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Home / Conferences / The Artificial Intelligence for Interactive Digital Entertainment Conference (AIIDE) / The Second AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment (AIIDE 06) /

Preliminary Schedule of the Second Annual Artificial Intelligence and Interactive Digital Entertainment Conference (AIIDE-06)

January 29, 2023

Preliminary Schedule of the Second Annual Artificial Intelligence and Interactive Digital Entertainment Conference

Subject to change without notice


Tuesday, June 20

8:45 am–9:00 am

Welcome
John Laird, AIIDE-06 Conference Chair, University of Michigan

AIIDE Tutorial Program

9:00 am–12:00 pm

TA1: Automated Planning for Interactive Entertainment
R. Michael Young and Arnav H. Jhala, North Carolina State University

TA2: ORTS—A Free Software RTS Game Engine Not Just for AI Research
Michael Buro and Timothy Furtak, University of Alberta, Canada

1:00–4:00 pm

TP1: Machine Learning for Games
Finnegan Southey, University of Alberta / Google Inc.

TP2: Unreal AI: Using the Unreal Tournament Game Engine for AI Research
Mark Riedl, Ryan McAlinden, and Andrew Marshall, Institute for Creative Technologies/University of Southern California


Wednesday, June 21

8:45 am–9:00 am

Welcome and Introduction
Jonathan Schaeffer, AIIDE-06 Program Chair, University of Alberta

9:00–10:00 am

Invited Talk: High Performance Multi-Processor Crowd Simulation
Craig Reynolds, Sony Computer Entertainment America
Introduction by John Laird

10:00–10:30 am

Break

10:30 am–12:00 pm

Session: Abstraction and Planning
Chair: Ian Davis

An Abstraction Framework for Cooperation among Agents and People in a Virtual World
David McDonald, Alice Leung, William Ferguson, and Talib Hussain, BBN Technologies

Representational Requirements for a Plan Based Approach to Automated Camera Control
Arnav Jhala and R. Michael Young, North Carolina University

Building Robust Planning and Execution Systems for Virtual Worlds
Don M. Dini, Michael Van Lent, Paul Carpenter, and Kumar Iyer, Institute for Creative Technologies/University of Southern California

12:00–1:30 pm

Lunch

1:30–3:30 pm

Session: User Interactions
Chair: Michael Young

Intelligent Tutoring Systems for Commercial Games: The Virtual Combat Training Center Tutor and Simulation
William R. Murray, Boeing Phantom Works

Predicting User Physiological Response for Interactive Environments: An Inductive Approach
Scott W. McQuiggan, Sunyoung Lee, and James C. Lester, North Carolina University

A Guided Performance Interface for Augmenting Social Experiences with an Interactive Animatronic Character
Seema Patel, William Bosley, David Culyba, Sabrina A. Haskell, Andrew Hosmer, TJ Jackson, Shane J. M. Liesegang, Peter Stepniewicz, James Valenti, Salim Zayat, and Brenda Harger, Carnegie Mellon University

Dynamic Game Balancing: An Evaluation of User Satisfaction
Gustavo Andrade, Geber Ramalho, and Alex Sandro Gomes, Universidade Federal de Pernambuco; Vincent Corruble, Université Paris 6

3:30–4:00 pm

Break

4:00–5:00 pm

Invited Talk: The Power of Projection and Mass Hallucination (Practical AI in The Sims 2 and Beyond)
Matt Brown, Electronic Arts / Maxis
Introduction by Jonathan Schaeffer

6:00–8:00 pm

AIIDE-06 Opening Reception
Sierra Room


Thursday, June 22

9:00–10:00 am

Invited Talk: Adaptive Entertainment
Pieter Spronck, Maastricht University
Introduction by Jonathan Schaeffer

10:00–10:30 am

Break

10:30–11:00 am

Session: Learning
Chair: Michael van Lent

Goal-Directed Hierarchical Dynamic Scripting for RTS games
Anders Dahlbom and Lars Niklasson, University of Skövde

The Self Organization of Context for Learning in MultiAgent Games
Chris White and Dave Brogan, University of Virginia

Incorporating Advice into Neuroevolution of Adaptive Agents
Chern Han Yong, Institute for Infocomm Research, Kenneth Stanley, University of Central Florida, Risto Miikkulainen and Igor V. Karpov, University of Texas at Austin

12:00 pm–1:30 pm

Lunch Buffet, Promenade Room

1:30–2:30 pm

Invited Talk: Emotions in Human-Agent Interactions
Jonathan Gratch, Institute for Creative Technologies, University of Southern California
Introduction by Michael van Lent

2:30–3:30 pm

Invited Talk: The Fun Factor, Machine Learning, and Gameplay Metrics
Ben Geisler, Radical Entertainment and ITT Tech
Introduction: John Laird

3:30–4:00 pm

Break

4:00–6:00 pm

AIIDE-06 Poster and Demonstration Program

AIIDE-06 Posters

A Framework for Summarizing Game Experiences as Narratives
Yun Gyung Cheong and R. Michael Young, North Carolina State University

Procedural Level Design for Platform Games
Kate Compton and Michael Mateas, Georgia Institute of Technology

Biased Cost Pathfinding
Alborz Geramifard, Pirooz Chubak, and Vadim Bulitko, University of Alberta

Using Natural Language to Manage NPC Dialog
Gary Kacmarcik, Microsoft Research

Incremental Heuristic Search in Games: The Quest for Speed
Maxim Likhachev, Carnegie Mellon University, and Sven Koenig, University of Southern California

Designing a Reinforcement Learning-based Adaptive AI for Large-Scale Strategy Games
Charles Madeira and Vincent Corruble, Université Pierre et Marie Curie; Geber Ramalho, Universidade Federal de Pernambuco

Modeling Self-Adapting and Multicultural Non-Player Characters in Artificial Worlds
Samuel Marin, University of Namur

Authoring an Interactive Narrative with Declarative Optimization-Based Drama Management
Mark J. Nelson, Calvin Ashmore, and Michael Mateas, Georgia Institute of Technology

Plausible Environment Reconstruction Using Bayesian Networks
Robert G. Price and Scott D. Goodwin, University of Windsor

AI Wall Building in Empire Earth II
Tara Teich and Ian Lane Davis, Mad Doc Software

AIIDE-06 Demonstrations

A Testbed for Evaluating AI Research Systems in Commercial Games
David W. Aha, Naval Research Laboratory; Matthew Molineaux and Philip Moore, Naval Research Laboratory and ITT Industries

Normative Echoes: Use and Manipulation of Player Generated Content by Communities of NPCs
Eric Baumer, Bill Tomlinson, Man Lok Yau, and Thomas A. Alspaugh, University of California, Irvine

A Demonstration of ScriptEase Ambient and PC-Interactive Behavior Generation for Computer Role-Playing Games
Maria Cutumisu, Duane Szafron, Jonathan Schaeffer, Kevin Waugh, Curtis Onuczko, Jeff Siegel, and Allan Schumacher, University of Alberta

Using NL Representations to Manage NPC Dialog via Dynamically Generated Menu Interactions
Gary Kacmarcik, Microsoft Research

Believable and Reactive Crowds in Next Generation Games
Paul A. Kruszewski, Engenuity Technologies, Inc.

Using Environmental Annotations and Affordances to Model Culture
Ryan McAlinden, Michael van Lent, William Clevenger, and Wen Tien, USC Institute for Creative Technologies

Automatic Story Generation for Computer Role-Playing Games
Curtis Onuczko, Duane Szafron, Jonathan Schaeffer, Maria Cutumisu, Jeff Siegel, Kevin Waugh, and Allan Schumacher, University of Alberta

Mixing Story and Simulation in Interactive Narrative
Mark O. Riedl and Don Dini, Institute for Creative Technologies; Andrew Stern, Procedural Arts LLC

The NERO Video Game
Kenneth O. Stanley, University of Central Florida, Igor Karpov, Risto Miikulainen, and Aliza Gold, The University of Texas at Austin

Building Test Beds for AI with the Q3 Mode Base
G. Michael Youngblood, Billy Nolen, Michael Ross, and Lawrence B. Holder, The University of Texas at Arlington


Friday, June 23

9:00–10:00 am

Invited Talk: Bringing Game Characters to Life
Steve Crane, Midway Games
Introduction by Ian Davis

10:00–10:30 am

Break

10:30 am–12:00 pm

Session: Pathfinding
Chair: Jonathan Schaeffer

Improved Heuristics for Optimal Pathfinding on Game Maps
Yngvi Björnsson and Kári Halldórsson, Reykjavik University

Modeling Goal-Directed Players in Digital Games
David Thue and Vadim Bulitko, University of Alberta

Improving Collaborative Pathfinding Using Map Abstraction
Nathan Sturtevant and Michael Buro, University of Alberta

12:00–1:30 pm

Lunch

1:30–3:00 pm

Session: Applications
Chair: Michael van Lent

Using Multi-Agent System Technologies in Risk Bots
Stefan J. Johansson, Blekinge Institute of Technology, and Fredrik Olsson, Progressive Media ApS

CrowdMixer: Multiple Agent Types in Situation-Based Crowd Simulations
Shannon Blyth and Howard J. Hamilton, University of Regina

Lightweight Simulation of Air Traffic Control Using Simple Temporal Networks
Russell Knight, Jet Propulsion Laboratory, California Institute of Technology

3:00–3:30 pm

Break

3:30–4:30 pm

RTS Competition
Chair: Michael Buro

4:30–4:35 pm

Closing Remarks
Jonathan Schaeffer, AIIDE-06 Program Chair

Categories: 2006, AIIDE

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