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Dive into the research topics where Aaron A. Reed is active.

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Featured researches published by Aaron A. Reed.


foundations of digital games | 2012

Prom week

Josh McCoy; Mike Treanor; Ben Samuel; Aaron A. Reed; Noah Wardrip-Fruin; Michael Mateas

Prom Week places players in a typical high-school, abuzz with excitement over the upcoming prom. Players indirectly sculpt the social landscape by having these hapless highschoolers engage in social exchanges with each other. The results of these social exchanges are many and varied---ranging from mild fluctuations in respect to characters professing their eternal love for one another---and are informed by over 5,000 sociocultural considerations encoded in first order logic. Through massaging the interpersonal relationships and learning the personal intricacies of the characters, the player can solve a series of social puzzles; such as making the class-nerd the Prom King, or bringing peace between feuding jocks and preppies.


foundations of digital games | 2010

Playing with words: from intuition to evaluation of game dialogue interfaces

Serdar Sali; Noah Wardrip-Fruin; Steven P. Dow; Michael Mateas; Sri Kurniawan; Aaron A. Reed; Ronald Liu

Dialogue systems are central to role-playing games, adventure games, interactive fictions, and some forms of interactive drama and cinema---but we have little empirical evidence about how, or even whether, the design of dialogue system interfaces shapes gameplay experience. In this paper we present the results of a study directly comparing three different dialogue system interfaces implemented over the complete course of a dramatic, story-focused game. We find that, holding the rest of the game steady, changing the dialogue interface produces significant changes in gameplay experience. Further, these changes shape perceptions of the system well beyond the interface and its operation. The changes are also sometimes resonant with, and sometimes at odds with, conventional wisdom about these interface options in the game design and writing communities. Our study compared three interfaces: a sentence selection interface (which appears to maximize story involvement), an abstract response menu interface (which maximized reasoning about the underlying game structures), and a natural language understanding interface (which maximized a sense of presence and engagement with the overall experience). Our full results provide valuable future guidance for those seeking a dialogue interface that is resonant with their gameplay experience goals.


foundations of digital games | 2011

SpyFeet: an exercise RPG

Aaron A. Reed; Ben Samuel; Anne Sullivan; Ricky Grant; April Grow; Justin Lazaro; Jennifer Mahal; Sri Kurniawan; Marilyn A. Walker; Noah Wardrip-Fruin

One compelling aspect of computer RPGs is the promise of player agency: the ability to make significant and desired choices in a large, complex, and story-rich environment. Giving players meaningful choice has traditionally required the creation of tremendous amounts of hand-authored story content. This authoring paradigm tends to introduce both structural and workload problems for RPG designers. Our hypothesis is that reducing authorial burden and increasing agency are two sides of the same coin, both requiring advancement in three distinct areas: (1) dynamic story management architecture that allows story elements to be selected and re-ordered in response to player choices; (2) dynamic dialogue generation which takes history and relationships into account; and (3) an authoring interface that lets writers focus on quests and characters. This paper describes SpyFeet, a playable prototype of a storytelling system designed to test this hypothesis.


foundations of digital games | 2013

Prom Week: Designing past the game/story dilemma.

Joshua McCoy; Mike Treanor; Ben Samuel; Aaron A. Reed; Michael Mateas; Noah Wardrip-Fruin


national conference on artificial intelligence | 2011

A step towards the future of role-playing games: the SpyFeet mobile RPG project

Aaron A. Reed; Ben Samuel; Anne Sullivan; Ricky Grant; April Grow; Justin Lazaro; Jennifer Mahal; Sri Kurniawan; Marilyn A. Walker; Noah Wardrip-Fruin


IEEE Transactions on Computational Intelligence and Ai in Games | 2014

Social Story Worlds With Comme il Faut

Joshua McCoy; Mike Treanor; Ben Samuel; Aaron A. Reed; Michael Mateas; Noah Wardrip-Fruin


Archive | 2010

Creating Interactive Fiction with Inform 7

Aaron A. Reed


national conference on artificial intelligence | 2013

Prom Week

Josh McCoy; Mike Treanor; Ben Samuel; Aaron A. Reed; Michael Mateas; Noah Wardrip-Fruin


foundations of digital games | 2014

Ice-Bound: Combining richly-realized story with expressive gameplay.

Aaron A. Reed; Jacob Garbe; Noah Wardrip-Fruin; Michael Mateas


foundations of digital games | 2014

Author assistance visualizations for Ice-Bound, a combinatorial narrative.

Jacob Garbe; Aaron A. Reed; Melanie Dickinson; Noah Wardrip-Fruin; Michael Mateas

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Michael Mateas

University of California

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Ben Samuel

University of California

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Mike Treanor

University of California

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Josh McCoy

University of California

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Sri Kurniawan

University of California

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Anne Sullivan

University of California

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April Grow

University of California

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Jennifer Mahal

University of California

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Joshua McCoy

University of California

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