Stephan Schiffel

According to our database1, Stephan Schiffel authored at least 28 papers between 2006 and 2022.

Collaborative distances:
  • Dijkstra number2 of four.
  • Erdős number3 of four.

Timeline

Legend:

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In proceedings 
Article 
PhD thesis 
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Links

On csauthors.net:

Bibliography

2022
EM-Glue: A Platform for Decoupling Experience Managers and Environments.
Proceedings of the Eighteenth AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment, 2022

2019
A Structured Analysis of Experience Management Techniques.
Proceedings of the Fifteenth AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment, 2019

2017
Open World Story Generation for Increased Expressive Range.
Proceedings of the Interactive Storytelling, 2017

2016
Virtual General Game Playing Agent.
Proceedings of the Intelligent Virtual Agents - 16th International Conference, 2016

Grounding GDL Game Descriptions.
Proceedings of the Computer Games - 5th Workshop on Computer Games, 2016

Delayed Roles with Authorable Continuity in Plan-Based Interactive Storytelling.
Proceedings of the Interactive Storytelling, 2016

Heuristic Function Evaluation Framework.
Proceedings of the Computers and Games - 9th International Conference, 2016

2015
Creating Action Heuristics for General Game Playing Agents.
Proceedings of the Computer Games - Fourth Workshop on Computer Games, 2015

The GRL System: Learning Board Game Rules with Piece-Move Interactions.
Proceedings of the Computer Games - Fourth Workshop on Computer Games, 2015

Towards Flexible Task Environments for Comprehensive Evaluation of Artificial Intelligent Systems and Automatic Learners.
Proceedings of the Artificial General Intelligence, 2015

2014
Efficiency of GDL Reasoners.
IEEE Trans. Comput. Intell. AI Games, 2014

Representing and Reasoning About the Rules of General Games With Imperfect Information.
J. Artif. Intell. Res., 2014

2012
Automated verification of state sequence invariants in general game playing.
Artif. Intell., 2012

Admissible Distance Heuristics for General Games.
Proceedings of the Agents and Artificial Intelligence - 4th International Conference, 2012

Distance Features for General Game Playing Agents.
Proceedings of the ICAART 2012 - Proceedings of the 4th International Conference on Agents and Artificial Intelligence, Volume 1, 2012

2011
Knowledge-Based General Game Playing.
PhD thesis, 2011

Knowledge-Based General Game Playing.
Künstliche Intell., 2011

Reasoning About General Games Described in GDL-II.
Proceedings of the Twenty-Fifth AAAI Conference on Artificial Intelligence, 2011

2010
Symmetry Detection in General Game Playing.
Proceedings of the Twenty-Fourth AAAI Conference on Artificial Intelligence, 2010

2009
Automated Theorem Proving for General Game Playing.
Proceedings of the IJCAI 2009, 2009

A Multiagent Semantics for the Game Description Language.
Proceedings of the Agents and Artificial Intelligence - International Conference, 2009

Specifying Multiagent Environments Systems in the Game Description Language.
Proceedings of the ICAART 2009 - Proceedings of the International Conference on Agents and Artificial Intelligence, Porto, Portugal, January 19, 2009

A Declarative Agent Programming Language Based on Action Theories.
Proceedings of the Frontiers of Combining Systems, 7th International Symposium, 2009

Decomposition of Multi-player Games.
Proceedings of the AI 2009: Advances in Artificial Intelligence, 2009

2007
An Agent Team Based on FLUX for the ProMAS Contest 2007.
Proceedings of the Programming Multi-Agent Systems, 5th International Workshop, 2007

Fluxplayer: A Successful General Game Player.
Proceedings of the Twenty-Second AAAI Conference on Artificial Intelligence, 2007

2006
Multi-Agent FLUX for the Gold Mining Domain (System Description).
Proceedings of the Computational Logic in Multi-Agent Systems, 7th International Workshop, 2006

Reconciling Situation Calculus and Fluent Calculus.
Proceedings of the Proceedings, 2006


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