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Home / Proceedings / Papers from the 2001 AAAI Spring Symposium /

Artificial Intelligence and Interactive Entertainment I

Contents

  • Real-Time Cinematic Camera Control for Interactive Narratives

    Daniel Amerson and Shaun Kime

    PDF
  • An Overview of the Mimesis Architecture: Integrating Intelligent Narrative Control into an Existing Gaming Environment

    R. Michael Young

    PDF
  • Primitives and Behavior-Based Architectures for Interactive Entertainment

    Odest Chadwicke Jenkins and Maja J. Mataric

    PDF
  • A Blackboard System for Interpreting Agent Messages

    Marc Cavazza, Steven J. Mead, Alexander I. Strachan, and Alex Whittaker

    PDF
  • How Qualitative Spatial Reasoning Can Improve Strategy Game AIs

    Kenneth D. Forbus, James V. Mahoney, and Kevin Dill

    PDF
  • A New Approach to Interactive Drama: From Intelligent Characters to an Intelligent Virtual Narrator

    Nicolas Szilas

    PDF
  • Ecs Online: A Venue for Believable Agents

    Martin C. Martin

    PDF
  • Creating Human-Like Synthetic Characters with Multiple Skill Levels: A Case Study Using the Soar Quakebot

    John E. Laird and John C. Duchi

    PDF
  • Autonomous Dialogue for Interactive Story Telling

    Nancy L. Green

    PDF
  • Using Nodes to Develop Strategies for Combat with Multiple Enemies

    Lars Liden

    PDF
  • Authoring the “Intelligence” of an Educational Game

    M. Zancanaro, Z. Cappelletti, C. Signorini, and C. Strapparava

    PDF
  • Panel Discussion: Collaboration between Academia and Industry: A Case Study

    Marc Atkin and David Westbrook

    PDF
  • Being-in-the-World

    Mark A. DePristo and Robert Zubek

    PDF
  • Reconciling Autonomy with Narratives in the Event Calculus

    L. Chen, K. Bechkoum, and G. Clapworthy

    PDF
  • Steve Goes to Bosnia: Towards a New Generation of Virtual Humans for Interactive Experiences

    Jeff Rickel, Jonathan Gratch, Randall Hill, Stacy Marsella, and William Swartout

    PDF
  • Playing Chess with Machiavelli: Improving Interactive Entertainment with Explicit Strategies

    Andrew S. Gordon

    PDF
  • Towards an AI Behavior Toolkit for Games

    Ryan Houlette, Daniel Fu, and David Ross

    PDF
  • Behaviors for Virtual Creatures by Constraint-Based Adaptive Search

    Philippe Codognet

    PDF

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