Artificial Intelligence and Computer Games
Papers from 1999 Spring Symposium
Daniel "Wolff" Dobson and Ken Forbus, Program Cochairs
Technical Report SS-99-02 published by The AAAI Press, Menlo Park, California. This technical report is also available in book and CD format.
Contents
Capture the Flag: Military Simulation Meets Computer Games / 1
Mark S. Atkin, David L. Westbrook, and Paul R. Cohen
"Situated AI" in Video Games: Integrating NLP, Path Planning, and 3D Animation / 6
Marc Cavazza, Srikanth Bandi, and Ian Palmer
Nerve Garden: A Virtual Terrarium in Cyberspace / 13
Bruce Damer, Karen Marcelo, Frank Revi (Biota.org Special Interest Group)
A Question of Character: Rules to Play By / 18
Ian Lane Davis
Strategies for Strategy Game AI / 24
Ian Lane Davis
Can We Talk? / 28
Bill DeSmedt and Don Loritz
Towards Articulate Game Engines / 32
Daniel Jeffery Dobson and Kenneth D. Forbus
Virtual Intelligence from Artificial Reality: Building Stupid Agents in Smart Environments / 37
Patrick Doyle
Explanations Count / 42
Ian Frank
Cognitive Modeling for Computer Games / 47
John Funge
How a Biochemical Metabolic Model Can Contribute to Intelligence Lifelike Behaviour / 51
Eric Goodwin
Robot Architectures for Believable Game Agents / 55
Ian D. Horswill and Robert Zubek
AI in Children’s Play with LEGO Robots / 60
Henrik Hautop Lund
Not Your Grandmother’s Game: AI-Based Art and Entertainment / 64
Michael Mateas
Finding a Pathfinder / 69
Bjorn Reese and Bryan Stout
Controlling Gaming Agents via Reactive Programs / 73
Daniel Shapiro
AI Beyond Computer Games / 77
Andrew Stern
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