Vol. 1 No. 1 (2005): First Artificial Intelligence and Interactive Digital Entertainment Conference
Full Papers
Particle-Based Communication Among Game Agents
PDFHierarchical Parallel Markov Models of Interaction
PDFIncreasing Replayability with Deliberative and Reactive Planning
PDFNegative Behavior Space in the Design of Interactive Agents
PDFSemi-Automated Gameplay Analysis by Machine Learning
PDFCooperative Pathfinding
PDFFrom Linear Story Generation to Branching Story Graphs
PDFAgent Architecture Considerations for Real-Time Planning in Games
PDFSearch-Based Drama Management in the Interactive Fiction Anchorhead
PDFStructuring Content in the Façade Interactive Drama Architecture
PDFStory Representation and Interactive Drama
Unscripted Narrative for Affectively Driven Characters
PDFScalable Solutions for Interactive Virtual Humans That Can Manipulate Objects
PDFHierarchical Plan Representations for Encoding Strategic Game AI
PDFSpeaking with Your Sidekick: Understanding Situated Speech in Computer Role Playing Games
PDFSequence Learning by Backward Chaining in Synthetic Characters
PDFnuWar: A Prototype Sketch-Based Strategy Game
PDFApplying Constraint Weighting to Autonomous Camera Control
PDFRetaining Learned Behavior During Real-Time Neuroevolution
PDFA Goal-Based Architecture for Opposing Player AI
PDFTowards Learned Anticipation in Complex Stochastic Environments
PDFDialogue Generation in Character-Based Interactive Storytelling
PDFNatural Noun Phrase Variation for Interactive Characters
PDFQuagents: A Game Platform for Intelligent Agent
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Demonstration Papers
Adding Smart Opponents to a First-Person Shooter Video Game through Evolutionary Design
PDFThe Trial The Trail, Act 3 A Virtual Reality Drama Using Intelligent Agents
PDFReal-Time Learning in the NERO Video Game
PDFReal-Time Simulation of Herds Moving Over Terrain
PDFControlling Unreal Tournament 2004 Bots with the Logic-Based Action Language GOLOG
PDFDemonstration: The Interactive Drama Façade
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