Vol. 4 No. 1 (2008): Fourth Artificial Intelligence and Interactive Digital Entertainment Conference
Papers
Difficulty Scaling through Incongruity
PDFPaSSAGE: A Demonstration of Player Modelling in Interactive Storytelling
PDFIDtension – Highly Interactive Drama
PDFIntegrating Drama Management into an Adventure Game
PDFOpenNERO: A Game Platform for AI Research and Education
PDFA Demonstration of Agent Learning with Action-Dependent Learning Rates in Computer Role-Playing Games
PDFMonte-Carlo Tree Search: A New Framework for Game AI
PDFAn Intelligent IDE for Behavior Authoring in Real-Time Strategy Games
PDFExplicit Knowledge Programming for Computer Games
PDFCombining Model-Based Meta-Reasoning and Reinforcement Learning For Adapting Game-Playing Agents
PDFImplementation Walkthrough of a Homegrown “Abstract State Machine” Style System in a Commercial Sports Game
PDFOtello: A Next-Generation Reputation System For Humans and NPCs
PDFNavigating Detailed Worlds with a Complex, Physically Driven Locomotion: NPC Skateboarder AI in EA’s Skate
PDFAdaptive Spatial Reasoning for Turn-Based Strategy Games
PDFAutomatically Generating Summary Visualizations from Game Logs
PDFAutomatically-Generated Convex Region Decomposition for Real-Time Spatial Agent Navigation in Virtual Worlds
PDFCerberus: Applying Supervised and Reinforcement Learning Techniques to Capture the Flag Games
PDFDirection Maps for Cooperative Pathfinding
PDFAgent Architecture in Social Games — The Implementation of Subsumption Architecture in Diplomacy
PDFA Framework for the Semi-Automatic Testing of Video Games
PDFIntegrating Story-Centric and Character-Centric Processes for Authoring Interactive Drama
PDFStochastic Plan Optimization in Real-Time Strategy Games
PDFTAP: An Effective Personality Representation for Inter-Agent Adaptation in Games
PDFTalking with NPCs: Towards Dynamic Generation of Discourse Structures
PDFConstructing Complex NPC Behavior via Multi-Objective Neuroevolution
PDFIntelligent Trading Agents for Massively Multi-Player Game Economies
PDFAutomatic Generation of Game Level Solutions as Storyboards
PDFModeling the Dynamics of Non-Player Characters’ Social Relations in Video Game
PDFModeling Culturally and Emotionally Affected Behavior
PDFHierarchical Petri Nets for Story Plots Featuring Virtual Humans
PDFSimulation-Based Story Generation with a Theory of Mind
PDFAgent Learning Using Action-Dependent Learning Rates in Computer Role-Playing Games
PDFEffects of Communication on the Evolution of Squad Behaviours
PDFDynamic Expansion of Behaviour Trees
PDFThe Rise of Potential Fields in Real Time Strategy Bots
PDFLightweight Procedural Animation with Believable Physical Interactions
PDFA Cover-Based Approach to Multi-Agent Moving Target Pursuit
PDFOffline Planning with Hierarchical Task Networks in Video Games
PDFLearning and Playing in Wubble World
PDFLogical Agents for Language and Action
PDFLearning to be a Bot: Reinforcement Learning in Shooter Games
PDFRecombinable Game Mechanics for Automated Design Support
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