Michael Mateas
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American artificial intelligence researcher
Michael Mateas's AcademicInfluence.com Rankings
Michael Mateascomputer-science Degrees
Computer Science
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#7428
Historical Rank
#1661
USA Rank
Artificial Intelligence
#2771
World Rank
#2814
Historical Rank
#244
USA Rank

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Computer Science
Michael Mateas's Degrees
- PhD Computer Science Carnegie Mellon University
- Bachelors Computer Science University of California, Berkeley
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(Suggest an Edit or Addition)Michael Mateas's Published Works
Number of citations in a given year to any of this author's works
Total number of citations to an author for the works they published in a given year. This highlights publication of the most important work(s) by the author
Published Works
- Façade: An Experiment in Building a Fully-Realized Interactive Drama (2003) (618)
- Casual Information Visualization: Depictions of Data in Everyday Life (2007) (410)
- An Oz-Centric Review of Interactive Drama and Believable Agents (1999) (361)
- Interactive drama, art and artificial intelligence (2002) (263)
- Structuring Content in the Façade Interactive Drama Architecture (2005) (260)
- A data mining approach to strategy prediction (2009) (259)
- A Behavior Language for Story-Based Believable Agents (2002) (246)
- Towards an Ontological Language for Game Analysis (2005) (237)
- Integrating Plot, Character and Natural Language Processing in the Interactive Drama Façade (2003) (215)
- A preliminary poetics for interactive drama and games (2001) (209)
- Towards Integrating Plot and Character for Interactive Drama (2002) (207)
- Answer Set Programming for Procedural Content Generation: A Design Space Approach (2011) (185)
- Tanagra: a mixed-initiative level design tool (2010) (165)
- Tanagra: Reactive Planning and Constraint Solving for Mixed-Initiative Level Design (2011) (164)
- What is Narrative Intelligence ? (1998) (158)
- Procedural Level Design for Platform Games (2006) (133)
- Presence and engagement in an interactive drama (2007) (128)
- Rhythm-based level generation for 2D platformers (2009) (127)
- Engineering ethnography in the home (1996) (120)
- Towards Automated Game Design (2007) (119)
- Super Mario as a String: Platformer Level Generation Via LSTMs (2016) (115)
- Procedural Authorship: A Case-Study Of the Interactive Drama Façade (2005) (113)
- Casual Creators (2015) (103)
- Variations Forever: Flexibly generating rulesets from a sculptable design space of mini-games (2010) (101)
- A Behavior Language: Joint Action and Behavioral Idioms (2004) (101)
- Expressive AI: A Hybrid Art and Science Practice (2001) (100)
- Procedural literacy: educating the new media practitioner (2005) (97)
- A case study of expressively constrainable level design automation tools for a puzzle game (2012) (96)
- Search-Based Drama Management in the Interactive Fiction Anchorhead (2005) (95)
- The VGLC: The Video Game Level Corpus (2016) (94)
- Game-O-Matic: Generating Videogames that Represent Ideas (2012) (93)
- Launchpad: A Rhythm-Based Level Generator for 2-D Platformers (2011) (90)
- Procedural Content Generation: Goals, Challenges and Actionable Steps (2013) (87)
- Technologies for Interactive Digital Storytelling and Entertainment (2004) (86)
- Natural Language Understanding in Façade: Surface-Text Processing (2004) (85)
- Build It to Understand It: Ludology Meets Narratology in Game Design Space (2005) (83)
- Agency Reconsidered (2009) (77)
- Building Human-Level AI for Real-Time Strategy Games (2011) (73)
- Modeling Player Retention in Madden NFL 11 (2011) (72)
- LUDOCORE: A logical game engine for modeling videogames (2010) (72)
- Prom Week: social physics as gameplay (2011) (72)
- Applying Goal-Driven Autonomy to StarCraft (2010) (71)
- The disenchantment of affect (2008) (71)
- A Neo-Aristotelian Theory of Interactive Drama (2000) (70)
- An Integrated Agent for Playing Real-Time Strategy Games (2008) (69)
- Reinforcement learning for declarative optimization-based drama management (2006) (69)
- Declarative optimization-based drama management in interactive fiction (2006) (69)
- Tracery: An Author-Focused Generative Text Tool (2015) (68)
- Architecture, Authorial Idioms and Early Observations of the Interactive Drama Facade (2002) (67)
- Generation of Ideologically-Biased Historical Documentaries (2000) (64)
- Reactive planning idioms for multi-scale game AI (2010) (64)
- Social Story Worlds With Comme il Faut (2014) (63)
- Expressive AI: Games and Artificial Intelligence (2003) (60)
- Procedural level generation using occupancy-regulated extension (2010) (58)
- Targeting Specific Distributions of Trajectories in MDPs (2006) (58)
- Defining Operational Logics (2009) (57)
- Learning from Demonstration for Goal-Driven Autonomy (2012) (56)
- Authoring Game-based Interactive Narrative using Social Games and Comme il (2010) (56)
- Comme il Faut: A System for Authoring Playable Social Models (2011) (55)
- Comme il Faut 2: a fully realized model for socially-oriented gameplay (2010) (54)
- Prom Week: Designing past the game/story dilemma (2013) (53)
- Proceduralist readings: how to find meaning in games with graphical logics (2011) (51)
- Case-Based Reasoning for Build Order in Real-Time Strategy Games (2009) (51)
- Prom week (2012) (50)
- A requirements analysis for videogame design support tools (2009) (47)
- Interactionist AI and the promise of ubicomp, or, how to put your box in the world without putting the world in your box (2008) (47)
- Situating Quests: Design Patterns for Quest and Level Design in Role-Playing Games (2011) (47)
- Initial lessons from AR Façade, an interactive augmented reality drama (2006) (47)
- Wide Ruled: A Friendly Interface to Author-Goal Based Story Generation (2007) (46)
- Time in Video Games: A Survey and Analysis (2010) (46)
- Open Design Challenges for Interactive Emergent Narrative (2015) (46)
- Preliminary evaluation of the interactive drama facade (2005) (45)
- A Particle Model for State Estimation in Real-Time Strategy Games (2011) (44)
- Artificial and Computational Intelligence in Games (2013) (43)
- Living with tableau machine: a longitudinal investigation of a curious domestic intelligence (2008) (42)
- Computational Support for Play Testing Game Sketches (2009) (42)
- Using Data Mining to Model Player Experience (2011) (40)
- Scenario generation for emergency rescue training games (2009) (40)
- Toward Characters Who Observe, Tell, Misremember, and Lie (2021) (39)
- The micro-rhetorics of Game-o-Matic (2012) (38)
- Temporal Frames: A Unifying Framework for the Analysis of Game Temporality (2007) (37)
- Learning Player Tailored Content From Observation: Platformer Level Generation from Video Traces using LSTMs (2021) (37)
- MCMCTS PCG 4 SMB: Monte Carlo Tree Search to Guide Platformer Level Generation (2021) (36)
- Bad News: An Experiment in Computationally Assisted Performance (2016) (35)
- Towards adaptive programming: integrating reinforcement learning into a programming language (2008) (35)
- An interactive game-design assistant (2008) (34)
- Towards a theory of choice poetics (2014) (33)
- A Box, Darkly: Obfuscation, Weird Languages, and Code Aesthetics (2005) (33)
- Rounds, Levels, and Waves (2008) (33)
- Narrative intelligence : papers from the 1999 AAAI Fall Symposium, November 5-7, North Falmouth, Massachusetts (1999) (33)
- Evaluating a conversation-centered interactive drama (2007) (32)
- Office Plant #1: Intimate Space and Contemplative Entertainment (2017) (32)
- Evolution of Spatial Configurations In Videogames (2005) (32)
- Recombinable Game Mechanics for Automated Design Support (2008) (31)
- Software verification games: Designing Xylem, The Code of Plants (2014) (31)
- Rules of engagement: moving beyond combat-based quests (2010) (31)
- Expressionist: An Authoring Tool for In-Game Text Generation (2016) (30)
- Why Are We Like This?: The AI Architecture of a Co-Creative Storytelling Game (2020) (30)
- Evaluating the Authorial Leverage of Drama Management (2009) (28)
- The Interactive Drama Façade (2005) (28)
- Artificial and Computational Intelligence in Games (Dagstuhl Seminar 12191) (2012) (28)
- Comme il Faut: A System for Simulating Social Games Between Autonomous Characters (2009) (27)
- QuestBrowser: Making Quests Playable with Computer- Assisted Design (2009) (25)
- Eliza meets the wizard-of-oz: blending machine and human control of embodied characters (2010) (25)
- The Learning of Zelda: Data-Driven Learning of Level Topology (2015) (25)
- Ethnographic data for product development: a collaborative process (1996) (25)
- Writing Façade: a Case Study in Procedural Authorship (2007) (24)
- Characters Who Speak Their Minds: Dialogue Generation in Talk of the Town (2016) (24)
- The Design of Writing Buddy: A Mixed-Initiative Approach Towards Computational Story Collaboration (2016) (23)
- On the Difficulty of Modular Reinforcement Learning for Real-World Partial Programming (2006) (23)
- A globally optimal algorithm for TTD-MDPs (2007) (23)
- A game-independent play trace dissimilarity metric (2014) (22)
- Conceptual Neighborhoods for Retrieval in Case-Based Reasoning (2009) (22)
- Playing with words: from intuition to evaluation of game dialogue interfaces (2010) (22)
- Gemini: Bidirectional Generation and Analysis of Games via ASP (2018) (22)
- Automatic mapping of NES games with mappy (2017) (22)
- Game design education: integrating computation and culture (2006) (21)
- Semi-autonomous avatars in world of minds: a case study of AI-based game design (2008) (21)
- StoryAssembler: an engine for generating dynamic choice-driven narratives (2019) (20)
- CHARDA: Causal Hybrid Automata Recovery via Dynamic Analysis (2017) (20)
- Novice-Friendly Authoring of Plan-Based Interactive Storyboards (2010) (19)
- Mystical Tutor: A Magic: The Gathering Design Assistant via Denoising Sequence-to-Sequence Learning (2021) (19)
- A preliminary investigation of Alien Presence (2005) (19)
- Computational Subjectivity in Virtual World Avatars (1997) (19)
- Computational Caricatures: Probing the Game Design Process with AI (2011) (19)
- MINSTREL Remixed: a rational reconstruction (2010) (19)
- Kaboom! is a many-splendored thing: an interpretation and design methodology for message-driven games using graphical logics (2010) (18)
- What We Talk About When We Talk About Games: Bottom-Up Game Studies Using Natural Language Processing (2015) (18)
- From Mechanics to Meaning (2019) (18)
- Refining operational logics (2017) (18)
- From Abstraction to Reality: Integrating Drama Management into a Playable Game Experience (2009) (18)
- Interaction and Narrative -- Mateas and Stern (2007) (17)
- Alien presence in the home: the design of Tableau Machine (2008) (17)
- Experience as Interpretation (2004) (17)
- The design of Mismanor: creating a playable quest-based story game (2012) (17)
- AR façade: an augmented reality interactve drama (2007) (17)
- Creating Playable Social Experiences through Whole-Body Interaction with Virtual Characters (2013) (17)
- Ice-Bound: Combining richly-realized story with expressive gameplay (2014) (17)
- Skald: Minstrel Reconstructed (2014) (16)
- Say it with systems: expanding Kodu's expressive power through gender-inclusive mechanics (2011) (16)
- Search-Based Drama Management (2004) (16)
- A Lightweight Videogame Dialogue Manager (2016) (16)
- Modular Computational Critics for Games (2013) (16)
- Tableau machine: an alien presence in the home (2006) (15)
- Case-Based Goal Formulation (2010) (15)
- Automated game design learning (2017) (15)
- Combat in Games (2015) (15)
- Making Quests Playable: Choices, CRPGs, and the Grail Framework (2012) (14)
- RoleModel: towards a formal model of dramatic roles for story generation (2010) (14)
- The Recombinant History Apparatus Presents : Terminal Time Steffi Domike (2003) (14)
- An Account of Proceduralist Meaning (2013) (14)
- Declarative Optimization-Based Drama Management ( DODM ) in the Interactive Fiction Anchorhead (2006) (14)
- Knowledge-level Creativity in Game Design (2011) (14)
- Germinate: A Mixed-Initiative Casual Creator for Rhetorical Games (2020) (14)
- BurgerTime: A Proceduralist Investigation (2011) (13)
- Author assistance visualizations for Ice-Bound, a combinatorial narrative (2014) (13)
- Beep! Beep! Boom!: towards a planning model of Coyote and Road Runner cartoons (2009) (13)
- Sampling Hyrule: Multi-Technique Probabilistic Level Generation for Action Role Playing Games (2015) (13)
- Introduction to design ethnography (1997) (13)
- Authoring Interactive Narratives with Declarative Optimization-Based Drama Management (2006) (13)
- Playspecs: Regular Expressions for Game Play Traces (2021) (13)
- Expressive AI (2000) (13)
- Expressive AI : A Semiotic Analysis of Machinic Affordances (2006) (12)
- What Does That ?-Block Do? Learning Latent Causal Affordances From Mario Play Traces (2017) (12)
- User requirements analysis for the home (1996) (12)
- Interactive Story Generation for Writers: Lessons Learned from the Wide Ruled Authoring Tool (2009) (12)
- Choice Poetics by Example (2018) (12)
- Experimental Results from a Rational Reconstruction of MINSTREL (2011) (12)
- A methodology for requirements analysis of AI architecture authoring tools (2014) (12)
- Sampling Hyrule: Sampling Probabilistic Machine Learning for Level Generation (2015) (12)
- The grail framework: making stories playable on three levels in crpgs (2012) (12)
- Terminal Time: An Ideologically-biased History Machine (2007) (12)
- Towards Runtime Behavior Adaptation for Embodied Characters (2007) (12)
- The Computation of Self in Everyday Life: A Dramaturgical Approach for Socially Competent Agents (2009) (12)
- Another Look at Search-Based Drama Management (2008) (12)
- Tableau Machine: A Creative Alien Presence (2008) (11)
- Why Are We Like This?: Exploring Writing Mechanics for an AI-Augmented Storytelling Game (2020) (11)
- Anza Island: Novel Gameplay Using ASP (2012) (11)
- Toward Natural Language Generation by Humans (2021) (11)
- Styles of play in immersive and interactive story: case studies from a gallery installation of AR Façade (2008) (11)
- Extending CRPGs as an Interactive Storytelling Form (2011) (10)
- Using Information Visualization to Understand Interactive Narrative: A Case Study on Façade (2011) (10)
- Not your Grandmother's Game: AI-Based Art and Entertainment (1999) (10)
- Minstrel Remixed: Procedurally Generating Stories (2010) (10)
- People Tend to Like Related Games (2015) (10)
- Proceduralist Readings, Procedurally (2021) (10)
- OFFICE PLANT # 1 (1998) (10)
- A Simple Method for Evolving Large Character Social Networks (2016) (9)
- Talking with NPCs: Towards Dynamic Generation of Discourse Structures (2008) (9)
- Prototyping Games with BIPED (2009) (9)
- Tanagra: An Intelligent Level Design Assistant for 2D Platformers (2010) (9)
- Evaluating Play Trace (Dis)similarity Metrics (2014) (9)
- All the world's a stage: a playable model of social interaction inspired by dramaturgical analysis (2012) (9)
- Generominos: Ideation Cards for Interactive Generativity (2021) (9)
- Visualizing the strategic landscape of arbitrary games (2018) (9)
- Getting the GISST: a toolkit for the creation, analysis and reference of game studies resources (2017) (8)
- Façade: Architecture and Authorial Idioms for Believable Agents in Interactive Drama (2006) (8)
- Gamification of private digital data archive management (2014) (8)
- HyPED: Modeling and Analyzing Action Games as Hybrid Systems (2021) (8)
- Integrating Drama Management into an Adventure Game (2008) (8)
- Creativity Facet Orchestration : the Whys and the Hows (2018) (8)
- Envisioning the Future of Computational Media: The Final Report of the Media Systems Project (2014) (8)
- Intentionally Generating Choices in Interactive Narratives (2015) (7)
- Chapter 9. The recombinant history apparatus presents Terminal Time (2003) (7)
- Artificial and Computational Intelligence in Games: Integration (Dagstuhl Seminar 15051) (2015) (7)
- Combinatorial Dialogue Authoring (2014) (7)
- Toward Example-Driven Program Synthesis of Story Sifting Patterns (2020) (7)
- Composing Social Interactions via Social Games (2015) (6)
- GameNet and GameSage: Videogame Discovery as Design Insight (2016) (6)
- CFGs-2-NLU: Sequence-to-Sequence Learning for Mapping Utterances to Semantics and Pragmatics (2016) (6)
- Playing the Worlds of Prom Week (2015) (6)
- A Genre-Specific Game Description Language for Game Boy RPGs (2021) (6)
- Simulating Character Knowledge Phenomena in Talk of the Town (2017) (6)
- A Generative Framework of Generativity (2021) (6)
- Generating Relaxed, Obvious, and Dilemma Choices with Dunyazad (2021) (6)
- The Scored Rule Engine: Next-Generation Social Physics (2015) (6)
- Reflective Creators (2021) (6)
- Rules for Role Play in Virtual Game Worlds Case Study: The Pataphysic Institute (2009) (5)
- The Learning of Zelda: Data-Driven Level Generation for Action Role Playing Games (2015) (5)
- Leveraging Procedural Narrative and Gameplay to Address Controversial Topics (2017) (5)
- Introducing story sampling: Preliminary results of a new interactive narrative evaluation technique (2014) (5)
- Scheherazade’s Tavern: A Prototype For Deeper NPC Interactions (2020) (5)
- The Authoring Challenge in Interactive Storytelling (2010) (5)
- A MOO-Based Virtual Training Environment (2006) (5)
- The Prom: An Example of Socially-Oriented Gameplay (2010) (5)
- A hybrid art and science practice (2001) (4)
- Proceedings of the Third Artificial Intelligence and Interactive Digital Entertainment Conference, June 6-8, 2007, Stanford, California, USA (2007) (4)
- Crafting in Games (2017) (4)
- Computatrum Personae: Toward a Role-Based Taxonomy of (Computationally Assisted) Performance (2021) (4)
- Subjective avatars (poster) (1998) (4)
- Evaluating Mixed-Initiative Creative Interfaces via Expressive Range Coverage Analysis (2022) (4)
- Translating Player Dialogue into Meaning Representations Using LSTMs (2016) (4)
- Personalized and Interactive Literature (2016) (4)
- Large-Scale Interactive Visualizations of Nearly 12 , 000 Digital Games (2015) (4)
- Winnow: A Domain-Specific Language for Incremental Story Sifting (2021) (4)
- Toward Narrative Instruments (2021) (4)
- Getting a word in: adding artificial pauses to natural language interaction (2012) (4)
- Expressive Intelligence: Artificial Intelligence, Games and New Media (2007) (3)
- Is Your Game Generator Working? Evaluating Gemini, an Intentional Generator (2019) (3)
- Juke Joint: Characters Who Are Moved By Music (2021) (3)
- Analyzing Expressionist Grammars by Reduction to Symbolic Visibly Pushdown Automata (2021) (3)
- Xylem: The Code of Plants (2014) (3)
- Towards Knowledge-Oriented Creativity Support in Game Design (2011) (3)
- Extending interface practice: an ecosystem approach (2002) (3)
- Story Improvisation in Tabletop Roleplaying Games: Towards a Computational Assistant for Game Masters (2021) (3)
- Eliza meets the wizard-of-oz: evaluating social acceptability (2010) (2)
- Proceedings of the Fourth Artificial Intelligence and Interactive Digital Entertainment Conference, October 22-24, 2008, Stanford, California, USA (2008) (2)
- StoryAssembler (2019) (2)
- There Is No Escape: Theatricality in Hades (2021) (2)
- Social Simulation for Social Justice (2021) (2)
- Tools for Videogame Discovery Built Using Latent Semantic Analysis (2015) (2)
- A Software Studies Approach to Interpreting Passage (2015) (2)
- Towards General RPG Playing (2021) (2)
- Comparing Player Responses to Choice-Based Interactive Narratives Using Facial Expression Analysis (2018) (2)
- Minstrel Remixed: User Interface and Demonstration (2011) (2)
- Reading Hal : Representation and Artificial Intelligence (2005) (2)
- The Eurekon: A Design Pattern in Expressive Storygames (2014) (2)
- Generative conversation tool for game writers (2009) (2)
- Interviews Towards Designing Support Tools for TTRPG Game Masters (2021) (2)
- Towards expressive input for character dialogue in digital games (2019) (2)
- Gallery Artworks (2001) (1)
- Centrifuge: A Visual Tool for Authoring Sifting Patterns for Character-Based Simulationist StoryWorlds (2021) (1)
- Evolution Of Space Configuration In Videogames (2005) (1)
- Another Look at Search-Based Drama Management (Short Paper) (2008) (1)
- Lessons Learned From a Rational Reconstruction of Minstrel (2012) (1)
- Three Avatars Walk into a Bar : Defining and Evaluating Realism for Virtual Supporting Characters (2011) (1)
- Evaluating a Solver-Aided Puzzle Design Tool (2017) (1)
- Proposal for analyzing player emotions in an interactive narrative using story intention graphs (2017) (1)
- Using Self-Determination Theory to Explore Enjoyment of Educational Interactive Narrative Games: A Case Study of Academical (2022) (1)
- IMMERSE: Interactive Mentoring for Multimodal Experiences in Realistic Social Encounters (2015) (1)
- Analyzing time in videogames (2015) (1)
- Requirements analysis and speculative design of support tools for TTRPG game masters (2022) (1)
- Spinning Coherent Interactive Fiction through Foundation Model Prompts (2022) (1)
- Neighborly: A Sandbox for Simulation-based Emergent Narrative (2022) (1)
- Enabling immersive simulation. (2009) (1)
- Chapter 1. Narrative Intelligence (2003) (1)
- RoleModelVis: A Visualization of Logical Story Models (2012) (1)
- Shoelace: A Storytelling Assistant for GUMSHOE One-2-One (2023) (1)
- Alien Presence in the Home : A Formative Evaluation of Collage Machine (2006) (0)
- Ethnographic Data Collection and Analysis for Product Development : Our Experiences with a Collaborative Process (2007) (0)
- Terminal Time (2017) (0)
- Assistance Visualizations for IceBound , A Combinatorial Narrative (2014) (0)
- Tools for Game Discovery Built Using Latent Semantic Analysis (2015) (0)
- REM Variations in Processing (2012) (0)
- REM One-Liners (2012) (0)
- REM A Port To The Atari VCS (2012) (0)
- Exploring the Design Space of Social Physics Engines in Games (2022) (0)
- Understanding representation in playable simulations (2014) (0)
- Freedom of Movement: Generative Responses to Motion Control (2018) (0)
- Game and Interactive So ware Scholarship Toolkit ( GISST ) (2017) (0)
- Reports on the AAAI Fall Symposia (November 1999 and November 1998) (2000) (0)
- Evaluating Realism for Virtual Supporting Characters (2012) (0)
- Playable Experiences at the 16th AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment (2020) (0)
- Data Visualizations For Complex Computational Narratives (2016) (0)
- Machines with a different calling [robots for social environments] (2002) (0)
- Authoring for Curationist Emergent Narrative (2020) (0)
- A Cognitively Motivated System for Software Component Reuse (2000) (0)
- Adaptive artificial intelligence in games (2012) (0)
- Demonstration: The Interactive Drama Façade (2005) (0)
- Playing with the Strings: Designing Puppitor as an Acting Interface for Digital Games (2022) (0)
- Production versus Studies Game Design Education: Integrating Computation and Culture (2006) (0)
- Aesthetic Interleaving of Character Performance Requests (2021) (0)
- Programming Interactivity Requires Both Semantics and Semiotics (2015) (0)
- Theoretical and Design Foundations : Open Design Challenges for Interactive Emergent Narrative (2015) (0)
- Loose Ends: A Mixed-Initiative Creative Interface for Playful Storytelling (2022) (0)
- Replays Replays World State Goal State Plan Goal Formulation Planner (2010) (0)
- Opportunities for Approachable Game Development via Program Synthesis (2021) (0)
- Subjective Avators (1998) (0)
- Agency Reconsidered, Again (2014) (0)
- Select the Unexpected: A Statistical Heuristic for Story Sifting (2022) (0)
- Variants Of 10 Print (2012) (0)
- Weird Languages ( 1 ) For Software Studies (2007) (0)
- Searching for Balanced 2D Brawler Games: Successes and Failures of Automated Evaluation (2022) (0)
- REM Maze Walker in Basic (2012) (0)
- Against Forward Models (2017) (0)
- Interactive stories: real systems, three solutions (2002) (0)
- UPLIFT Designing for Flow in Action Games (2005) (0)
- Towards Computational Support with Language Models for TTRPG Game Masters (2023) (0)
- AI isn't just for players: AI-based authoring tools (2009) (0)
- A Coauthorship-Centric History of Interactive Emergent Narrative (2021) (0)
- Towards an Understanding of Character Believability (2023) (0)
- Segmentation in Vintage Arcade Games (2006) (0)
- The Commodore 64 (2012) (0)
- 5 Playing the Worlds of Prom Week (2015) (0)
- A Demonstration of Loose Ends, A Mixed-Initiative Narrative Instrument (2022) (0)
- Machines With a Different Calling (2002) (0)
- Ice-Bound: A novel of reconfiguration (2014) (0)
- REM Ports To Other Platforms (2012) (0)
- Selected Reports: Fall 1997 Soft ware Systems Course (CMU-CS-98-103) (1998) (0)
- Artificial and Computational Intelligence in Games: Integration (2015) (0)
- Bottom-up Game Studies (2015) (0)
- Large-Scale Interactive Visualizations of Nearly 12, 000 Games (2015) (0)
- Selected Reports: Fall 1997 Software Systems Course (1998) (0)
- REM Variations in Basic (2012) (0)
- Crosston Tavern: Modulating Autonomous Characters Behaviour through Player-NPC Conversation (2021) (0)
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