M
Michael Mateas
Researcher at University of California, Santa Cruz
Publications - 270
Citations - 9426
Michael Mateas is an academic researcher from University of California, Santa Cruz. The author has contributed to research in topics: Game design & Game mechanics. The author has an hindex of 49, co-authored 254 publications receiving 8784 citations. Previous affiliations of Michael Mateas include Carnegie Mellon University & University of California, Berkeley.
Papers
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Façade: An Experiment in Building a Fully-Realized Interactive Drama
Michael Mateas,Andrew Stern +1 more
TL;DR: 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.
Journal ArticleDOI
Casual Information Visualization: Depictions of Data in Everyday Life
TL;DR: 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.
Proceedings ArticleDOI
A data mining approach to strategy prediction
Ben G. Weber,Michael Mateas +1 more
TL;DR: 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.
Journal ArticleDOI
A behavior language for story-based believable agents
Michael Mateas,Andrew Stern +1 more
TL;DR: 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 this case, play roles in an interactive story called Facade.
Proceedings Article
Structuring content in the Façade interactive drama architecture
Michael Mateas,Andrew Stern +1 more
TL;DR: 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.