Year |
Title |
Authors |
Venue |
Links |
2023 |
Toward Using ChatGPT to Generate Theme-Relevant Simulated Storyworlds |
Shi Johnson-Bey, Michael Mateas, Noah Wardrip-Fruin |
EXAG |
Google Scholar |
2023 |
There and back again: extracting formal domains for controllable neurosymbolic story authoring |
Jack Kelly, Alex Calderwood, Noah Wardrip-Fruin, Michael Mateas |
AIIDE |
Google Scholar |
2023 |
Modeling morality-based argumentation for believable game characters: a design postmortem |
Rehaf Aljammaz, Noah Wardrip-Fruin, Michael Mateas |
AIIDE |
Google Scholar |
2023 |
Towards an Understanding of Character Believability |
Rehaf Aljammaz, Noah Wardrip-Fruin, Michael Mateas |
FDG |
Google Scholar |
2023 |
Shoelace: A Storytelling Assistant for GUMSHOE One-2-One |
Devi Acharya, Jack Kelly, William Tate, Maxwell Joslyn, Michael Mateas, Noah Wardrip-Fruin |
FDG |
Google Scholar |
2023 |
Towards Computational Support with Language Models for TTRPG Game Masters |
Jack Kelly, Michael Mateas, Noah Wardrip-Fruin |
HAI-PLAY |
Google Scholar |
2022 |
Exploring the Design Space of Social Physics Engines in Games |
Shi Johnson-Bey, Mark J. Nelson, Michael Mateas |
ICIDS |
Google Scholar |
2022 |
Spinning Coherent Interactive Fiction through Foundation Model Prompts |
Alex Calderwood, Noah Wardrip-Fruin, Michael Mateas |
ICCC |
Google Scholar |
2022 |
Authoring for Story Sifters |
Max Kreminski, Noah Wardrip-Fruin, Michael Mateas |
The Authoring Problem |
Google Scholar |
2022 |
Requirements Analysis and Speculative Design of Support Tools for TTRPG Game Masters |
Devi Acharya, Michael Mateas, Noah Wardrip-Fruin |
DiGRA |
Google Scholar |
2022 |
On the Maintenance of Meaning: A Deleuzian View on Proceduralism |
Hongwei Zhou, Kyle Gonzalez, Nathan Altice, Noah Wardrip-Fruin, Angus G. Forbes |
DiGRA |
Google Scholar |
2022 |
Unmet Creativity Support Needs in Computationally Supported Creative Writing |
Max Kreminski, Chris Martens |
In2Writing |
Google Scholar |
2022 |
A Review of Writing Support Tools Using a Cognitive Process Model of Writing |
Katy Ilonka Gero, Alex Calderwood, Charlotte Li, Lydia Chilton |
In2Writing |
Google Scholar |
2022 |
Reevaluating the Role of Relatedness in Single-Player Roleplaying Games |
Katelyn M. Grasse, Max Kreminski, Noah Wardrip-Fruin, Michael Mateas, Edward F. Melcer |
SDT-HCI |
Google Scholar |
2022 |
Conversation Balance: A Shared VR Visualization to Support Turn-taking in Meetings |
Jialang Victor Li, Max Kreminski, Sean M. Fernandes, Anya Osborne, Joshua McVeigh-Schultz, Katherine Isbister |
CHI Interactivity |
Google Scholar |
2022 |
Evaluating Mixed-Initiative Creative Interfaces via Expressive Range Coverage Analysis |
Max Kreminski, Isaac Karth, Michael Mateas, Noah Wardrip-Fruin |
HAI-GEN |
Google Scholar |
2022 |
Academical: A Choice-Based Interactive Storytelling Game for Enhancing Moral Reasoning, Knowledge, and Attitudes in Responsible Conduct of Research |
Katelyn M. Grasse, Edward F. Melcer, Max Kreminski, Nick Junius, James Ryan, Noah Wardrip-Fruin |
Games and Narrative: Theory and Practice |
Google Scholar |
2021 |
A Coauthorship-Centric History of Interactive Emergent Narrative |
Max Kreminski, Michael Mateas |
ICIDS |
Google Scholar |
2021 |
Toward Narrative Instruments |
Max Kreminski, Michael Mateas |
ICIDS |
Google Scholar |
2021 |
Emergent Narrative and Reparative Play |
Jason Grinblat, Cat Manning, Max Kreminski |
ICIDS |
Google Scholar |
2021 |
Interviews Towards Designing Support Tools for TTRPG Game Masters |
Devi Acharya, Michael Mateas, Noah Wardrip-Fruin |
ICIDS |
Google Scholar |
2021 |
Centrifuge: A Visual Tool for Authoring Sifting Patterns for Character-Based Simulationist Story Worlds |
Shi Johnson-Bey, Michael Mateas |
PLIE |
Google Scholar |
2021 |
Opportunities for Approachable Game Development via Program Synthesis |
Max Kreminski, Michael Mateas |
PLIE |
Google Scholar |
2021 |
Argument Box |
Rehaf Aljammaz, Yasheng She, Michael Mateas |
EXAG |
Google Scholar |
2021 |
AgentCraft: An Agent-Based Minecraft Settlement Generator |
Ari Iramanesh, Max Kreminski |
EXAG |
Google Scholar |
2021 |
Winnow: A Domain-Specific Language for Incremental Story Sifting |
Max Kreminski, Melanie Dickinson, Michael Mateas |
AIIDE |
Google Scholar |
2021 |
Crosston Tavern: Modulating Autonomous Characters Behaviour through Player-NPC Conversation |
Elisabeth Oliver, Michael Mateas |
AIIDE |
Google Scholar |
2021 |
A Demonstration of Blabrecs, an AI-Based Wordgame |
Max Kreminski, Isaac Karth |
AIIDE |
Google Scholar |
2021 |
The Game I Mean: Game Reference, Citation and Authoritative Access |
Eric Kaltman, Stacey Mason, Noah Wardrip-Fruin |
Game Studies |
Google Scholar |
2021 |
Reflective Creators |
Max Kreminski, Michael Mateas |
ICCC |
Google Scholar |
2021 |
From the Presupposition of Doom to the Manifestation of Code: Using Emulated Citation in the Study of Games and Cultural Software |
Eric Kaltman, Joseph Osborn, Noah Wardrip-Fruin |
DHQ |
Google Scholar |
2021 |
A Genre-Specific Game Description Language for Game Boy RPGs |
Tamara Duplantis, Isaac Karth, Max Kreminski, Adam M. Smith, Michael Mateas |
CoG |
Google Scholar |
2021 |
Story Improvisation in Tabletop Roleplaying Games: Towards a Computational Assistant for Game Masters |
Devi Acharya, Michael Mateas, Noah Wardrip-Fruin |
CoG |
Google Scholar |
2021 |
There Is No Escape: Theatricality in Hades |
Nick Junius, Max Kreminski, Michael Mateas |
FDG |
Google Scholar |
2021 |
Generating Playable RPG ROMs for the Game Boy |
Isaac Karth, Tamara Duplantis, Max Kreminski, Sachita Kashyap, Vijaya Kukutla, Aaron Lo, Anika Mittal, Harvin Park, Adam M. Smith |
FDG |
Google Scholar |
2021 |
Social Superpowers in Social VR: Beyond Approximation of Face-to-face |
Joshua McVeigh-Schultz, Anya Osborne, Max Kreminski, Sean Fernandes, Sabrina Fielder, Victor Li, Tym Lang, Katherine Isbister |
SocialVR |
Google Scholar |
2021 |
Improving Undergraduate Attitudes Towards Responsible Conduct of Research Through an Interactive Storytelling Game |
Katelyn M. Grasse, Edward F. Melcer, Max Kreminski, Nick Junius, Noah Wardrip-Fruin |
CHI LBW |
Google Scholar |
2021 |
You Can't Make Games About Much |
Noah Wardrip-Fruin |
Your Computer Is on Fire |
Google Scholar |
2020 |
How Pac-Man Eats |
Noah Wardrip-Fruin |
MIT Press |
Google Scholar |
2020 |
Toward Example-Driven Program Synthesis of Story Sifting Patterns |
Max Kreminski, Noah Wardrip-Fruin, Michael Mateas |
INT |
Google Scholar |
2020 |
Germinate: A Mixed-Initiative Casual Creator for Rhetorical Games |
Max Kreminski, Melanie Dickinson, Joseph C. Osborn, Adam Summerville, Michael Mateas, Noah Wardrip-Fruin |
AIIDE |
Google Scholar |
2020 |
Playable Experiences at the 16th AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment |
Melanie Dickinson, Max Kreminski, Michael Mateas, Noah Wardrip-Fruin, Sabine Wieluch |
AIIDE |
Google Scholar |
2020 |
Tabletop Roleplaying Games as Procedural Content Generators |
Matthew Guzdial, Devi Acharya, Max Kreminski, Michael Cook, Mirjam Eladhari, Antonios Liapis, Anne Sullivan |
PCG Workshop |
Google Scholar |
2020 |
Why Are We Like This?: The AI Architecture of a Co-Creative Storytelling Game |
Max Kreminski, Melanie Dickinson, Michael Mateas, Noah Wardrip-Fruin |
FDG |
Google Scholar |
2020 |
Getting Academical: A Choice-Based Interactive Storytelling Game for Teaching Responsible Conduct of Research |
Edward F. Melcer, Katelyn M. Grasse, James Ryan, Nick Junius, Max Kreminski, Dietrich Squinkifer, Brent Hill, Noah Wardrip-Fruin |
FDG |
Google Scholar |
2020 |
Scheherazade's Tavern: A Prototype for Deeper NPC Interactions |
Rehaf Aljammaz, Elisabeth Oliver, Jim Whitehead, Michael Mateas |
FDG |
Google Scholar |
2020 |
We Don't Play As We Think, But We Think As We Play: Evidence for the Psychological Impact of In-Game Actions |
Barrett Anderson, Christopher Karzmark, Noah Wardrip-Fruin |
FDG |
Google Scholar |
2020 |
Why Are We Like This?: Exploring Writing Mechanics for an AI-Augmented Storytelling Game |
Max Kreminski, Melanie Dickinson, Michael Mateas, Noah Wardrip-Fruin |
ELO |
Google Scholar |
2020 |
Teaching Responsible Conduct of Research Through an Interactive Storytelling Game |
Edward F. Melcer, James Ryan, Nick Junius, Max Kreminski, Dietrich Squinkifer, Brent Hill, Noah Wardrip-Fruin |
CHI LBW |
Google Scholar |
2019 |
Felt: A Simple Story Sifter |
Max Kreminski, Melanie Dickinson, Noah Wardrip-Fruin |
ICIDS |
Google Scholar |
2019 |
Evaluating AI-Based Games Through Retellings |
Max Kreminski, Ben Samuel, Edward Melcer, Noah Wardrip-Fruin |
AIIDE |
Google Scholar |
2019 |
Is Your Game Generator Working? Evaluating Gemini, an Intentional Generator |
Joseph C. Osborn, Melanie Dickinson, Barrett Anderson, Adam Summerville, Jill Denner, David Torres, Noah Wardrip-Fruin, Michael Mateas |
AIIDE |
Google Scholar |
2019 |
Creativity Support for Story Construction Play Experiences |
Max Kreminski |
AIIDE DC |
Google Scholar |
2019 |
On Links: Exercises in Style |
Stacey Mason, Mark Bernstein |
HT |
Google Scholar |
2019 |
Generative Games as Storytelling Partners |
Max Kreminski, Noah Wardrip-Fruin |
UX of AI Workshop |
Google Scholar |
2019 |
Cozy Mystery Construction Kit: Prototyping Toward an AI-Assisted Collaborative Storytelling Mystery Game |
Max Kreminski, Devi Acharya, Nick Junius, Elisabeth Oliver, Kate Compton, Melanie Dickinson, Cyril Focht, Stacey Mason, Stella Mazeika, Noah Wardrip-Fruin |
PCG Workshop |
Google Scholar |
2019 |
Generators that Read |
Max Kreminski, Isaac Karth, Noah Wardrip-Fruin |
PCG Workshop |
Google Scholar |
2019 |
Lume: A System for Procedural Story Generation |
Stacey Mason, Ceri Stagg, Noah Wardrip-Fruin, Michael Mateas |
FDG |
Google Scholar |
2019 |
StoryAssembler: An Engine for Generating Dynamic Choice-Driven Narratives |
Jacob Garbe, Max Kreminski, Ben Samuel, Noah Wardrip-Fruin, Michael Mateas |
FDG |
Google Scholar |
2019 |
Building Worlds Together: Understanding Collaborative Co-Creation of Game Worlds |
Devi Acharya, Noah Wardrip-Fruin |
FDG |
Google Scholar |
2019 |
Towards Expressive Input for Character Dialogue in Digital Games |
Nick Junius, Michael Mateas, Noah Wardrip-Fruin |
FDG |
Google Scholar |
2019 |
The Psychological Reality of Procedural Rhetoric |
Barrett R. Anderson, Christopher R. Karzmark, Noah Wardrip-Fruin |
FDG |
Google Scholar |
2019 |
Exploring How Changes in Game Systems Generate Meaning |
Batu Aytemiz, Nick Junius, Nathan Altice |
DiGRA |
Google Scholar |
2018 |
Sketching a Map of the Storylets Design Space |
Max Kreminski, Noah Wardrip-Fruin |
ICIDS |
Google Scholar |
2018 |
Throwing Bottles at God: Predictive Text as a Game Mechanic in an AI-Based Narrative Game |
Max Kreminski, Noah Wardrip-Fruin |
ICIDS |
Google Scholar |
2018 |
Freedom of Movement: Generative Responses to Motion Control |
Kate Compton, Michael Mateas |
EXAG |
Google Scholar |
2018 |
Gemini: Bidirectional Generation and Analysis of Games via ASP |
Adam Summerville, Chris Martens, Ben Samuel, Joseph Osborn, Noah Wardrip-Fruin, Michael Mateas |
AIIDE |
Google Scholar |
2018 |
Beyond Shooting and Eating: Passage, Dys4ia, and the Meanings of Collision |
Noah Wardrip-Fruin |
Critical Inquiry |
Google Scholar |
2018 |
Choice Poetics by Example |
Peter Mawhorter, Carmen Zegura, Alex Gray, Arnav Jhala, Michael Mateas, Noah Wardrip-Fruin |
Arts |
Google Scholar |
2018 |
Procedural Content Generation via Machine Learning (PCGML) |
Adam Summerville, Sam Snodgrass, Matthew Guzdial, Christoffer Holmgård, Amy K. Hoover, Aaron Isaksen, Andy Nealen, Julian Togelius |
ToG |
Google Scholar |
2018 |
Gardening Games: An Alternative Philosophy of PCG in Games |
Max Kreminski, Noah Wardrip-Fruin |
PCG Workshop |
Google Scholar |
2018 |
Immersive Design Fiction: Using VR to Prototype Speculative Interfaces and Interaction Rituals within a Virtual Storyworld |
Joshua McVeigh-Schultz, Max Kreminski, Keshav Prasad, Perry Hoberman, Scott S. Fisher |
DIS |
Google Scholar |
2018 |
Are Game Design and User Research Guidelines Specific to Virtual Reality Effective in Creating a More Optimal Player Experience? Yes: VR PLAY |
Heather Desurvire, Max Kreminski |
DUXU |
Google Scholar |
2018 |
Towards Inductive Logic Programming for Game Analysis: Leda |
Adam Summerville |
|
Google Scholar |
2017 |
Crafting in Games |
April Grow, Melanie Dickinson, Johnathan Pagnutti, Noah Wardrip-Fruin, Michael Mateas |
DHQ |
Google Scholar |
2017 |
Grimes' Fairy Tales: A 1960s Story Generator |
James Ryan |
ICIDS |
Google Scholar |
2017 |
From Mechanics to Meaning |
Adam Summerville, Chris Martens, Sarah Harmon, Michael Mateas, Joseph Carter Osborn, Noah Wardrip-Fruin, Arnav Jhala |
TCIAIG |
Google Scholar |
2017 |
A Generative Framework of Generativity |
Kate Compton, Michael Mateas |
EXAG |
Google Scholar |
2017 |
Generominos: Ideation Cards for Interactive Generativity |
Kate Compton, Edward Melcer, Michael Mateas |
EXAG |
Google Scholar |
2017 |
Social Simulation for Social Justice |
Melanie Dickinson, Noah Wardrip-Fruin, Michael Mateas |
EXAG |
Google Scholar |
2017 |
Operationalizing Operational Logics: Semiotic Knowledge Representations for Interactive Systems |
Joseph C. Osborn |
IJCAI |
Google Scholar |
2017 |
Refining Operational Logics |
Joseph C. Osborn, Noah Wardrip-Fruin, Michael Mateas |
FDG |
Google Scholar |
2017 |
Little Procedural People: Playing Politics with Generators |
Kate Compton |
FDG |
Google Scholar |
2017 |
Leveraging Procedural Narrative and Gameplay to Address Controversial Topics |
Ben Samuel, Jacob Garbe, Adam Summerville, Jill Denner, Sarah Harmon, Gina Lepore, Chris Martens, Michael Mateas, Noah Wardrip-Fruin |
ICCC |
Google Scholar |
2016 |
The Design of Writing Buddy: A Mixed-Initiative Approach Towards Computational Story Collaboration |
Ben Samuel, Michael Mateas, Noah Wardrip-Fruin |
ICIDS |
Google Scholar |
2016 |
Proceduralist Readings, Procedurally |
Chris Martens, Adam Summerville, Michael Mateas, Joseph Osborn, Sarah Harmon, Noah Wardrip-Fruin, Arnav Jhala |
EXAG |
Google Scholar |
2016 |
Do You Like This Art I Made You: Introducing Techne, A Creative Artbot Commune |
Kate Compton, Johnathan Pagnutti, Jim Whitehead |
PCG Workshop |
Google Scholar |
2016 |
Diegetically Grounded Evolution of Gameworld Languages |
James Ryan |
PCG Workshop |
Google Scholar |
2016 |
Bad News: A Game of Death and Communication |
James Ryan, Adam Summerville, Ben Samuel |
CHI EA |
Google Scholar |
2016 |
Threadsteading: Playful Interaction for Textile Fabrication Devices |
Lea Albaugh, April Grow, Chenxi Liu, James McCann, Gillian Smith, Jennifer Mankoff |
CHI EA |
Google Scholar |
2016 |
Programming Interactivity Requires Both Semantics and Semiotics |
Joseph C. Osborn, Michael Mateas |
POPL OBT |
Google Scholar |
2015 |
Tracery: An Author-Focused Generative Text Tool |
Kate Compton, Ben Kybartas, Michael Mateas |
ICIDS |
Google Scholar |
2015 |
Open Design Challenges for Interactive Emergent Narrative |
James Ryan, Michael Mateas, Noah Wardrip-Fruin |
ICIDS |
Google Scholar |
2015 |
The Ensemble Engine: Next-Generation Social Physics |
Ben Samuel, Aaron A. Reed, Paul Maddaloni, Michael Mateas, Noah Wardrip-Fruin |
FDG |
Google Scholar |
2015 |
What We Talk About When We Talk About Games: Bottom-Up Game Studies Using Natural Language Processing |
James Ryan, Eric Kaltman, Michael Mateas, Noah Wardrip-Fruin |
FDG |
Google Scholar |
2015 |
People Tend To Like Related Games |
James Ryan, Eric Kaltman, Timothy Hong, Michael Mateas, Noah Wardrip-Fruin |
FDG |
Google Scholar |
2015 |
Generating Relaxed, Obvious, and Dilemma Choices with Dunyazad |
Peter Mawhorter, Michael Mateas, Noah Wardrip-Fruin |
AIIDE |
Google Scholar |
2015 |
Toward Characters Who Observe, Tell, Misremember, and Lie |
James Ryan, Adam Summerville, Michael Mateas, Noah Wardrip-Fruin |
AIIDE |
Google Scholar |
2015 |
Casual Creators |
Kate Compton, Michael Mateas |
ICCC |
Google Scholar |
2015 |
Composing Social Interactions via Social Games |
Daniel Shapiro, Karen Tanenbaum, Josh McCoy, Larry LeBron, Craig Reynolds, Andrew Stern, Michael Mateas, Bill Ferguson, David Diller, Kerry Moffitt, Will Coon, Bruce Roberts |
AAMAS |
Google Scholar |
2014 |
Social Story Worlds With Comme il Faut |
Joshua McCoy, Mike Treanor, Ben Samuel, Aaron A. Reed, Michael Mateas, Noah Wardrip-Fruin |
TCIAIG |
Google Scholar |
2014 |
Envisioning the Future of Computational Media: The Final Report of the Media Systems Project |
Noah Wardrip-Fruin, Michael Mateas |
|
Google Scholar |
2014 |
Ice-Bound: Combining Richly-Realized Story with Expressive Gameplay |
Aaron A. Reed, Jacob Garbe, Noah Wardrip-Fruin, Michael Mateas |
FDG |
Google Scholar |
2014 |
Author Assistance Visualizations for Ice-Bound, A Combinatorial Narrative |
Jacob Garbe, Aaron A. Reed, Melanie Dickinson, Noah Wardrip-Fruin, Michael Mateas |
FDG |
Google Scholar |
2014 |
Towards a Theory of Choice Poetics |
Peter Mawhorter, Michael Mateas, Noah Wardrip-Fruin, Arnav Jhala |
FDG |
Google Scholar |
2014 |
A Methodology for Requirements Analysis of AI Architecture Authoring Tools |
April Grow, Swen Gaudl, Paulo Gomes, Michael Mateas, Noah Wardrip-Fruin |
FDG |
Google Scholar |
2013 |
Prom Week: Designing Past the Game/Story Dilemma |
Josh McCoy, Mike Treanor, Ben Samuel, Aaron A. Reed, Michael Mateas, Noah Wardrip-Fruin |
FDG |
Google Scholar |
2013 |
Generative Methods |
Kate Compton, Joseph C. Osborn, Michael Mateas |
PCG Workshop |
Google Scholar |
2013 |
Creating Playable Social Experiences through Whole-Body Interaction with Virtual Characters |
Daniel Shapiro, Josh McCoy, April Grow, Ben Samuel, Andrew Stern, Reid Swanson, Mike Treanor, Michael Mateas |
AIIDE |
Google Scholar |
2012 |
PCG-Based Game Design: Creating Endless Web |
Gillian Smith, Alexei Othenin-Girard, Jim Whitehead, Noah Wardrip-Fruin |
FDG |
Google Scholar |
2012 |
The Design of Mismanor: Creating a Playable Quest-Based Story Game |
Anne Sullivan, April Grow, Michael Mateas, Noah Wardrip-Fruin |
FDG |
Google Scholar |
2011 |
Answer Set Programming for Procedural Content Generation: A Design Space Approach |
Adam M. Smith, Michael Mateas |
TCIAIG |
Google Scholar |
2011 |
Prom Week: Social Physics as Gameplay |
Josh McCoy, Mike Treanor, Ben Samuel, Michael Mateas, Noah Wardrip-Fruin |
FDG |
Google Scholar |
2011 |
Proceduralist Readings: How to Find Meaning in Games with Graphical Logics |
Mike Treanor, Bobby Schweizer, Ian Bogost, Michael Mateas |
FDG |
Google Scholar |
2011 |
PCG-Based Game Design: Enabling New Play Experiences through Procedural Content Generation |
Gillian Smith, Elaine Gan, Alexei Othenin-Girard, Jim Whitehead |
PCG Workshop |
Google Scholar |
2011 |
BurgerTime: A Proceduralist Investigation |
Mike Treanor, Michael Mateas |
DiGRA |
Google Scholar |
2010 |
Tanagra: A Mixed-Initiative Level Design Tool |
Gillian Smith, Jim Whitehead, Michael Mateas |
FDG |
Google Scholar |
2010 |
Analyzing the Expressive Range of a Level Generator |
Gillian Smith, Jim Whitehead |
PCG Workshop |
Google Scholar |
2010 |
Variations Forever: Flexibly Generating Rulesets from a Sculptable Design Space of Mini-Games |
Adam Smith, Michael Mateas |
|
Google Scholar |
2010 |
What went wrong: a taxonomy of video game bugs |
Chris Lewis, Jim Whitehead, Noah Wardrip-Fruin |
|
Google Scholar |
2010 |
Zenet: generating and enforcing real-time temporal invariants |
Chris Lewis |
|
Google Scholar |
2010 |
The science of level design |
Kenneth Hullett |
|
Google Scholar |
2009 |
Agency Reconsidered |
Noah Wardrip-Fruin, Michael Mateas, Steven Dow, Serdar Sali |
|
Google Scholar |
2009 |
Al isn't just for players: AI-based authoring tools |
Michael Mateas |
|
Google Scholar |
2009 |
Beep! Beep! Boom!: towards a planning model of Coyote and Road Runner cartoons |
David Olsen, Michael Mateas |
|
Google Scholar |
2009 |
Better Game Studies Education the Carcassonne Way |
Kenneth Hullett, Sri Kurniawan, Noah Wardrip-Fruin |
|
Google Scholar |
2009 |
Case-Based Reasoning for Build Order in Real-Time Strategy Games |
Ben Weber, Michael Mateas |
|
Google Scholar |
2009 |
Comme il Faut: A System for Simulating Social Games Between Autonomous Characters |
Josh McCoy, Michael Mateas, Noah Wardrip-Fruin |
|
Google Scholar |
2009 |
Computational Support for Play Testing Game Sketches |
Adam Smith, Mark Nelson, Michael Mateas |
|
Google Scholar |
2009 |
Conceptual Neighborhoods for Retrieval in Case-Based Reasoning |
Ben Weber, Michael Mateas |
|
Google Scholar |
2009 |
Defining Operational Logics |
Michael Mateas, Noah Wardrip-Fruin |
DiGRA |
Google Scholar |
2009 |
Evaluating the Authorial Leverage of Drama Management |
Sherol Chen, Mark Nelson, Anne Sullivan, Michael Mateas |
|
Google Scholar |
2009 |
Expressive Processing: Digital Fictions, Computer Games, and Software Studies |
Noah Wardrip-Fruin |
|
Google Scholar |
2009 |
Expressive Processing, in panel "Critical Code and Software Studies" |
Noah Wardrip-Fruin |
|
Google Scholar |
2009 |
From Abstraction to Reality: Integrating Drama Management into a Playable Game Experience |
Anne Sullivan, Sherol Chen, Michael Mateas |
|
Google Scholar |
2009 |
Gender-inclusive quest design in massively multiplayer online role-playing games |
Anne Sullivan |
|
Google Scholar |
2009 |
Generative conversation tool for game writers |
Christina Strong, Michael Mateas, Dave Grossman |
|
Google Scholar |
2009 |
Intelligent Interactive-Stories: Theory versus Practice |
Sherol Chen, Anne Sullivan, Chris Lewis, Noah Wardrip-Fruin, Michael Mateas |
|
Google Scholar |
2009 |
Interactive Story Generation for Writers: Lessons Learned from the Wide Ruled Authoring Tool |
James Skorupski, Michael Mateas |
|
Google Scholar |
2009 |
Inventing the Future of Story AI for Games |
Sherol Chen, Noah Wardrip-Fruin, Michael Mateas |
|
Google Scholar |
2009 |
Newsgames: Procedural Rhetoric meets Political Cartoons |
Mike Treanor, Michael Mateas |
|
Google Scholar |
2009 |
QuestBrowser: Making Quests Playable with Computer-Assisted Quest Design |
Anne Sullivan, Michael Mateas, Noah Wardrip-Fruin |
|
Google Scholar |
2009 |
Rhythm-based level generation for 2D platformers |
Gillian Smith, Mike Treanor, Jim Whitehead, Michael Mateas |
|
Google Scholar |
2009 |
Scenario generation for emergency rescue training games |
Kenneth Hullett, Michael Mateas |
|
Google Scholar |
2009 |
Screen |
Noah Wardrip-Fruin, Josh Carroll, Robert Coover, Shawn Greenlee, Andrew McClain, Benjamin Shine |
|
Google Scholar |
2009 |
Storyboard Authoring of Plan-based Interactive Dramas |
James Skorupski |
|
Google Scholar |
2009 |
Third Person: Authoring and Exploring Vast Narratives |
Pat Harrigan, Noah Wardrip-Fruin |
|
Google Scholar |
2009 |
A data mining approach to strategy prediction |
Ben Weber, Michael Mateas |
|
Google Scholar |
2009 |
A requirements analysis for videogame design support tools |
Mark Nelson, Michael Mateas |
|
Google Scholar |
2008 |
Alien presence in the home: the design of Tableau Machine |
Mario Romero, Zachary Pousman, Michael Mateas |
|
Google Scholar |
2008 |
Another look at search-based drama management |
Mark Nelson, Michael Mateas |
|
Google Scholar |
2008 |
Automatically Generating Summary Visualizations from Game Logs |
Yun Cheong, Arnav Jhala, Byung Bae, Michael Young |
|
Google Scholar |
2008 |
A Companion to Digital Literary Studies |
Noah Wardrip-Fruin |
|
Google Scholar |
2008 |
ELIZA Revisited |
Noah Wardrip-Fruin |
|
Google Scholar |
2008 |
Expressive Processing: An Experiment in Blog-Based Peer Review |
Noah Wardrip-Fruin |
|
Google Scholar |
2008 |
Integrating Drama Management into an Adventure Game |
Anne Sullivan, Sherol Chen, Michael Mateas |
|
Google Scholar |
2008 |
Interactionist AI and the promise of ubicomp, or, how to put your box in the world without putting the world in your box |
Lucian Leahu, Phoebe Sengers, Michael Mateas |
|
Google Scholar |
2008 |
Living with Tableau Machine: A Longitudinal Investigation of a Curious Domestic Intelligence |
Zachary Pousman, Mario Romero, Adam Smith, Michael Mateas |
|
Google Scholar |
2008 |
Reading Digital Literature: Surface, Data, Interaction, and Expressive Processing |
Noah Wardrip-Fruin |
|
Google Scholar |
2008 |
Recombinable game mechanics for automated design support |
Mark Nelson, Michael Mateas |
|
Google Scholar |
2008 |
Semi-autonomous avatars in World of Minds: a case study of AI-based game design |
Mirjam Eladhari, Michael Mateas |
|
Google Scholar |
2008 |
Software Studies |
Noah Wardrip-Fruin |
|
Google Scholar |
2008 |
Styles of play in immersive and interactive story: case studies from a gallery installation of AR Façade |
Steven Dow, Blair MacIntyre, Michael Mateas |
|
Google Scholar |
2008 |
Tableau Machine: A Creative Alien Presence |
Adam Smith, Mario Romero, Zachary Pousman, Michael Mateas |
|
Google Scholar |
2008 |
The Tale-Spin Effect: Toward an acknowledgement of process in digital literature |
Noah Wardrip-Fruin |
|
Google Scholar |
2008 |
Talking with NPCs: Towards dynamic generation of discourse structures |
Christina Strong, Michael Mateas |
|
Google Scholar |
2008 |
Thing 119 |
Noah Wardrip-Fruin |
|
Google Scholar |
2008 |
Towards adaptive programming: integrating reinforcement learning into a programming language |
Christopher Simpkins, Sooraj Bhat, Charles Isbell Jr., Michael Mateas |
|
Google Scholar |
2008 |
The disenchantment of affect |
Phoebe Sengers, Kirsten Boehner, Michael Mateas, Geri Gay |
|
Google Scholar |
2008 |
A framework for analysis of 2D platformer levels |
Gillian Smith, Mee Cha, Jim Whitehead |
|
Google Scholar |
2008 |
An integrated agent for playing real-time strategy games |
Josh McCoy, Michael Mateas |
|
Google Scholar |
2008 |
An interactive game-design assistant |
Mark Nelson, Michael Mateas |
|
Google Scholar |
2007 |
AR Façade: an augmented reality interactve drama |
Steven Dow, Manish Mehta, Blair MacIntyre, Michael Mateas |
|
Google Scholar |
2007 |
Casual Information Visualization: Depictions of Data in Everyday Life |
Zachary Pousman, John Stasko, Michael Mateas |
|
Google Scholar |
2007 |
Evaluating a conversation-centered interactive drama |
Manish Mehta, Steven Dow, Michael Mateas, Blair MacIntyre |
|
Google Scholar |
2007 |
Expressive Intelligence: Artificial Intelligence, Games and New Media |
Michael Mateas |
|
Google Scholar |
2007 |
Presence and engagement in an interactive drama |
Steven Dow, Manish Mehta, Ellie Harmon, Blair MacIntyre, Michael Mateas |
|
Google Scholar |
2007 |
Second Person: Role-Playing and Story in Games and Playable Media |
Pat Harrigan, Noah Wardrip-Fruin |
|
Google Scholar |
2007 |
Talking Cure |
Noah Wardrip-Fruin, Camille Utterback, Clilly Castiglia, Nathan Wardrip-Fruin |
|
Google Scholar |
2007 |
Towards Automated Game Design |
Mark Nelson, Michael Mateas |
|
Google Scholar |
2007 |
Towards runtime behavior adaptation for embodied characters |
Peng Zang, Manish Mehta, Michael Mateas, Ashwin Ram |
|
Google Scholar |
2007 |
Wide ruled: a friendly interface to author-goal based story generation |
James Skorupski, Lakshmi Jayapalan, Sheena Marquez, Michael Mateas |
|
Google Scholar |
2007 |
A globally optimal algorithm for TTD-MDPs |
Sooraj Bhat, David Roberts, Mark Nelson, Charles Isbell, Michael Mateas |
|
Google Scholar |
2006 |
Authoring an interactive narrative with declarative optimization-based drama management |
Mark Nelson, Calvin Ashmore, Michael Mateas |
|
Google Scholar |
2006 |
Declarative Optimization-Based Drama Management in Interactive Fiction |
Mark Nelson, Michael Mateas, David Roberts, Charles Isbell Jr. |
|
Google Scholar |
2006 |
Expressive processing: on the process-intensive literature and digital media |
Noah Wardrip-Fruin |
|
Google Scholar |
2006 |
First Person: New Media as Story, Performance, and Game |
Noah Wardrip-Fruin, Pat Harrigan |
|
Google Scholar |
2006 |
Game Design Education: Integrating Computation and Culture |
Janet Murray, Ian Bogost, Michael Mateas, Michael Nitsche |
|
Google Scholar |
2006 |
Initial lessons from AR Façade, an interactive augmented reality drama |
Steven Dow, Manish Mehta, Annie Lausier, Blair MacIntyre, Michael Mateas |
|
Google Scholar |
2006 |
Procedural level design for platform games |
Kate Compton, Michael Mateas |
|
Google Scholar |
2006 |
Reinforcement learning for declarative optimization-based drama management |
Mark Nelson, David Roberts, Charles Isbell, Michael Mateas |
|
Google Scholar |
2006 |
Tableau machine: an alien presence in the home |
Mario Romero, Zachary Pousman, Michael Mateas |
|
Google Scholar |
2006 |
Targeting specific distributions of trajectories in MDPs |
David Roberts, Mark Nelson, Charles Isbell, Michael Mateas, Michael Littman |
|
Google Scholar |
2006 |
On the difficulty of modular reinforcement learning for real-world partial programming |
Sooraj Bhat, Charles Isbell Jr., Michael Mateas |
|
Google Scholar |
2005 |
Build it to understand it: Ludology meets narratology in game design space |
Michael Mateas, Andrew Stern |
|
Google Scholar |
2005 |
Cave writing: toward a platform for literary immersive VR |
Sascha Becker, Shawn Greenlee, Dmitri Lemmerman, Morgan McGuire, Nicholas Musurca, Noah Wardrip-Fruin |
|
Google Scholar |
2005 |
Evolution of space configuration in videogames |
Clara Fernández-Vara, Jose Zagal, Michael Mateas |
|
Google Scholar |
2005 |
Playable Media and Textual Instruments |
Noah Wardrip-Fruin |
|
Google Scholar |
2005 |
Preliminary evaluation of the interactive drama Façade |
Rachel Knickmeyer, Michael Mateas |
|
Google Scholar |
2005 |
Search-based drama management in the interactive fiction Anchorhead |
Mark Nelson, Michael Mateas |
|
Google Scholar |
2005 |
Structuring content in the Façade interactive drama architecture |
Michael Mateas, Andrew Stern |
|
Google Scholar |
2005 |
Towards an ontological language for game analysis |
Jose Zagal, Michael Mateas, Clara Fernández-Vara, Brian Hochhalter, Nolan Lichti |
|
Google Scholar |
2005 |
A box, darkly: Obfuscated code, weird languages, and code aesthetics |
Michael Mateas, Nick Montfort |
|
Google Scholar |
2004 |
First Person: New Media as Story, Performance, and Game |
Noah Wardrip-Fruin, Pat Harrigan |
|
Google Scholar |
2004 |
Natural language processing in Façade: Surface-text processing |
Michael Mateas, Andrew Stern |
|
Google Scholar |
2004 |
What hypertext is |
Noah Wardrip-Fruin |
|
Google Scholar |
2003 |
The New Media Reader |
Noah Wardrip-Fruin, Nick Montfort |
|
Google Scholar |
2003 |
Screen: bodily interaction with text in immersive VR |
Joshua Carroll, Robert Coover, Shawn Greenlee, Andrew McClain, Noah Wardrip-Fruin |
|
Google Scholar |
2002 |
A Behavior Language for Story-Based Believable Agents |
Michael Mateas, Andrew Stern |
|
Google Scholar |
2002 |
Extending interface practice: an ecosystem approach |
Natalie Jeremijenko, Thecla Schiphorst, Michael Mateas, Wolfgang Strauss, Will Wright, Andruid Kerne |
|
Google Scholar |
2002 |
Interactive drama, art and artificial intelligence |
Michael Mateas |
|
Google Scholar |
2002 |
Interactive stories: real systems, three solutions |
Noah Wardrip-Fruin, Andrew Stern, Peter Molyneux, Michael Mateas, Bernard Yee |
|
Google Scholar |
2001 |
Expressive AI: A hybrid art and science practice |
Michael Mateas |
|
Google Scholar |
2000 |
Generation of Ideologically-Biased Historical Documentaries |
Michael Mateas, Paul Vanouse, Steffi Domike |
|
Google Scholar |
2000 |
A neo-Aristotelian theory of interactive drama |
Michael Mateas |
|
Google Scholar |
1999 |
Hypermedia, eternal life, and the impermanence agent |
Noah Wardrip-Fruin |
|
Google Scholar |
1999 |
An Oz-centric review of interactive drama and believable agents |
Michael Mateas |
|
Google Scholar |
1998 |
Office Plant #1: Intimate space and contemplative entertainment |
Marc Boehlen, Michael Mateas |
|
Google Scholar |
1998 |
Subjective avatars (poster) |
Michael Mateas |
|
Google Scholar |
1997 |
Introduction to design ethnography |
Tony Salvador, Michael Mateas |
|
Google Scholar |
1997 |
A zooming sketchpad, a multiscale narrative: Pad++, PadDraw, Gray Matters |
Noah Wardrip-Fruin, John Meyer, Ken Perlin, Ben Bederson, Jim Hollan |
|
Google Scholar |
1996 |
Engineering ethnography in the home |
Michael Mateas, Tony Salvador, Jean Scholtz, Doug Sorensen |
|
Google Scholar |
1996 |
Ethnographic data for product development: a collaborative process |
Scott Lewis, Michael Mateas, Susan Palmiter, Gene Lynch |
|
Google Scholar |
1996 |
User requirements analysis for the home |
Jean Scholtz, Michael Mateas, Tony Salvador, Doug Sorensen |
|
Google Scholar |