activity
20142023
most citedNarrative Planning: Balancing Plot and Character

536 citations · 2k across the 52 of their papers we have counts for

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28 papers · 1 filter

cs.AI2023★ 1 cited

A Controllable Co-Creative Agent for Game System Design

Rohan Agarwal, Zhiyu Lin, Mark Riedl

Many advancements have been made in procedural content generation for games, and with mixed-initiative co-creativity, have the potential for great benefits to human designers. Howe…

cs.AI2021★ 2 cited

Detecting and Adapting to Novelty in Games

Xiangyu Peng, Jonathan C. Balloch, Mark O. Riedl

Open-world novelty occurs when the rules of an environment can change abruptly, such as when a game player encounters "house rules". To address open-world novelty, game playing age…

cs.AI2021

Situated Language Learning via Interactive Narratives

Prithviraj Ammanabrolu, Mark O. Riedl

This paper provides a roadmap that explores the question of how to imbue learning agents with the ability to understand and generate contextually relevant natural language in servi…

cs.AI2020★ 17 cited

Playing Text-Based Games with Common Sense

Sahith Dambekodi, Spencer Frazier, Prithviraj Ammanabrolu +1

Text based games are simulations in which an agent interacts with the world purely through natural language. They typically consist of a number of puzzles interspersed with interac…

cs.AI2020★ 24 cited

How to Avoid Being Eaten by a Grue: Structured Exploration Strategies for Textual Worlds

Prithviraj Ammanabrolu, Ethan Tien, Matthew Hausknecht +1

Text-based games are long puzzles or quests, characterized by a sequence of sparse and potentially deceptive rewards. They provide an ideal platform to develop agents that perceive…

cs.AI2020★ 12 cited

Conceptual Game Expansion

Matthew Guzdial, Mark Riedl

Automated game design is the problem of automatically producing games through computational processes. Traditionally, these methods have relied on the authoring of search spaces by…

cs.AI2020★ 6 cited

Bringing Stories Alive: Generating Interactive Fiction Worlds

Prithviraj Ammanabrolu, Wesley Cheung, Dan Tu +2

World building forms the foundation of any task that requires narrative intelligence. In this work, we focus on procedurally generating interactive fiction worlds---text-based worl…

cs.AI2019★ 10 cited

Learning Norms from Stories: A Prior for Value Aligned Agents

Spencer Frazier, Md Sultan Al Nahian, Mark Riedl +1

Value alignment is a property of an intelligent agent indicating that it can only pursue goals and activities that are beneficial to humans. Traditional approaches to value alignme…

cs.AI2019★ 8 cited

Integrating Automated Play in Level Co-Creation

Andrew Hoyt, Matthew Guzdial, Yalini Kumar +2

In level co-creation an AI and human work together to create a video game level. One open challenge in level co-creation is how to empower human users to ensure particular qualitie…

cs.AI2019★ 29 cited

Monte-Carlo Tree Search for Simulation-based Strategy Analysis

Alexander Zook, Brent Harrison, Mark O. Riedl

Games are often designed to shape player behavior in a desired way; however, it can be unclear how design decisions affect the space of behaviors in a game. Designers usually explo…

cs.AI2019

Automatic Game Design via Mechanic Generation

Alexander Zook, Mark O. Riedl

Game designs often center on the game mechanics---rules governing the logical evolution of the game. We seek to develop an intelligent system that generates computer games. As firs…

cs.AI2019★ 27 cited

Automatic Playtesting for Game Parameter Tuning via Active Learning

Alexander Zook, Eric Fruchter, Mark O. Riedl

Game designers use human playtesting to gather feedback about game design elements when iteratively improving a game. Playtesting, however, is expensive: human testers must be recr…

cs.AI2019

Human-Centered Artificial Intelligence and Machine Learning

Mark O. Riedl

Humans are increasingly coming into contact with artificial intelligence and machine learning systems. Human-centered artificial intelligence is a perspective on AI and ML that alg…

cs.AI2019★ 44 cited

Automated Rationale Generation: A Technique for Explainable AI and its Effects on Human Perceptions

Upol Ehsan, Pradyumna Tambwekar, Larry Chan +2

Automated rationale generation is an approach for real-time explanation generation whereby a computational model learns to translate an autonomous agent's internal state and action…

cs.AI2018

Towards Automated Let's Play Commentary

Matthew Guzdial, Shukan Shah, Mark Riedl

We introduce the problem of generating Let's Play-style commentary of gameplay video via machine learning. We propose an analysis of Let's Play commentary and a framework for build…

cs.AI2018★ 4 cited

Co-Creative Level Design via Machine Learning

Matthew Guzdial, Nicholas Liao, Mark Riedl

Procedural Level Generation via Machine Learning (PLGML), the study of generating game levels with machine learning, has received a large amount of recent academic attention. For c…

cs.AI2018★ 5 cited

Explainable PCGML via Game Design Patterns

Matthew Guzdial, Joshua Reno, Jonathan Chen +2

Procedural content generation via Machine Learning (PCGML) is the umbrella term for approaches that generate content for games via machine learning. One of the benefits of PCGML is…

cs.AI2018

Automated Game Design via Conceptual Expansion

Matthew Guzdial, Mark Riedl

Automated game design has remained a key challenge within the field of Game AI. In this paper, we introduce a method for recombining existing games to create new games through a pr…

cs.AI2018★ 2 cited

Creative Invention Benchmark

Matthew Guzdial, Nicholas Liao, Vishwa Shah +1

In this paper we present the Creative Invention Benchmark (CrIB), a 2000-problem benchmark for evaluating a particular facet of computational creativity. Specifically, we address c…

cs.AI2017★ 27 cited

Explore, Exploit or Listen: Combining Human Feedback and Policy Model to Speed up Deep Reinforcement Learning in 3D Worlds

Zhiyu Lin, Brent Harrison, Aaron Keech +1

We describe a method to use discrete human feedback to enhance the performance of deep learning agents in virtual three-dimensional environments by extending deep-reinforcement lea…

cs.AI2017

Guiding Reinforcement Learning Exploration Using Natural Language

Brent Harrison, Upol Ehsan, Mark O. Riedl

In this work we present a technique to use natural language to help reinforcement learning generalize to unseen environments. This technique uses neural machine translation, specif…

cs.AI2017★ 1 cited

Enter the Matrix: Safely Interruptible Autonomous Systems via Virtualization

Mark O. Riedl, Brent Harrison

Autonomous systems that operate around humans will likely always rely on kill switches that stop their execution and allow them to be remote-controlled for the safety of humans or…

cs.AI2017★ 20 cited

Rationalization: A Neural Machine Translation Approach to Generating Natural Language Explanations

Upol Ehsan, Brent Harrison, Larry Chan +1

We introduce AI rationalization, an approach for generating explanations of autonomous system behavior as if a human had performed the behavior. We describe a rationalization techn…

cs.AI2016★ 16 cited

Learning to Blend Computer Game Levels

Matthew Guzdial, Mark Riedl

We present an approach to generate novel computer game levels that blend different game concepts in an unsupervised fashion. Our primary contribution is an analogical reasoning pro…