American University
Playable Experiences at AIIDE 2017
Treanor, Mike (American University) | Warren, Nicholas (University of California, Santa Cruz) | Reed, Mason (University of California, Santa Cruz) | Smith, Adam M. (University of California, Santa Cruz) | Ortiz, Pablo (Massachusetts Institute of Technology) | Coney, Laurel (Massachusetts Institute of Technology) | Sherman, Loren (Massachusetts Institute of Technology) | Carré, Elizabeth ( Massachusetts College of Art and Design ) | Vivatvisha, Nadya ( Harvard University ) | Harrell, D. Fox (Massachusetts Institute of Technology) | Mardo, Paola ( University of Southern California ) | Gordon, Andrew (University of Southern California) | Dormans, Joris (Ludomotion) | Robison, Barrie (Polymorphic Games) | Gomez, Spencer (University of Idaho) | Heck, Samantha (University of Idaho) | Wright, Landon (University of Idaho) | Soule, Terence (University of Idaho)
The AIIDE 2015 Workshop Program
Barot, Camille (North Carolina State University) | Buro, Michael (University of Alberta) | Cook, Michael (Goldsmiths, University of London) | Eladhari, Mirjam Palosaari (Stockholm University) | Li, Boyang “Albert” (Disney Research) | Liapis, Antonios (University of Malta) | Johansson, Magnus (Uppsala University) | McCoy, Josh (American University) | Ontañón, Santiago (Drexel University) | Rowe, Jonathan (North Carolina State University) | Tomai, Emmett (University of Texas Rio Grande Valley) | Verhagen, Harko (Stockholm University) | Zook, Alexander (Georgia Institute of Technology)
The workshop program at the Eleventh Annual AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment was held November 14–15, 2015 at the University of California, Santa Cruz, USA. The program included 4 workshops (one of which was a joint workshop): Artificial Intelligence in Adversarial Real-Time Games, Experimental AI in Games, Intelligent Narrative Technologies and Social Believability in Games, and Player Modeling. This article contains the reports of three of the four workshops.
Social Play in Non-Player Character Dialog
Treanor, Mike (American University) | McCoy, Josh (American University) | Sullivan, Anne (American University)
Non-player characters in games generally lack believability and deep interactivity. The AI system Comme il Faut begins to tackle this by modeling social state and behaviors for game characters. The player initiates social exchanges and the dialog and outcome are generated and displayed in their entirety. In this paper we present a model called social prac-tices to extend Comme il Faut. Social practices increase the playability of social play by modeling social interactions at a more granular level and adding interactivity at each stage. This model also moves away from dialog trees to a more modular form of authoring to support the additional com-plexity.