Zobrazeno 1 - 10
of 39
pro vyhledávání: '"Stephen Ware"'
Publikováno v:
Quarterly journal of experimental psychology (2006).
Base rate reasoning as assessed on Base Rate Neglect (BRN) Tasks has been studied extensively, with a sizeable body of findings indicating that both logical (base rate) and belief-based (case description) processing contribute to responses on the tas
Autor:
Stephen Ware
Publikováno v:
Proceedings of the AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment. 8:57-62
The Intentional Fast-Forward (IFF) planner is an attempt to apply fast forward-chaining state-space search methods to intentional planning---planning such that every action is directed toward some character's goal. The IFF heuristic is based on Hoffm
Autor:
Stephen Ware, R. Michael Young
Publikováno v:
Proceedings of the AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment. 10:80-86
Glaive is a state-space planner based on Hoffmann and Nebel's Fast-Forward which solves the narrative planning problem defined by Riedl and Young — to construct a plan which achieves the author's goals out of steps which are clearly motivated and g
Autor:
Nathan Sturtevant, Jeff Orkin, Robert Zubek, Michael Cook, Stephen Ware, Christian Stith, R. Young, Phillip Wright, Squirrel Eiserloh, Alejandro Ramirez-Sanabria, Vadim Bulitko, Kieran Lord
Publikováno v:
Proceedings of the AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment. 10:203-210
AIIDE 2014 is the second AIIDE event that has featured a playable experience track. This paper describes the seven entries that were accepted in the 2014 track, as well as the motivation behind the track and the criteria used to evaluate and accept e
Autor:
Rogelio Cardona-Rivera, Justus Robertson, Stephen Ware, Brent Harrison, David Roberts, R. Young
Publikováno v:
Proceedings of the AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment. 10:9-15
A choice positively contributes to a player's sense of agency when it leads to meaningfully different content. We shed light on what a player may consider meaningfully different by developing a formalism for interactive stories in terms of the change
Autor:
Rachelyn Farrell, Stephen Ware
Publikováno v:
Proceedings of the AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment. 13:193-199
Narrative planners would be able to represent richer, more realistic story domains if they could use numeric variables for certain properties of objects, such as money, age, temperature, etc. Modern state-space narrative planners make use of causal l
Autor:
Rachelyn Farrell, Stephen Ware
Publikováno v:
Proceedings of the AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment. 12:37-43
Novelty pruning is a simple enhancement that can be added to most planners. A node is removed unless it is possible to find a set of n literals which are true in the current state and have never all been true in any of that plan's previous states. Ex
Autor:
Stephen Ware
Publikováno v:
Proceedings of the AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment. 13:259-265
The typical goal of an experience manager in an interactive narrative is to create a sense of shared authorship that lends the player freedom to personalize the experience while still meeting the author's constraints on structure. This can be difficu
Autor:
Rachelyn Farrell, Stephen Ware
Publikováno v:
Proceedings of the AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment. 13:37-42
Indexter is a plan-based model of narrative that incorporates cognitive scientific theories about the salience — or prominence in memory — of narrative events. A pair of Indexter events can share up to five indices with one another: protagonist,
Publikováno v:
Proceedings of the AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment. 11:30-36
Indexter is a plan-based computational model of narrative discourse which leverages cognitive scientific theories of how events are stored in memory during online comprehension. These discourse models are valuable for static and interactive narrative