| Vol-2862 urn:nbn:de:0074-2862-7 Copyright © 2020 for the individual papers by the papers' authors. Copyright © 2020 for the volume as a collection by its editors. This volume and its papers are published under the Creative Commons License Attribution 4.0 International (CC BY 4.0).

# AIIDE-WS-2020
AIIDE 2020 Workshops

### Joint Proceedings of the AIIDE 2020 Workshops
co-located with 16th AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment (AIIDE 2020)

### Worcester, MA, USA, October 19-23, 2020 (online).

Edited by

### Joseph C. Osborn *

* Pomona College, Computer Science Department, 185 E. Sixth St, Claremont, CA, USA

## Table of Contents

- Summary: There were 40 papers submitted for peer-review to these workshops. Out of these, 30 papers were accepted for this volume, 27 as regular papers and 3 as short papers.

### Workshop 1: Experimental AI in Games

- Tokamak Elementary: Visual Novel Meets Natural Language Understanding (short paper)
  Daniel Darabos, Gyorgy Lajtai, Andras Nemeth
- SMES: Adapting Dexterity-based Games for Deliberative Play
  Batu Aytemiz, Hunter Lynch, Carl Erez, Adam M. Smith
- Generative Text using Classical Nondeterminism
  Ian Horswill
- Benchmarking Imitation and Reinforcement Learning for NPC Players in Casual Video Games (short paper)
  Gema Parreño Piqueras
- Warm Rocks for Cold Lizards: Generating Meaningful Quests in Caves of Qud (short paper)
  Jason Grinblat, C. Brian Bucklew
- Pathfinding Agents for Platformer Level Repair
  Seth Cooper, Anurag Sarkar
- Explainability via Responsibility
  Faraz Khadivpour, Matthew Guzdial
- Synthesizing Retro Game Screenshot Datasets for Sprite Detection
  Chanha Kim, Jaden Kim, Joseph C. Osborn
- TAG: A Tabletop Games Framework
  Raluca D. Gaina, Martin Balla, Alexander Dockhorn, Raúl Montoliu, Diego Perez-Liebana
- Generating Gameplay-Relevant Art Assets with Transfer Learning
  Adrian Gonzalez, Matthew Guzdial, Felix Ramos
- Extracting Physics from Blended Platformer Game Levels
  Adam Summerville, Anurag Sarkar, Sam Snodgrass, Joseph Osborn
- Grammar Based Modular Level Generator for a Programming Puzzle Game
  Chaima Jemmali, Carter Ithier, Seth Cooper, Magy Seif El-Nasr
- Precomputing Player Movement in Platformers for Level Generation with Reachability Constraints
  Vivian Lee, Nathan Partlan, Seth Cooper
- Towards Automatically Abridging Game Levels
  Varun Bhat, Gillian Smith
- Entity Embedding as Game Representation
  Nazanin Yousefzadeh Khameneh, Matthew Guzdial
- Conditional Level Generation and Game Blending
  Anurag Sarkar, Zhihan Yang, Seth Cooper

### Workshop 2: Intelligent Narrative Technologies

- Towards Managing Epistemic Complexity in Narrative Games
  Jennifer Wellnitz, Chris Martens
- Toward Example-Driven Program Synthesis of Story Sifting Patterns
  Max Kreminski, Noah Wardrip-Fruin, Michael Mateas
- Fantastic Strings and Where to Find Them: The Quest for High-Quality Video Game Text Corpora
  Judith van Stegeren, Mariët Theune
- Leveraging Efficient Planning and Lightweight Agent Definition: A Novel Path Towards Emergent Narrative
  Henry Raymond, Sven Knobloch, Fabio Zünd, Robert W. Sumner, Stéphane Magnenat
- What is a Quest?
  Kristen K. Yu, Nathan R. Sturtevant, Matthew Guzdial
- Scoring Integrated Meaningful Play in Story-Driven Games with Q-Learning
  Alan Bettis, Danielle Newberry, Hector Munoz-Avila
- Camelot: A Modular Customizable Sandbox for Visualizing Interactive Narratives
  Alireza Shirvani, Stephen G. Ware
- Exploring Regression-Based Narrative Planning
  Stephen G. Ware, Orion Fisher
- Towards a Critical Technical Practice of Narrative Intelligence
  Chris Martens, Gillian Smith

### Workshop 3: Artificial Intelligence for Strategy Games

- A Reasoning-Based Defogger for Opponent Army Composition Inference Under Partial Observability
  Hao Pan
- MCTS Pruning in Turn-Based Strategy Games
  Yu-Jhen Hsu, Diego Perez-Liebana
- Transfer Learning Between RTS Combat Scenarios Using Component-Action Deep Reinforcement Learning
  Richard Kelly, David Churchill
- Bandit-Based Policy Optimization for Monte Carlo Tree Search in RTS Games
  Zuozhi Yang, Santiago Ontañón
- STRATEGA: A General Strategy Games Framework
  Alexander Dockhorn, Jorge Hurtado-Grueso, Dominik Jeurissen, Diego Perez-Liebana

2021-04-28: submitted by Joseph C. Osborn, metadata incl. bibliographic data published under Creative Commons CC0
2021-05-14: published on CEUR Workshop Proceedings (CEUR-WS.org, ISSN 1613-0073) |valid HTML5|