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 eleventh artificial intelligence


Barot

AAAI Conferences

This paper presents a tripartite model of narrative in which three different kinds of actions are modeled: story actions, discourse actions, and narration actions. We argue that this model can support particularities of narrative discourse where typical discourse models do not (e.g., ambiguity/change of beliefs), and accounts for the difference in expressivity of the media used to convey the narrative, as opposed to bipartite models.


Liapis

AAAI Conferences

This paper describes the structure of a web service able to generate simple game levels via constrained evolutionary optimization. The provided web service allows users to generate playable game levels without needing to understand the underlying process and without having to allocate computational resources for doing so; combined with the highly expressive and customizable generator, a broad range of levels for different genres and purposes can meet many user needs.

  artificial intelligence, eleventh artificial intelligence, liapis, (1 more...)
  Industry: Leisure & Entertainment > Games (0.96)

Gow

AAAI Conferences

We sketch the process of creating a novel video game by blending two video games specified in the Video Game Description Language (VGDL), following the COINVENT computational model of conceptual blending. We highlight the choices that need to be made in this process, and discuss the prospects for a computational game designer based on blending.

  artificial intelligence, eleventh artificial intelligence, video game, (1 more...)
  Industry: Leisure & Entertainment > Games > Computer Games (1.00)