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Home / Proceedings / Proceedings of the AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment, 10 /

Vol. 10 No. 1 (2014): Tenth Artificial Intelligence and Interactive Digital Entertainment Conference

Full Oral Papers

  • Walling in Strategy Games via Constraint Optimization

    Florian Richoux,Alberto Uriarte,Santiago Ontañón

    52-58

    PDF
  • A Hierarchical Approach to Generating Maps Using Markov Chains

    Sam Snodgrass,Santiago Ontanon

    59-65

    PDF
  • Hierarchical Adversarial Search Applied to Real-Time Strategy Games

    Marius Stanescu,Nicolas Barriga,Michael Buro

    66-72

    PDF
  • Game-Tree Search over High-Level Game States in RTS Games

    Alberto Uriarte,Santiago Ontañón

    73-79

    PDF
  • Glaive: A State-Space Narrative Planner Supporting Intentionality and Conflict

    Stephen Ware,R. Michael Young

    80-86

    PDF
  • Generative Methods for Guard and Camera Placement in Stealth Games

    Qihan Xu,Jonathan Tremblay,Clark Verbrugge

    87-93

    PDF
  • Using Cyclic Scheduling to Generate Believable Behavior in Games

    Richard Zhao,Duane Szafron

    94-101

    PDF
  • Analytics-Driven Dynamic Game Adaption for Player Retention in a 2-Dimensional Adventure Game

    Brent Harrison,David Roberts

    23-29

    PDF
  • Towards Personalised Gaming via Facial Expression Recognition

    Paris Mavromoustakos Blom,Sander Bakkes,Chek Tan,Shimon Whiteson,Diederik Roijers,Roberto Valenti,Theo Gevers

    30-36

    PDF
  • Deep Learning-Based Goal Recognition in Open-Ended Digital Games

    Wookhee Min,Eun Ha,Jonathan Rowe,Bradford Mott,James Lester

    37-43

    PDF
  • An AI System for Large Open Virtual World

    Tomas Plch,Matej Marko,Petr Ondracek,Martin Cerny,Jakub Gemrot,Cyril Brom

    44-51

    PDF
  • Belief-Driven Pathfinding through Personalized Map Abstraction

    Davide Aversa,Stavros Vassos

    44965

    PDF
  • Foreseeing Meaningful Choices

    Rogelio Cardona-Rivera,Justus Robertson,Stephen Ware,Brent Harrison,David Roberts,R. Young

    45184

    PDF
  • Spice It Up! Enriching Open World NPC Simulation Using Constraint Satisfaction

    Martin Cerny,Cyril Brom,Roman Bartak,Martin Antos

    16-22

    PDF

Frontmatter

  • Sponsors

    Ian Horswill

    xii

    PDF
  • Preface

    Ian Horswill,Arnav Jhala

    xiii

    PDF
  • Invited Talks

    Peter Carr,Squirrel Eiserloh,Peter Ingebretson

    xvii

    PDF
  • Organization

    Ian Horswill

    ix-xi

    PDF
  • AIIDE 2014 StarCraft Competition

    Michael Buro,David Churchill

    xv-xvi

    PDF

Poster Papers

  • Game AI Planning Analytics: The Case of Three First-Person Shooters

    Eric Jacopin

    119-124

    PDF
  • Developing Social Identity Models of Players from Game Telemetry Data

    Chong-U Lim,D. Harrell

    125-131

    PDF
  • Fuzzy Affective Player Models: A Physiology-Based Hierarchical Clustering Method

    Pedro Nogueira,Rúben Aguiar,Rui Rodrigues,Eugénio Oliveira,Lennart Nacke

    132-138

    PDF
  • Evaluating Play Trace (Dis)similarity Metrics

    Joseph Osborn,Ben Samuel,Joshua McCoy,Michael Mateas

    139-145

    PDF
  • Emotion-Based Interactive Storytelling with Artificial Intelligence

    Sergio Poo Hernandez,Vadim Bulitko,Emilie St. Hilaire

    146-152

    PDF
  • Finding Schrödinger’s Gun

    Justus Robertson,R. Young

    153-159

    PDF
  • Optimizing Player Experience in Interactive Narrative Planning: A Modular Reinforcement Learning Approach

    Jonathan Rowe,Bradford Mott,James Lester

    160-166

    PDF
  • Alone We Can Do So Little, Together We Can Do So Much: A Combinatorial Approach for Generating Game Content

    Noor Shaker,Mohamed Abou-Zleikha

    167-173

    PDF
  • Hide and Sneak: Story Generation with Characters that Perceive and Assume

    Hans ten Brinke,Jeroen Linssen,Mariët Theune

    174-180

    PDF
  • Exploring Abductive Event Binding for Opportunistic Storytelling

    Emmett Tomai

    181-187

    PDF
  • Toward Automatic Role Identification in Unannotated Folk Tales

    Josep Valls-Vargas,Jichen Zhu,Santiago Ontañón

    188-194

    PDF
  • Learning Micro-Management Skills in RTS Games by Imitating Experts

    Jay Young,Nick Hawes

    195-201

    PDF
  • PaTux: An Authoring Tool for Level Design through Pattern Customisation Using Non-Negative Matrix Factorization

    Mohamed Abou-Zleikha,Noor Shaker

    103-104

    PDF
  • The Real-Time Strategy Game Multi-Objective Build Order Problem

    Jason Blackford,Gary Lamont

    105-111

    PDF
  • Global State Evaluation in StarCraft

    Graham Erickson,Michael Buro

    112-118

    PDF

Playable Experiences

  • Playable Experiences at AIIDE 2014

    Nathan Sturtevant,Jeff Orkin,Robert Zubek,Michael Cook,Stephen Ware,Christian Stith,R. Young,Phillip Wright,Squirrel Eiserloh,Alejandro Ramirez-Sanabria,Vadim Bulitko,Kieran Lord

    203-210

    PDF

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