• Publications
  • Influence
Façade: An Experiment in Building a Fully-Realized Interactive Drama
This research presents a meta-game architecture that automates the very labor-intensive and therefore time-heavy and therefore expensive and expensive process of building and interacting with player avatars in real-time.
An Oz-Centric Review of Interactive Drama and Believable Agents
  • M. Mateas
  • Economics
    Artificial Intelligence Today
  • 1999
The research philosophy behind the Oz Project is presented, a research group at CMU that has spent the last ten years studying believable agents and interactive drama and current work from an Oz perspective is surveyed.
Interactive drama, art and artificial intelligence
Artificial intelligence methods open up new possibilities in art and entertainment, enabling rich and deeply interactive experiences. At the same time as AI opens up new fields of artistic
Structuring Content in the Façade Interactive Drama Architecture
An overview of the process of bringing Facade to life as a coherent, engaging, high agency experience, including the design and programming of thousands of joint dialog behaviors in the reactive planning language ABL, and their higher level organization into a collection of story beats sequenced by a drama manager are described.
Casual Information Visualization: Depictions of Data in Everyday Life
This paper proposes a new subdomain for infovis research that complements the focus on analytic tasks and expert use and proposes casual information visualization (or casualinfovis) as a complement to more traditional infovIS domains.
A data mining approach to strategy prediction
  • B. Weber, M. Mateas
  • Computer Science
    IEEE Symposium on Computational Intelligence and…
  • 7 September 2009
A data mining approach to opponent modeling in strategy games involves encoding game logs as a feature vector representation, where each feature describes when a unit or building type is first produced, which has higher predictive capabilities and is more tolerant of noise.
Procedural Authorship: A Case-Study Of the Interactive Drama Façade
A case for the importance of procedural authorship is made, the design goals of Facade are described and how these goals could only be met through a highly procedural approach to interactive narrative, and Facade's architecture, content organization, and the experience of authori ng within this framework are described.
A Behavior Language for Story-Based Believable Agents
A behavior language is a reactive planning language, based on the Oz Project language Hap, designed specifically for authoring believable agents-characters that express rich personality, and that, in
The VGLC: The Video Game Level Corpus
A corpora of video game levels in an easy to parse format ideal for different machine learning and other game AI research purposes is made available.
Towards Integrating Plot and Character for Interactive Drama
A brief description of the project goals and design requirements, the problem of autonomy in the context of story-based believable agents, and an architecture that uses the dramatic beat as a s tructural principle to integrate plot and character are provided.