Chris Martens

Orcid: 0000-0002-7026-0348

Affiliations:
  • Northeastern University, Khoury College of Computer Sciences, Boston, MA, USA
  • North Carolina State University, Department of Computer Science, Raleigh, NC, USA
  • Carnegie Mellon University, School of Computer Science, Pittsburgh, PA, USA (PhD 2015)


According to our database1, Chris Martens authored at least 65 papers between 2013 and 2024.

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Bibliography

2024
Modeling Game Mechanics With Ceptre.
IEEE Trans. Games, June, 2024

Privacy Policies on the Fediverse: A Case Study of Mastodon Instances.
Proc. Priv. Enhancing Technol., 2024

Finite-Choice Logic Programming.
CoRR, 2024

Authoring Games with Tile Rewrite Rule Behavior Trees.
Proceedings of the 19th International Conference on the Foundations of Digital Games, 2024

2023
A Case Study on When and How Novices Use Code Examples in Open-Ended Programming.
Proceedings of the 2023 Conference on Innovation and Technology in Computer Science Education V. 1, 2023

Investigating the Impact of On-Demand Code Examples on Novices' Open-Ended Programming Experience.
Proceedings of the 2023 ACM Conference on International Computing Education Research, 2023

Toward Procedural Generation of Constructed Languages for Games.
Proceedings of the Experimental Artificial Intelligence in Games Workshop co-located with the 19th AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment (AIIDE 2023), 2023

Probabilistic Logic Programming Semantics For Procedural Content Generation.
Proceedings of the AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment, 2023

2022
Exploring Consequences of Privacy Policies with Narrative Generation via Answer Set Programming.
CoRR, 2022

Pinpoint: A Record, Replay, and Extract System to Support Code Comprehension and Reuse.
Proceedings of the 2022 IEEE Symposium on Visual Languages and Human-Centric Computing, 2022

Evaluating a Casual Procedural Generation Tool for Tabletop Role-Playing Game Maps.
Proceedings of the 2022 IEEE Symposium on Visual Languages and Human-Centric Computing, 2022

Exploring Design Choices to Support Novices' Example Use During Creative Open-Ended Programming.
Proceedings of the SIGCSE 2022: The 53rd ACM Technical Symposium on Computer Science Education, 2022

Case Studies on the Use of Storyboarding by Novice Programmers.
Proceedings of the ITiCSE 2022: Innovation and Technology in Computer Science Education, Dublin, Ireland, July 8, 2022

Carambola: Enforcing Relationships Between Values in Value-Sensitive Agent Design.
Proceedings of the Interactive Storytelling, 2022

Anthology: A Social Simulation Framework.
Proceedings of the Eighteenth AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment, 2022

2021
Operationalizing Intentionality to Play Hanabi With Human Players.
IEEE Trans. Games, 2021

Little Computer People: A Survey and Taxonomy of Simulated Models of Social Interaction.
Proc. ACM Hum. Comput. Interact., 2021

Scaffolding Game Design: Towards Tool Support for Planning Open-Ended Projects in an Introductory Game Design Class.
Proceedings of the IEEE Symposium on Visual Languages and Human-Centric Computing, 2021

Interactive Fiction Creation in Villanelle: Understanding and Supporting the Author Experience.
Proceedings of the IEEE Symposium on Visual Languages and Human-Centric Computing, 2021

PlanIT! A New Integrated Tool to Help Novices Design for Open-ended Projects.
Proceedings of the SIGCSE '21: The 52nd ACM Technical Symposium on Computer Science Education, 2021

Novices' Learning Barriers When Using Code Examples in Open-Ended Programming.
Proceedings of the ITiCSE '21: Proceedings of the 26th ACM Conference on Innovation and Technology in Computer Science Education V.1, Virtual Event, Germany, June 26, 2021

Inbox Games: Poetics and Authoring Support.
Proceedings of the Interactive Storytelling, 2021

Execution-Trace-Based Feature Engineering To Enable Formative Feedback on Visual, Interactive Programs (Full Paper).
Proceedings of the Joint Proceedings of the Workshops at the International Conference on Educational Data Mining 2021 co-located with 14th International Conference on Educational Data Mining (EDM 2021), 2021

Execution Trace Based Feature Engineering To Enable Formative Feedback on Visual, Interactive Programs.
Proceedings of the 14th International Conference on Educational Data Mining, 2021

Designing a Combined World and Story Procedural Content Generation Engine.
Proceedings of the Joint Proceedings of the AIIDE 2021 Workshops co-located with 17th AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment (AIIDE 2021)(AAAI 2021), 2021

Intertwining World and Narrative Generation for a Mobile Role-playing Game.
Proceedings of the Joint Proceedings of the AIIDE 2021 Workshops co-located with 17th AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment (AIIDE 2021)(AAAI 2021), 2021

Casual Creation of Tile Maps via Authorable Constraint-Based Generators.
Proceedings of the Joint Proceedings of the AIIDE 2021 Workshops co-located with 17th AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment (AIIDE 2021)(AAAI 2021), 2021

2020
Crafting Interactive Narrative Games with Adversarial Planning Agents from Simulations.
Proceedings of the Interactive Storytelling, 2020

ICIDS2020 Panel: Building the Discipline of Interactive Digital Narratives.
Proceedings of the Interactive Storytelling, 2020

M.I.N.U.E.T.: Procedural Musical Accompaniment for Textual Narratives.
Proceedings of the FDG '20: International Conference on the Foundations of Digital Games, 2020

Comparing Feature Engineering Approaches to Predict Complex Programming Behaviors.
Proceedings of 4th Educational Data Mining in Computer Science Education (CSEDM) Workshop co-located with the 13th Educational Data Mining Conference (EDM 2020), 2020

Computational approaches to analyzing and generating comics.
Proceedings of the 42th Annual Meeting of the Cognitive Science Society, 2020

Towards Managing Epistemic Complexity in Narrative Games.
Proceedings of the Joint Proceedings of the AIIDE 2020 Workshops co-located with 16th AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment (AIIDE 2020), 2020

Towards a Critical Technical Practice of Narrative Intelligence.
Proceedings of the Joint Proceedings of the AIIDE 2020 Workshops co-located with 16th AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment (AIIDE 2020), 2020

Towards Action Model Learning for Player Modeling.
Proceedings of the Sixteenth AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment, 2020

Generating Explorable Narrative Spaces with Answer Set Programming.
Proceedings of the Sixteenth AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment, 2020

2019
From Mechanics to Meaning.
IEEE Trans. Games, 2019

The Ceptre Editor: A Structure Editor for Rule-Based System Simulation.
Proceedings of the 2019 IEEE Symposium on Visual Languages and Human-Centric Computing, 2019

A Spectrum of Audience Interactivity for Entertainment Domains.
Proceedings of the Interactive Storytelling, 2019

Villanelle: An Authoring Tool for Autonomous Characters in Interactive Fiction.
Proceedings of the Interactive Storytelling, 2019

Stories of the town: balancing character autonomy and coherent narrative in procedurally generated worlds.
Proceedings of the 14th International Conference on the Foundations of Digital Games, 2019

Playable Experiences at the 15th AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment.
Proceedings of the Fifteenth AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment, 2019

A Study of AI Agent Commitment in One Night Ultimate Werewolf with Human Players.
Proceedings of the Fifteenth AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment, 2019

Lyra: Simulating Believable Opinionated Virtual Characters.
Proceedings of the Fifteenth AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment, 2019

2018
A Resourceful Reframing of Behavior Trees.
CoRR, 2018

"How Was Your Weekend?" A Generative Model of Phatic Conversation.
Proceedings of the Thirty-First International Florida Artificial Intelligence Research Society Conference, 2018

Gemini: Bidirectional Generation and Analysis of Games via ASP.
Proceedings of the Fourteenth AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment, 2018

Making First Impressions: A Playable Model of Cross-Cultural Trust Building.
Proceedings of the Joint Workshop on Intelligent Narrative Technologies and Workshop on Intelligent Cinematography and Editing co-located with 14th AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment, 2018

Eliminating the Impossible: A Procedurally Generated Murder Mystery.
Proceedings of the Joint Proceedings of the AIIDE 2018 Workshops co-located with 14th AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment (AIIDE 2018), 2018

Generating Puzzle Progressions to Study Mental Model Matching.
Proceedings of the Joint Proceedings of the AIIDE 2018 Workshops co-located with 14th AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment (AIIDE 2018), 2018

Villanelle: Towards Authorable Autonomous Characters in Interactive Narrative.
Proceedings of the Joint Workshop on Intelligent Narrative Technologies and Workshop on Intelligent Cinematography and Editing co-located with 14th AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment, 2018

I See What You See: Integrating Eye Tracking into Hanabi Playing Agents.
Proceedings of the Joint Proceedings of the AIIDE 2018 Workshops co-located with 14th AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment (AIIDE 2018), 2018

Keeping the Story Straight: A Comparison of Commitment Strategies for a Social Deduction Game.
Proceedings of the Fourteenth AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment, 2018

Addressing the Elephant in the Room: Opinionated Virtual Characters.
Proceedings of the Joint Proceedings of the AIIDE 2018 Workshops co-located with 14th AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment (AIIDE 2018), 2018

2017
Characterizing A Spectrum of Audience Interactivity.
CoRR, 2017

A generative model of group conversation.
Proceedings of the International Conference on the Foundations of Digital Games, 2017

Languages of play: towards semantic foundations for game interfaces.
Proceedings of the International Conference on the Foundations of Digital Games, 2017

Deriving quests from open world mechanics.
Proceedings of the International Conference on the Foundations of Digital Games, 2017

An intentional AI for hanabi.
Proceedings of the IEEE Conference on Computational Intelligence and Games, 2017

Character Beliefs in Story Generation.
Proceedings of the Workshops of the Thirteenth AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment, 2017

Practical Specification of Belief Manipulation in Games.
Proceedings of the Thirteenth AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment (AIIDE-17), 2017

2016
Generating Abstract Comics.
Proceedings of the Interactive Storytelling, 2016

2015
Using Proof Theory to Study Game Mechanics.
Proceedings of the 10th International Conference on the Foundations of Digital Games, 2015

Ceptre: A Language for Modeling Generative Interactive Systems.
Proceedings of the Eleventh AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment, 2015

2013
Linear Logic Programming for Narrative Generation.
Proceedings of the Logic Programming and Nonmonotonic Reasoning, 2013


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