Vol. 1 No. 1 (2005): First Artificial Intelligence and Interactive Digital Entertainment Conference
Full Papers
nuWar: A Prototype Sketch-Based Strategy Game
PDFSequence Learning by Backward Chaining in Synthetic Characters
PDFSpeaking with Your Sidekick: Understanding Situated Speech in Computer Role Playing Games
PDFHierarchical Plan Representations for Encoding Strategic Game AI
PDFScalable Solutions for Interactive Virtual Humans That Can Manipulate Objects
PDFParticle-Based Communication Among Game Agents
PDFUnscripted Narrative for Affectively Driven Characters
PDFStory Representation and Interactive Drama
Structuring Content in the Façade Interactive Drama Architecture
PDFSearch-Based Drama Management in the Interactive Fiction Anchorhead
PDFAgent Architecture Considerations for Real-Time Planning in Games
PDFFrom Linear Story Generation to Branching Story Graphs
PDFCooperative Pathfinding
PDFSemi-Automated Gameplay Analysis by Machine Learning
PDFNegative Behavior Space in the Design of Interactive Agents
PDFIncreasing Replayability with Deliberative and Reactive Planning
PDFHierarchical Parallel Markov Models of Interaction
PDFApplying Constraint Weighting to Autonomous Camera Control
PDFQuagents: A Game Platform for Intelligent Agent
PDFNatural Noun Phrase Variation for Interactive Characters
PDFDialogue Generation in Character-Based Interactive Storytelling
PDFTowards Learned Anticipation in Complex Stochastic Environments
PDFA Goal-Based Architecture for Opposing Player AI
PDFRetaining Learned Behavior During Real-Time Neuroevolution
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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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