and Michael Mateas. Beep! Beep! Boom!: Towards a Planning Model of Coyote and Road Runner Cartoons. Foundations of Digital Games, 2009.
|
|
Serdar Sali ~ interactive storytelling, playable media, gaming interfaces
|
|
James Skorupski ~ intelligent interfaces, visual story authoring, plan-based interactive drama, information visualization
- James Skorupski, Michael Mateas. 2009. "Interactive Story Generation for Writers: Lessons Learned from the Wide Ruled Authoring Tool". Digital Art and Culture 2009.
- James Skorupski. 2009. "Storyboard Authoring of Plan-based Interactive Dramas." Foundations of Digital Games Doctoral Consortium 2009.
- James Skorupski, Lakshmi Jayapalan, Sheena Marquez, and Michael Mateas. 2007. "Wide Ruled: A Friendly Interface to Author-Goal Based Story Generation." International Conference on Virtual Storytelling 2007 (ICVS-2007): 26-37.
|
|
Adam Smith ~ automated discovery, machine creativity, logic programming, knowlege representation, generative art
|
|
Gillian Smith ~ procedural level generation, educational games, gender issues
- Gillian Smith, Mike Treanor, Jim Whitehead, Michael Mateas. Rhythm-Based Level Generation for 2D Platformers. In Proceedings of the 2009 Int'l Conference on the Foundations of Digital Games (FDG 2009), Orlando, FL, April 26-30, 2009.
- Gillian Smith, Mee Cha, Jim Whitehead. A Framework for Analysis of 2D Platformer Levels. In Proceedings of ACM SIGGRAPH Sandbox Symposium 2008, Los Angeles, CA, August 9-10, 2008.
|
|
Anne Sullivan ~ quest generation, gender inclusive game design
- Anne Sullivan, "Gender-Inclusive Quest Design in Massively Multiplayer Online Role-Playing Games." To appear at the Foundations of Digital Games Doctoral Consortium, 2009.
- Anne Sullivan, Sherol Chen, Michael Mateas, "From Abstraction to Reality: Integrating Drama Management into a Playable Game Experience." In Proceeding of the AAAI 2009 Spring Symposium on Interactive Narrative Technologies II, AAAI Press, 2009.
- Anne Sullivan, Sherol Chen, Michael Mateas, "Integrating Drama Management into an Adventure Game" In Proceedings of the Fourth Annual Conference on Artificial Intelligence and Interactive Digital Entertainment, AAAI Press, 2008.
|
|
Mike Treanor ~ game design, procedural rhetoric, game/level generation
|
|
Ben Weber ~ game AI, planning, case-based reasoning, machine learning
|
|