Vol. 2 No. 1 (2006): Second Artificial Intelligence and Interactive Digital Entertainment Conference
Full Papers
Dynamic Game Balancing: an Evaluation of User Satisfaction
PDFImproved Heuristics for Optimal Pathfinding on Game Maps
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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Poster Papers
A Framework for Summarizing Game Experiences as Narratives
PDFProcedural Level Design for Platform 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
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Demonstration Papers
A Testbed for Evaluating AI Research Systems in Commercial 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
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