| 2012 | ||
|---|---|---|
| c89 | Brandon Robert Tearse, Peter A. Mawhorter, Michael Mateas, Noah Wardrip-Fruin: Lessons Learned From a Rational Reconstruction of Minstrel. AAAI 2012 | |
| c88 | Ben George Weber, Michael Mateas, Arnav Jhala: Learning from Demonstration for Goal-Driven Autonomy. AAAI 2012 | |
| c87 | Sherol Chen, Andrew Deunsing, Peter Kong, Arnav Jhala, Noah Wardrip-Fruin, Michael Mateas: RoleModelVis: A Visualization of Logical Story Models. AIIDE 2012 | |
| c86 | Mike Treanor, Bobby Schweizer, Ian Bogost, Michael Mateas: The micro-rhetorics of Game-o-Matic. FDG 2012: 18-25 | |
| c85 | Serdar Sali, Ronald Liu, Noah Wardrip-Fruin, Michael Mateas, Sri Kurniawan: Getting a word in: adding artificial pauses to natural language interaction. FDG 2012: 57-64 | |
| c84 | Adam M. Smith, Erik Andersen, Michael Mateas, Zoran Popovic: A case study of expressively constrainable level design automation tools for a puzzle game. FDG 2012: 156-163 | |
| c83 | Anne Sullivan, April Grow, Michael Mateas, Noah Wardrip-Fruin: The design of Mismanor: creating a playable quest-based story game. FDG 2012: 180-187 | |
| c82 | Joshua McCoy, Mike Treanor, Ben Samuel, Aaron A. Reed, Noah Wardrip-Fruin, Michael Mateas: Prom week. FDG 2012: 235-237 | |
| i1 | Simon M. Lucas, Michael Mateas, Mike Preuss, Pieter Spronck, Julian Togelius: Artificial and Computational Intelligence in Games (Dagstuhl Seminar 12191). Dagstuhl Reports 2(5): 43-70 (2012) | |
| 2011 | ||
| j12 | Gillian Smith, Jim Whitehead, Michael Mateas, Mike Treanor, Jameka March, Mee Cha: Launchpad: A Rhythm-Based Level Generator for 2-D Platformers. IEEE Trans. Comput. Intellig. and AI in Games 3(1): 1-16 (2011) | |
| j11 | Adam M. Smith, Michael Mateas: Answer Set Programming for Procedural Content Generation: A Design Space Approach. IEEE Trans. Comput. Intellig. and AI in Games 3(3): 187-200 (2011) | |
| j10 | Gillian Smith, Jim Whitehead, Michael Mateas: Tanagra: Reactive Planning and Constraint Solving for Mixed-Initiative Level Design. IEEE Trans. Comput. Intellig. and AI in Games 3(3): 201-215 (2011) | |
| c81 | Joshua McCoy, Mike Treanor, Ben Samuel, Noah Wardrip-Fruin, Michael Mateas: Comme il Faut: A System for Authoring Playable Social Models. AIIDE 2011 | |
| c80 | Adam M. Smith, Michael Mateas: Computational Caricatures: Probing the Game Design Process with AI. Artificial Intelligence in the Game Design Process 2011 | |
| c79 | Brandon Robert Tearse, Peter A. Mawhorter, Michael Mateas, Noah Wardrip-Fruin: Minstrel Remixed: User Interface and Demonstration. AIIDE 2011 | |
| c78 | Ben George Weber, Michael Mateas, Arnav Jhala: A Particle Model for State Estimation in Real-Time Strategy Games. AIIDE 2011 | |
| c77 | Mike Treanor, Bobby Schweizer, Ian Bogost, Michael Mateas: Proceduralist readings: how to find meaning in games with graphical logics. FDG 2011: 115-122 | |
| c76 | Teale Fristoe, Jill Denner, Matt MacLaurin, Michael Mateas, Noah Wardrip-Fruin: Say it with systems: expanding Kodu's expressive power through gender-inclusive mechanics. FDG 2011: 227-234 | |
| c75 | Joshua McCoy, Mike Treanor, Ben Samuel, Michael Mateas, Noah Wardrip-Fruin: Prom Week: social physics as gameplay. FDG 2011: 319-321 | |
| c74 | Ben George Weber, Michael John, Michael Mateas, Arnav Jhala: Modeling Player Retention in Madden NFL 11. IAAI 2011 | |
| c73 | Anne Sullivan, April Grow, Tabitha Chirrick, Max Stokols, Noah Wardrip-Fruin, Michael Mateas: Extending CRPGs as an Interactive Storytelling Form. ICIDS 2011: 164-169 | |
| c72 | Serdar Sali, Michael Mateas: Using Information Visualization to Understand Interactive Narrative: A Case Study on Façade. ICIDS 2011: 284-289 | |
| c71 | Gillian Smith, Ryan Anderson, Brian Kopleck, Zach Lindblad, Lauren Scott, Adam Wardell, Jim Whitehead, Michael Mateas: Situating Quests: Design Patterns for Quest and Level Design in Role-Playing Games. ICIDS 2011: 326-329 | |
| 2010 | ||
| c70 | Joshua McCoy, Mike Treanor, Ben Samuel, Brandon Robert Tearse, Michael Mateas, Noah Wardrip-Fruin: The Prom: An Example of Socially-Oriented Gameplay. AIIDE 2010 | |
| c69 | James Skorupski, Michael Mateas: Novice-Friendly Authoring of Plan-Based Interactive Storyboards. AIIDE 2010 | |
| c68 | Gillian Smith, Jim Whitehead, Michael Mateas: Tanagra: An Intelligent Level Design Assistant for 2D Platformers. AIIDE 2010 | |
| c67 | Brandon Robert Tearse, Noah Wardrip-Fruin, Michael Mateas: Minstrel Remixed: Procedurally Generating Stories. AIIDE 2010 | |
| c66 | Ben George Weber, Michael Mateas, Arnav Jhala: Applying Goal-Driven Autonomy to StarCraft. AIIDE 2010 | |
| c65 | Steven P. Dow, Manish Mehta, Blair MacIntyre, Michael Mateas: Eliza meets the wizard-of-oz: evaluating social acceptability. CHI 2010: 547-556 | |
| c64 | Adam M. Smith, Mark J. Nelson, Michael Mateas: LUDOCORE: A logical game engine for modeling videogames. CIG 2010: 91-98 | |
| c63 | Ben George Weber, Peter A. Mawhorter, Michael Mateas, Arnav Jhala: Reactive planning idioms for multi-scale game AI. CIG 2010: 115-122 | |
| c62 | Adam M. Smith, Michael Mateas: Variations Forever: Flexibly generating rulesets from a sculptable design space of mini-games. CIG 2010: 273-280 | |
| c61 | Peter A. Mawhorter, Michael Mateas: Procedural level generation using occupancy-regulated extension. CIG 2010: 351-358 | |
| c60 | Serdar Sali, Noah Wardrip-Fruin, Steven Dow, Michael Mateas, Sri Kurniawan, Aaron A. Reed, Ronald Liu: Playing with words: from intuition to evaluation of game dialogue interfaces. FDG 2010: 179-186 | |
| c59 | Gillian Smith, Jim Whitehead, Michael Mateas: Tanagra: a mixed-initiative level design tool. FDG 2010: 209-216 | |
| c58 | Mike Treanor, Michael Mateas, Noah Wardrip-Fruin: Kaboom! is a many-splendored thing: an interpretation and design methodology for message-driven games using graphical logics. FDG 2010: 224-231 | |
| c57 | ||
| 2009 | ||
| c56 | Sherol Chen, Mark J. Nelson, Anne Sullivan, Michael Mateas: Evaluating the Authorial Leverage of Drama Management. AAAI Spring Symposium: Intelligent Narrative Technologies II 2009: 20-23 | |
| c55 | Joshua McCoy, Michael Mateas: The Computation of Self in Everyday Life: A Dramaturgical Approach for Socially Competent Agents. AAAI Spring Symposium: Intelligent Narrative Technologies II 2009: 75-82 | |
| c54 | Anne Sullivan, Sherol Chen, Michael Mateas: From Abstraction to Reality: Integrating Drama Management into a Playable Game Experience. AAAI Spring Symposium: Intelligent Narrative Technologies II 2009: 111-118 | |
| c53 | Sherol Chen, Mark J. Nelson, Michael Mateas: Evaluating the Authorial Leverage of Drama Management. AIIDE 2009 | |
| c52 | Adam M. Smith, Mark J. Nelson, Michael Mateas: Computational Support for Play Testing Game Sketches. AIIDE 2009 | |
| c51 | ||
| c50 | Ben George Weber, Michael Mateas: Case-Based Reasoning for Build Order in Real-Time Strategy Games. AIIDE 2009 | |
| c49 | ||
| c48 | ||
| c47 | Kenneth Hullett, Michael Mateas: Scenario generation for emergency rescue training games. FDG 2009: 99-106 | |
| c46 | Mark J. Nelson, Michael Mateas: A requirements analysis for videogame design support tools. FDG 2009: 137-144 | |
| c45 | David Olsen, Michael Mateas: Beep! Beep! Boom!: towards a planning model of Coyote and Road Runner cartoons. FDG 2009: 145-152 | |
| c44 | Gillian Smith, Mike Treanor, Jim Whitehead, Michael Mateas: Rhythm-based level generation for 2D platformers. FDG 2009: 175-182 | |
| c43 | Christina R. Strong, Michael Mateas, Dave Grossman: Generative conversation tool for game writers. FDG 2009: 183-190 | |
| c42 | Ben George Weber, Michael Mateas: Conceptual Neighborhoods for Retrieval in Case-Based Reasoning. ICCBR 2009: 343-357 | |
| 2008 | ||
| j9 | Phoebe Sengers, Kirsten Boehner, Michael Mateas, Geri Gay: The disenchantment of affect. Personal and Ubiquitous Computing 12(5): 347-358 (2008) | |
| j8 | Mario Romero, Zachary Pousman, Michael Mateas: Alien presence in the home: the design of Tableau Machine. Personal and Ubiquitous Computing 12(5): 373-382 (2008) | |
| c41 | Mirjam Palosaari Eladhari, Michael Mateas: Semi-autonomous avatars in world of minds: a case study of AI-based game design. Advances in Computer Entertainment Technology 2008: 201-208 | |
| c40 | Steven Dow, Blair MacIntyre, Michael Mateas: Styles of play in immersive and interactive story: case studies from a gallery installation of AR Façade. Advances in Computer Entertainment Technology 2008: 373-380 | |
| c39 | ||
| c38 | Joshua McCoy, Michael Mateas: An Integrated Agent for Playing Real-Time Strategy Games. AAAI 2008: 1313-1318 | |
| c37 | Adam M. Smith, Mario Romero, Zachary Pousman, Michael Mateas: Tableau Machine: A Creative Alien Presence. AAAI Spring Symposium: Creative Intelligent Systems 2008: 82-89 | |
| c36 | Mark J. Nelson, Michael Mateas: Recombinable Game Mechanics for Automated Design Support. AIIDE 2008 | |
| c35 | Christina R. Strong, Michael Mateas: Talking with NPCs: Towards Dynamic Generation of Discourse Structures. AIIDE 2008 | |
| c34 | Anne Sullivan, Sherol Chen, Michael Mateas: Integrating Drama Management into an Adventure Game. AIIDE 2008 | |
| c33 | Mark J. Nelson, Michael Mateas: Another look at search-based drama management. AAMAS (3) 2008: 1293-1298 | |
| c32 | Lucian Leahu, Phoebe Sengers, Michael Mateas: Interactionist AI and the promise of ubicomp, or, how to put your box in the world without putting the world in your box. UbiComp 2008: 134-143 | |
| c31 | Zachary Pousman, Mario Romero, Adam M. Smith, Michael Mateas: Living with tableau machine: a longitudinal investigation of a curious domestic intelligence. UbiComp 2008: 370-379 | |
| c30 | ||
| c29 | Christopher Simpkins, Sooraj Bhat, Charles Lee Isbell Jr., Michael Mateas: Towards adaptive programming: integrating reinforcement learning into a programming language. OOPSLA 2008: 603-614 | |
| e2 | Christian Darken, Michael Mateas (Eds.): Proceedings of the Fourth Artificial Intelligence and Interactive Digital Entertainment Conference, October 22-24, 2008, Stanford, California, USA. The AAAI Press 2008, isbn 978-1-57735-391-1 | |
| 2007 | ||
| j7 | Zachary Pousman, John T. Stasko, Michael Mateas: Casual Information Visualization: Depictions of Data in Everyday Life. IEEE Trans. Vis. Comput. Graph. 13(6): 1145-1152 (2007) | |
| c28 | Michael Mateas: Expressive Intelligence: Artificial Intelligence, Games and New Media. AI*IA 2007: 2 | |
| c27 | ||
| c26 | Manish Mehta, Steven Dow, Michael Mateas, Blair MacIntyre: Evaluating a conversation-centered interactive drama. AAMAS 2007: 8 | |
| c25 | Sooraj Bhat, David L. Roberts, Mark J. Nelson, Charles L. Isbell, Michael Mateas: A globally optimal algorithm for TTD-MDPs. AAMAS 2007: 199 | |
| c24 | Steven Dow, Manish Mehta, Ellie Harmon, Blair MacIntyre, Michael Mateas: Presence and engagement in an interactive drama. CHI 2007: 1475-1484 | |
| c23 | Peng Zang, Manish Mehta, Michael Mateas, Ashwin Ram: Towards Runtime Behavior Adaptation for Embodied Characters. IJCAI 2007: 1557-1562 | |
| c22 | James Skorupski, Lakshmi Jayapalan, Sheena Marquez, Michael Mateas: Wide Ruled: A Friendly Interface to Author-Goal Based Story Generation. International Conference on Virtual Storytelling 2007: 26-37 | |
| c21 | Steven Dow, Manish Mehta, Blair MacIntyre, Michael Mateas: AR façade: an augmented reality interactve drama. VRST 2007: 215-216 | |
| e1 | Jonathan Schaeffer, Michael Mateas (Eds.): Proceedings of the Third Artificial Intelligence and Interactive Digital Entertainment Conference, June 6-8, 2007, Stanford, California, USA. The AAAI Press 2007, isbn 978-1-57735-325-6 | |
| 2006 | ||
| j6 | Mark J. Nelson, Michael Mateas, David L. Roberts, Charles Lee Isbell Jr.: Declarative Optimization-Based Drama Management in Interactive Fiction. IEEE Computer Graphics and Applications 26(3): 32-41 (2006) | |
| j5 | Janet Murray, Ian Bogost, Michael Mateas, Michael Nitsche: Game Design Education: Integrating Computation and Culture. IEEE Computer 39(6): 43-51 (2006) | |
| c20 | Steven Dow, Manish Mehta, Annie Lausier, Blair MacIntyre, Michael Mateas: Initial lessons from AR Façade, an interactive augmented reality drama. Advances in Computer Entertainment Technology 2006: 28 | |
| c19 | Sooraj Bhat, Charles Lee Isbell Jr., Michael Mateas: On the Difficulty of Modular Reinforcement Learning for Real-World Partial Programming. AAAI 2006: 318-323 | |
| c18 | David L. Roberts, Mark J. Nelson, Charles Lee Isbell Jr., Michael Mateas, Michael L. Littman: Targeting Specific Distributions of Trajectories in MDPs. AAAI 2006: 1213-1218 | |
| c17 | ||
| c16 | Mark J. Nelson, Calvin Ashmore, Michael Mateas: Authoring Interactive Narratives with Declarative Optimization-Based Drama Management. AIIDE 2006: 127-129 | |
| c15 | Mark J. Nelson, David L. Roberts, Charles Lee Isbell Jr., Michael Mateas: Reinforcement learning for declarative optimization-based drama management. AAMAS 2006: 775-782 | |
| c14 | Mario Romero, Zachary Pousman, Michael Mateas: Tableau machine: an alien presence in the home. CHI Extended Abstracts 2006: 1265-1270 | |
| c13 | Michael Mateas, Andrew Stern: Façade: Architecture and Authorial Idioms for Believable Agents in Interactive Drama. IVA 2006: 446-448 | |
| 2005 | ||
| c12 | Michael Mateas, Andrew Stern: Structuring Content in the Façade Interactive Drama Architecture. AIIDE 2005: 93-98 | |
| c11 | Mark J. Nelson, Michael Mateas: Search-Based Drama Management in the Interactive Fiction Anchorhead. AIIDE 2005: 99-104 | |
| c10 | ||
| c9 | Rachel Lee Knickmeyer, Michael Mateas: Preliminary evaluation of the interactive drama facade. CHI Extended Abstracts 2005: 1549-1552 | |
| c8 | Michael Mateas, Andrew Stern: Build It to Understand It: Ludology Meets Narratology in Game Design Space. DIGRA Conf. 2005 | |
| c7 | Clara Fernández-Vara, José Pablo Zagal, Michael Mateas: Evolution Of Space Configuration In Videogames. DIGRA Conf. 2005 | |
| c6 | José Pablo Zagal, Michael Mateas, Clara Fernández-Vara, Brian Hochhalter, Nolan Lichti: Towards an Ontological Language for Game Analysis. DIGRA Conf. 2005 | |
| 2004 | ||
| c5 | Michael Mateas, Andrew Stern: Natural Language Understanding in Façade: Surface-Text Processing. TIDSE 2004: 3-13 | |
| 2003 | ||
| c4 | ||
| 2002 | ||
| j4 | Michael Mateas, Andrew Stern: A Behavior Language for Story-Based Believable Agents. IEEE Intelligent Systems 17(4): 39-47 (2002) | |
| 2001 | ||
| j3 | Michael Mateas: A preliminary poetics for interactive drama and games. Digital Creativity 12(3): 140-152 (2001) | |
| 2000 | ||
| j2 | Fawzi Daud, Michael Mateas, Phoebe Sengers, Susan Brennan, Alain Giboin, David R. Traum, Vinay K. Chaudri, Richard Fikes, Donia Scott, Richard Power, David Jensen: Reports on the AAAI Fall Symposia (November 1999 and November 1998). AI Magazine 21(2): 85-88 (2000) | |
| c3 | Michael Mateas, Paul Vanouse, Steffi Domike: Generation of Ideologically-Biased Historical Documentaries. AAAI/IAAI 2000: 236-242 | |
| 1999 | ||
| p1 | Michael Mateas: An Oz-Centric Review of Interactive Drama and Believable Agents. Artificial Intelligence Today 1999: 297-328 | |
| 1998 | ||
| c2 | ||
| 1997 | ||
| c1 | Tony Salvador, Michael Mateas: Introduction to Design Ethnography. CHI Extended Abstracts 1997: 166-167 | |
| 1996 | ||
| j1 | Scott Lewis, Michael Mateas, Susan Palmiter, Gene Lynch: Ethnographic data for product development: a collaborative process. Interactions 3(6): 52-69 (1996) | |
Colors in the list of coauthors
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