Conference
Artificial Intelligence and Interactive Digital Entertainment Conference
About: Artificial Intelligence and Interactive Digital Entertainment Conference is an academic conference. The conference publishes majorly in the area(s): Computer science & Game design. Over the lifetime, 296 publications have been published by the conference receiving 3079 citations.
Topics: Computer science, Game design, Narrative, Game mechanics, Video game
Papers
Proceedings Article•
1 Jan 2016TL;DR: An unsupervised process to generate full video game levels from a model trained on gameplay video that represents probabilistic relationships between shapes properties, and relates the relationships to stylistic variance within a domain is presented.
Abstract: We present an unsupervised approach to synthesize full video game levels from a set of gameplay videos. Our primary contribution is an unsupervised process to generate levels from a model trained on gameplay video. The model represents probabilistic relationships between shapes properties, and relates the relationships to stylistic variance within a domain. We utilize the classic platformer game Super Mario Bros. due to its highly-regarded level design. We evaluate the output in comparison to other data-driven level generation techniques via a user study and demonstrate its ability to produce novel output more stylistically similar to exemplar input.
100 citations
Proceedings Article•
23 Sep 2015TL;DR: This is the first study investigating purchase decisions in freemium mobile products from a user behavior perspective and adopting behavior-driven learning approaches to this problem.
Abstract: Mobile digital games are dominantly released under the freemium business model, but only a small fraction of the players makes any purchases. The ability to predict who will make a purchase enables optimization of marketing efforts, and tailoring customer relationship management to the specific user's profile. Here this challenge is addressed via two models for predicting purchasing players, using a 100,000 player dataset: 1) A classification model focused on predicting whether a purchase will occur or not. 2) a regression model focused on predicting the number of purchases a user will make. Both models are presented within a decision and regression tree framework for building rules that are actionable by companies. To the best of our knowledge, this is the first study investigating purchase decisions in freemium mobile products from a user behavior perspective and adopting behavior-driven learning approaches to this problem.
97 citations
Proceedings Article•
19 Sep 2016TL;DR: This paper examines the performance of a number of AI agents on the games included in the General Video Game Playing Competition to provide insight into the strengths and weaknesses of the current generation of video game playing algorithms.
Abstract: This paper examines the performance of a number of AI agents on the games included in the General Video Game Playing Competition. Through analyzing these results, the paper seeks to provide insight into the strengths and weaknesses of the current generation of video game playing algorithms. The paper also provides an analysis of the given games in terms of inherent features which define the different games. Finally, the game features are matched with AI agents, based on performance, in order to demonstrate a plausible case for algorithm portfolios as a general video game playing technique.
68 citations
Proceedings Article•
13 Nov 2013TL;DR: The proposed system, CoCo Sketch, encodes some rudimentary stylistic rules of abstract sketching and music theory to contribute supplemental lines and music while the user sketches, and reports on the initial results of early investigations into artistic style.
Abstract: This paper describes a thesis exploring how computer programs can collaborate as equals in the artistic creative process. The proposed system, CoCo Sketch, encodes some rudimentary stylistic rules of abstract sketching and music theory to contribute supplemental lines and music while the user sketches. We describe a three-part research method that includes defining rudimentary stylistic rules for abstract line drawing, exploring the interaction design for artistic improvisation with a computer, and evaluating how CoCo Sketch affects the artistic creative process. We report on the initial results of early investigations into artistic style that describe cognitive, perceptual, and behavioral processes used in abstract artists making.
68 citations
Proceedings Article•
20 Aug 2013TL;DR: A method which empowers game designers to author and control level generators, by expressing gameplay-related design constraints, by using graph grammars, the result of the designer-expressed constraints, to generate sequences of desired player actions.
Abstract: We aim to improve on the design of procedurally generated game levels. We propose a method which empowers game designers to author and control level generators, by expressing gameplay-related design constraints. Following a survey conducted on recent procedural level generation methods, we argue that gameplay-based control is currently the most natural control mechanism available for generative methods. Our method uses graph grammars, the result of the designer-expressed constraints, to generate sequences of desired player actions. These action graphs are used as the basis for the spatial structure and content of game levels; they guide the layout process and indicate the required content related to such actions. We showcase our approach with a case study on a 3D dungeon crawler game. Results allow us to conclude that our control mechanisms are both expressive and powerful, effectively supporting designers to procedurally generate game levels.
61 citations
Performance Metrics
| Year | Papers |
|---|---|
| 2022 | 7 |
| 2019 | 3 |
| 2018 | 43 |
| 2017 | 49 |
| 2016 | 41 |
| 2015 | 40 |