Vol. 2 No. 1 (2006): Second Artificial Intelligence and Interactive Digital Entertainment Conference
Papers
A Testbed for Evaluating AI Research Systems in Commercial Games
PDFBiased Cost Pathfinding
PDFUsing Natural Language to Manage NPC Dialog
PDFIncremental Heuristic Search in Games: The Quest for Speed
PDFDesigning a Reinforcement Learning-Based Adaptive AI for Large-Scale Strategy Games
PDFModeling Self-Adapting and Multicultural Non-Player Characters in Artificial Worlds
PDFAuthoring an Interactive Narrative with Declarative Optimization-Based Drama Management
PDFPlausible Environment Reconstruction Using Bayesian Networks
PDFAI Wall Building in Empire Earth II
PDFProcedural Level Design for Platform Games
PDFNormative Echoes: Use and Manipulation of Player Generated Content by Communities of NPCs
PDFA Demonstration of ScriptEase Ambient and PC-Interactive Behavior Generation for Computer Role-Playing Games
PDFBelievable and Reactive Crowds in Next Generation Games
PDFUsing Environmental Annotations and Affordances to Model Culture
PDFAutomatic Story Generation for Computer Role-Playing Games
PDFMixing Story and Simulation in Interactive Narrative
PDFThe NERO Video Game
PDFBuilding Test Beds for AI with the Q3 Mode Base
PDFA Framework for Summarizing Game Experiences as Narratives
PDFImproved Heuristics for Optimal Pathfinding on Game Maps
PDFDynamic Game Balancing: an Evaluation of User Satisfaction
PDFCrowdMixer: Multiple Agent Types in Situation-Based Crowd Simulations
PDFGoal-Directed Hierarchical Dynamic Scripting for RTS Games
PDFBuilding Robust Planning and Execution Systems for Virtual Worlds
PDFRepresentational Requirements for a Plan Based Approach to Automated Camera Control
PDFUsing Multi-Agent System Technologies in Risk Bots
PDFLightweight Simulation of Air Traffic Control Using Simple Temporal Networks
PDFAn Abstraction Framework for Cooperation Among Agents and People in a Virtual World
PDFPredicting User Physiological Response for Interactive Environments: An Inductive Approach
PDFIntelligent Tutoring Systems for Commercial Games: The Virtual Combat Training Center Tutor and Simulation
PDFA Guided Performance Interface for Augmenting Social Experiences with an Interactive Animatronic Character
PDFImproving Collaborative Pathfinding Using Map Abstraction
PDFModelling Goal-Directed Players in Digital Games
PDFThe Self Organization of Context for Learning in Multiagent Games
Incorporating Advice into Neuroevolution of Adaptive Agents
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