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IEEE Transactions on Computational Intelligence and AI in Games

Issue 2 • June 2014

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Displaying Results 1 - 18 of 18
  • Table of contents

    Publication Year: 2014, Page(s): C1
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  • IEEE Transactions on Computational Intelligence and AI in Games publication information

    Publication Year: 2014, Page(s): C2
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  • Guest Editorial: Computational Narrative and Games

    Publication Year: 2014, Page(s):93 - 96
    Cited by:  Papers (1)
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  • Social Story Worlds With Comme il Faut

    Publication Year: 2014, Page(s):97 - 112
    Cited by:  Papers (2)
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (1474 KB) | HTML iconHTML

    This paper presents Comme il Faut (CiF), an artificial intelligence system that matches character performances to appropriate social context, with the goal of enabling authors to write high-level rules governing expected character behavior in given social situations, rather than specific fixed choice points in a curated narrative structure. CiF models characters with a complex set of traits, feeli... View full abstract»

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  • Versu—A Simulationist Storytelling System

    Publication Year: 2014, Page(s):113 - 130
    Cited by:  Papers (2)
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (818 KB) | HTML iconHTML

    Versu is a text-based simulationist interactive drama. Because it uses autonomous agents, the drama is highly replayable: you can play the same story from multiple perspectives, or assign different characters to the various roles. The architecture relies on the notion of a social practice to achieve coordination between the independent autonomous agents. A social practice describes a recurring soc... View full abstract»

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  • A Computational Model of Narrative Generation for Surprise Arousal

    Publication Year: 2014, Page(s):131 - 143
    Cited by:  Papers (1)
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (805 KB) | HTML iconHTML

    This paper describes our effort for a planning-based computational model of narrative generation that is designed to elicit surprise in the reader's mind, making use of two temporal narrative devices: flashback and foreshadowing. In our computational model, flashback provides a backstory to explain what causes a surprising outcome, while foreshadowing gives hints about the surprise before it occur... View full abstract»

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  • Automated Story Selection for Color Commentary in Sports

    Publication Year: 2014, Page(s):144 - 155
    Cited by:  Papers (1)
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (1174 KB) | HTML iconHTML

    Automated sports commentary is a form of automated narrative. Sports commentary exists to keep the viewer informed and entertained. One way to entertain the viewer is by telling brief stories relevant to the game in progress. We present a system called the sports commentary recommendation system (SCoReS) that can automatically suggest stories for commentators to tell during games. Through several ... View full abstract»

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  • Skald: Minstrel Reconstructed

    Publication Year: 2014, Page(s):156 - 165
    Cited by:  Papers (1)
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (901 KB) | HTML iconHTML

    Scott Turner's Minstrel is considered a landmark story-generation system, cited as an important system in our field's history for the quality of its output. Other influential systems such as Meehan's Tale-Spin have inspired modern successors, but although a few systems have followed Minstrel's case-based approach, none of them use its “imaginative recall” technique. This paper detail... View full abstract»

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  • Designing User-Character Dialog in Interactive Narratives: An Exploratory Experiment

    Publication Year: 2014, Page(s):166 - 173
    Cited by:  Papers (1)
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (1081 KB) | HTML iconHTML

    Through interaction with the virtual environment and virtual characters, users are able to influence the storyline of many games. The design choice for the style of interactivity can thereby have a crucial influence on the user's experience. However, only a few approaches evaluate different interaction modalities for one system to investigate the impact of design choice on the users' experience. I... View full abstract»

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  • Personalized Interactive Narratives via Sequential Recommendation of Plot Points

    Publication Year: 2014, Page(s):174 - 187
    Cited by:  Papers (1)
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (1550 KB) | HTML iconHTML

    In story-based games or other interactive systems, a drama manager (DM) is an omniscient agent that acts to bring about a particular sequence of plot points for the player to experience. Traditionally, the DM's narrative evaluation criteria are solely derived from a human designer. We present a DM that learns a model of the player's storytelling preferences and automatically recommends a narrative... View full abstract»

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  • Lessons on Using Computationally Generated Influence for Shaping Narrative Experiences

    Publication Year: 2014, Page(s):188 - 202
    Cited by:  Papers (1)
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (1223 KB) | HTML iconHTML

    In this paper, we present computational models for generating influence that allow story managers to shape players' decisions in interactive narrative experiences. Our approach uses concepts from social psychology, discourse analysis, and natural language generation. We describe an abstract formalism to operationalize tools of social psychological influence described by Cialdini (Influence: The Ps... View full abstract»

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  • A Supervised Learning Framework for Modeling Director Agent Strategies in Educational Interactive Narrative

    Publication Year: 2014, Page(s):203 - 215
    Cited by:  Papers (2)
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (1575 KB) | HTML iconHTML

    Computational models of interactive narrative offer significant potential for creating educational game experiences that are procedurally tailored to individual players and support learning. A key challenge posed by interactive narrative is devising effective director agent models that dynamically sequence story events according to players' actions and needs. In this paper, we describe a supervise... View full abstract»

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  • Shall I Compare Thee to Another Story?—An Empirical Study of Analogy-Based Story Generation

    Publication Year: 2014, Page(s):216 - 227
    Cited by:  Papers (1)
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (1222 KB) | HTML iconHTML

    Despite their use in traditional storytelling, analogy-based narrative devices have not been sufficiently explored in computational narrative. In this paper, we present our analogy-based story generation (ASG) approach in the Riu system, focusing on analogical retrieval and projection. We report on an empirical user evaluation about Riu's capability to retrieve and generate short noninteractive st... View full abstract»

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  • Analysis of ReGEN as a Graph-Rewriting System for Quest Generation

    Publication Year: 2014, Page(s):228 - 242
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (1063 KB) | HTML iconHTML

    Using procedural narrative generation in video games provides a flexible way to extend game play and provide more depth to the game world at low cost to the developers. Current examples of narrative generation in commercial games, however, tend to be simplistic, resulting in repetitive and uninteresting stories. In this paper, we develop a system for narrative generation using a context-aware grap... View full abstract»

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  • Physics-Based Simulation Games

    Publication Year: 2014, Page(s): 243
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  • IEEE Conference on Computational Intelligence in Games 2014

    Publication Year: 2014, Page(s): 244
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  • IEEE Computational Intelligence Society Information

    Publication Year: 2014, Page(s): C3
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  • IEEE Transactions on Computational Intelligence and AI in Games information for authors

    Publication Year: 2014, Page(s): C4
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Aims & Scope

The IEEE Transactions on Computational Intelligence and AI in Games (T-CIAIG) publishes archival journal quality original papers in computational intelligence and related areas in artificial intelligence applied to games, including but not limited to videogames, mathematical games, human–computer interactions in games, and games involving physical objects. Emphasis is placed on the use of these methods to improve performance in and understanding of the dynamics of games, as well as gaining insight into the properties of the methods as applied to games. It also includes using games as a platform for building intelligent embedded agents for the real world. Papers connecting games to all areas of computational intelligence and traditional AI are considered.

Full Aims & Scope

Meet Our Editors

Editor-in-Chief
Graham Kendall
The University of Nottingham
Jalan Broga, 43500 Semenyih
Selangor Darul Ehsan, Malaysia
Tel.: +6(30) 8924 8306
Fax: +6(30) 8924 8299
graham.kendall@nottingham.ac.uk
http://www.graham-kendall.com

Editorial Assistant
Wendy Knibb
wendy.knibb@gmail.com