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Michael Mateas: [Publications] [Author Rank by year] [Co-authors] [Prefers] [Cites] [Cited by]

Publications of Author

  1. Sooraj Bhat, Charles Lee Isbell Jr., Michael Mateas
    On the Difficulty of Modular Reinforcement Learning for Real-World Partial Programming. [Citation Graph (0, 0)][DBLP]
    AAAI, 2006, pp:- [Conf]
  2. Michael Mateas, Paul Vanouse, Steffi Domike
    Generation of Ideologically-Biased Historical Documentaries. [Citation Graph (0, 0)][DBLP]
    AAAI/IAAI, 2000, pp:236-242 [Conf]
  3. David L. Roberts, Mark J. Nelson, Charles Lee Isbell Jr., Michael Mateas, Michael L. Littman
    Targeting Specific Distributions of Trajectories in MDPs. [Citation Graph (0, 0)][DBLP]
    AAAI, 2006, pp:- [Conf]
  4. Michael Mateas
    Subjective Avators. [Citation Graph (0, 0)][DBLP]
    Agents, 1998, pp:461-462 [Conf]
  5. Mark J. Nelson, David L. Roberts, Charles Lee Isbell Jr., Michael Mateas
    Reinforcement learning for declarative optimization-based drama management. [Citation Graph (0, 0)][DBLP]
    AAMAS, 2006, pp:775-782 [Conf]
  6. Rachel Lee Knickmeyer, Michael Mateas
    Preliminary evaluation of the interactive drama facade. [Citation Graph (0, 0)][DBLP]
    CHI Extended Abstracts, 2005, pp:1549-1552 [Conf]
  7. Mario Romero, Zachary Pousman, Michael Mateas
    Tableau machine: an alien presence in the home. [Citation Graph (0, 0)][DBLP]
    CHI Extended Abstracts, 2006, pp:1265-1270 [Conf]
  8. Tony Salvador, Michael Mateas
    Introduction to Design Ethnography. [Citation Graph (0, 0)][DBLP]
    CHI Extended Abstracts, 1997, pp:166-167 [Conf]
  9. Steven Dow, Manish Mehta, Ellie Harmon, Blair MacIntyre, Michael Mateas
    Presence and engagement in an interactive drama. [Citation Graph (0, 0)][DBLP]
    CHI, 2007, pp:1475-1484 [Conf]
  10. Michael Mateas
    Expressive AI: Games and Artificial Intelligence. [Citation Graph (0, 0)][DBLP]
    DIGRA Conf., 2003, pp:- [Conf]
  11. Michael Mateas, Andrew Stern
    Build It to Understand It: Ludology Meets Narratology in Game Design Space. [Citation Graph (0, 0)][DBLP]
    DIGRA Conf., 2005, pp:- [Conf]
  12. Clara Fernández-Vara, Jose Zagal, Michael Mateas
    Evolution Of Space Configuration In Videogames. [Citation Graph (0, 0)][DBLP]
    DIGRA Conf., 2005, pp:- [Conf]
  13. Jose Zagal, Michael Mateas, Clara Fernández-Vara, Brian Hochhalter, Nolan Lichti
    Towards an Ontological Language for Game Analysis. [Citation Graph (0, 0)][DBLP]
    DIGRA Conf., 2005, pp:- [Conf]
  14. Peng Zang, Manish Mehta, Michael Mateas, Ashwin Ram
    Towards Runtime Behavior Adaptation for Embodied Characters. [Citation Graph (0, 0)][DBLP]
    IJCAI, 2007, pp:1557-1562 [Conf]
  15. Michael Mateas, Andrew Stern
    Façade: Architecture and Authorial Idioms for Believable Agents in Interactive Drama. [Citation Graph (0, 0)][DBLP]
    IVA, 2006, pp:446-448 [Conf]
  16. Michael Mateas, Andrew Stern
    Natural Language Understanding in Façade: Surface-Text Processing. [Citation Graph (0, 0)][DBLP]
    TIDSE, 2004, pp:3-13 [Conf]
  17. Mark J. Nelson, Calvin Ashmore, Michael Mateas
    Authoring Interactive Narratives with Declarative Optimization-Based Drama Management. [Citation Graph (0, 0)][DBLP]
    AIIDE, 2006, pp:127-129 [Conf]
  18. Michael Mateas, Andrew Stern
    Structuring Content in the Façade Interactive Drama Architecture. [Citation Graph (0, 0)][DBLP]
    AIIDE, 2005, pp:93-98 [Conf]
  19. Michael Mateas, Andrew Stern
    The Interactive Drama Façade. [Citation Graph (0, 0)][DBLP]
    AIIDE, 2005, pp:153-154 [Conf]
  20. Mark J. Nelson, Michael Mateas
    Search-Based Drama Management in the Interactive Fiction Anchorhead. [Citation Graph (0, 0)][DBLP]
    AIIDE, 2005, pp:99-104 [Conf]
  21. Kate Compton, Michael Mateas
    Procedural Level Design for Platform Games. [Citation Graph (0, 0)][DBLP]
    AIIDE, 2006, pp:109-111 [Conf]
  22. Fawzi Daud, Michael Mateas, Phoebe Sengers, Susan Brennan, Alain Giboin, David R. Traum, Vinay Chaudri, Richard Fikes, Donia Scott, Richard Power, David Jensen
    Reports on the AAAI Fall Symposia (November 1999 and November 1998). [Citation Graph (0, 0)][DBLP]
    AI Magazine, 2000, v:21, n:2, pp:85-88 [Journal]
  23. Mark J. Nelson, Michael Mateas, David L. Roberts, Charles Lee Isbell Jr.
    Declarative Optimization-Based Drama Management in Interactive Fiction. [Citation Graph (0, 0)][DBLP]
    IEEE Computer Graphics and Applications, 2006, v:26, n:3, pp:32-41 [Journal]
  24. Janet Murray, Ian Bogost, Michael Mateas, Michael Nitsche
    Game Design Education: Integrating Computation and Culture. [Citation Graph (0, 0)][DBLP]
    IEEE Computer, 2006, v:39, n:6, pp:43-51 [Journal]
  25. Michael Mateas, Andrew Stern
    A Behavior Language for Story-Based Believable Agents. [Citation Graph (0, 0)][DBLP]
    IEEE Intelligent Systems, 2002, v:17, n:4, pp:39-47 [Journal]
  26. Scott Lewis, Michael Mateas, Susan Palmiter, Gene Lynch
    Ethnographic data for product development: a collaborative process. [Citation Graph (0, 0)][DBLP]
    Interactions, 1996, v:3, n:6, pp:52-69 [Journal]
  27. Steven Dow, Manish Mehta, Annie Lausier, Blair MacIntyre, Michael Mateas
    Initial lessons from AR Façade, an interactive augmented reality drama. [Citation Graph (0, 0)][DBLP]
    Advances in Computer Entertainment Technology, 2006, pp:28- [Conf]
  28. Michael Mateas
    Expressive Intelligence: Artificial Intelligence, Games and New Media. [Citation Graph (0, 0)][DBLP]
    AI*IA, 2007, pp:2- [Conf]
  29. Mark J. Nelson, Michael Mateas
    Towards Automated Game Design. [Citation Graph (0, 0)][DBLP]
    AI*IA, 2007, pp:626-637 [Conf]
  30. Zachary Pousman, John T. Stasko, Michael Mateas
    Casual Information Visualization: Depictions of Data in Everyday Life. [Citation Graph (0, 0)][DBLP]
    IEEE Trans. Vis. Comput. Graph., 2007, v:13, n:6, pp:1145-1152 [Journal]

  31. Semi-autonomous avatars in world of minds: a case study of AI-based game design. [Citation Graph (, )][DBLP]


  32. Styles of play in immersive and interactive story: case studies from a gallery installation of AR Façade. [Citation Graph (, )][DBLP]


  33. Another Look at Search-Based Drama Management. [Citation Graph (, )][DBLP]


  34. An Integrated Agent for Playing Real-Time Strategy Games. [Citation Graph (, )][DBLP]


  35. Evaluating a conversation-centered interactive drama. [Citation Graph (, )][DBLP]


  36. A globally optimal algorithm for TTD-MDPs. [Citation Graph (, )][DBLP]


  37. Another look at search-based drama management. [Citation Graph (, )][DBLP]


  38. Eliza meets the wizard-of-oz: evaluating social acceptability. [Citation Graph (, )][DBLP]


  39. Interactionist AI and the promise of ubicomp, or, how to put your box in the world without putting the world in your box. [Citation Graph (, )][DBLP]


  40. Living with tableau machine: a longitudinal investigation of a curious domestic intelligence. [Citation Graph (, )][DBLP]


  41. Conceptual Neighborhoods for Retrieval in Case-Based Reasoning. [Citation Graph (, )][DBLP]


  42. An interactive game-design assistant. [Citation Graph (, )][DBLP]


  43. Towards adaptive programming: integrating reinforcement learning into a programming language. [Citation Graph (, )][DBLP]


  44. Wide Ruled: A Friendly Interface to Author-Goal Based Story Generation. [Citation Graph (, )][DBLP]


  45. AR façade: an augmented reality interactve drama. [Citation Graph (, )][DBLP]


  46. Recombinable Game Mechanics for Automated Design Support. [Citation Graph (, )][DBLP]


  47. Integrating Drama Management into an Adventure Game. [Citation Graph (, )][DBLP]


  48. Talking with NPCs: Towards Dynamic Generation of Discourse Structures. [Citation Graph (, )][DBLP]


  49. Prototyping Games with BIPED. [Citation Graph (, )][DBLP]


  50. Computational Support for Play Testing Game Sketches. [Citation Graph (, )][DBLP]


  51. Evaluating the Authorial Leverage of Drama Management. [Citation Graph (, )][DBLP]


  52. Case-Based Reasoning for Build Order in Real-Time Strategy Games. [Citation Graph (, )][DBLP]


  53. Generative conversation tool for game writers. [Citation Graph (, )][DBLP]


  54. Scenario generation for emergency rescue training games. [Citation Graph (, )][DBLP]


  55. Beep! Beep! Boom!: towards a planning model of Coyote and Road Runner cartoons. [Citation Graph (, )][DBLP]


  56. A requirements analysis for videogame design support tools. [Citation Graph (, )][DBLP]


  57. Rhythm-based level generation for 2D platformers. [Citation Graph (, )][DBLP]


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