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Home / Proceedings / Proceedings of the AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment, 4 /

Vol. 4 No. 1 (2008): Fourth Artificial Intelligence and Interactive Digital Entertainment Conference

Full Papers

  • Modeling the Dynamics of Non-Player Characters’ Social Relations in Video Game

    Magalie Ochs,Nicolas Sabouret,Vincent Corruble

    90-95

    PDF
  • Automatic Generation of Game Level Solutions as Storyboards

    David Pizzi,Marc Cavazza,Alex Whittaker,Jean-Luc Lugrin

    96-101

    PDF
  • Intelligent Trading Agents for Massively Multi-Player Game Economies

    John Reeder,G. Sukthankar,M. Georgiopoulos,G. Anagnostopoulos

    102-107

    PDF
  • Constructing Complex NPC Behavior via Multi-Objective Neuroevolution

    Jacob Schrum,Risto Miikkulainen

    108-113

    PDF
  • Talking with NPCs: Towards Dynamic Generation of Discourse Structures

    Christina Strong,Michael Mateas

    114-119

    PDF
  • TAP: An Effective Personality Representation for Inter-Agent Adaptation in Games

    Chek Tan,Cheng Ho-lun Cheng

    120-125

    PDF
  • Stochastic Plan Optimization in Real-Time Strategy Games

    Andrew Trusty,Santiago Santiago Ontañón,Ashwin Ram

    126-131

    PDF
  • Combining Model-Based Meta-Reasoning and Reinforcement Learning For Adapting Game-Playing Agents

    Patrick Ulam,Joshua Jones,A. Goel

    132-137

    PDF
  • Explicit Knowledge Programming for Computer Games

    Andreas Witzel,Jonathan Zvesper,Ethan Kennerly

    138-143

    PDF
  • Hierarchical Petri Nets for Story Plots Featuring Virtual Humans

    Daniel Balas Daniel Balas,Cyril Brom,Adam Abonyi,Jakub Gemrot

    44966

    PDF
  • Modeling Culturally and Emotionally Affected Behavior

    Vadim Bulitko,Steven Solomon,Jonathan Gratch,Michael van Lent

    45214

    PDF
  • Simulation-Based Story Generation with a Theory of Mind

    Hsueh-Min Chang,Von-Wun Soo

    16-21

    PDF
  • Agent Learning Using Action-Dependent Learning Rates in Computer Role-Playing Games

    Maria Cutumisu,Duane Szafron,Michael Bowling,Richard Sutton

    22-29

    PDF
  • Effects of Communication on the Evolution of Squad Behaviours

    Darren Doherty,Colm O’Riordan

    30-35

    PDF
  • Dynamic Expansion of Behaviour Trees

    Gonzalo Florez-Puga,Marco Gómez-Martín,Belén Díaz-Agudo,Pedro González-Calero

    36-41

    PDF
  • The Rise of Potential Fields in Real Time Strategy Bots

    Johan Hagelbäck,Stefan Johansson

    42-47

    PDF
  • Lightweight Procedural Animation with Believable Physical Interactions

    Ian Horswill

    48-53

    PDF
  • A Cover-Based Approach to Multi-Agent Moving Target Pursuit

    Alejandro Isaza Alejandro Isaza,Jieshan Lu,Vadim Bulitko,Russell Greiner

    54-59

    PDF
  • Offline Planning with Hierarchical Task Networks in Video Games

    John-Paul Kelly,Adi Botea,Sven Koenig

    60-65

    PDF
  • Learning and Playing in Wubble World

    Wesley Kerr,Paul Cohen,Yu-Han Chang

    66-71

    PDF
  • Logical Agents for Language and Action

    Martin Magnusson Martin Magnusson,Patrick Doherty

    72-77

    PDF
  • Learning to be a Bot: Reinforcement Learning in Shooter Games

    Michelle McPartland,Marcus Gallagher

    78-83

    PDF
  • Recombinable Game Mechanics for Automated Design Support

    Mark Nelson,Michael Mateas

    84-89

    PDF

Industry Papers

  • Implementation Walkthrough of a Homegrown “Abstract State Machine” Style System in a Commercial Sports Game

    Brian Schwab

    145-148

    PDF
  • Otello: A Next-Generation Reputation System For Humans and NPCs

    Michael Sellers

    149-154

    PDF
  • Navigating Detailed Worlds with a Complex, Physically Driven Locomotion: NPC Skateboarder AI in EA’s Skate

    Mark Wesley

    155-159

    PDF

Poster Papers

  • An Intelligent IDE for Behavior Authoring in Real-Time Strategy Games

    Suhas Virmani,Yatin Kanetkar,Manish Mehta,Santiago Ontañón,Ashwin Ram

    209-214

    PDF
  • Adaptive Spatial Reasoning for Turn-Based Strategy Games

    Maurice Bergsma Maurice Bergsma,Pieter Spronck

    161-166

    PDF
  • Automatically Generating Summary Visualizations from Game Logs

    Yun-Gyung Cheong,Arnav Jhala,Byung-Chull Bae,R. Young

    167-172

    PDF
  • Automatically-Generated Convex Region Decomposition for Real-Time Spatial Agent Navigation in Virtual Worlds

    D. Hale,G. Youngblood,Priyesh Dixit

    173-178

    PDF
  • Cerberus: Applying Supervised and Reinforcement Learning Techniques to Capture the Flag Games

    Ahmed Hefny,Ayat Hatem,Mahmoud Shalaby,Amir Atiya

    179-184

    PDF
  • Direction Maps for Cooperative Pathfinding

    M. Renee Jansen M. Renee Jansen,Nathan Sturtevant

    185-190

    PDF
  • Agent Architecture in Social Games — The Implementation of Subsumption Architecture in Diplomacy

    Aleksander Krzywinski,Weiqin Chen,Arne Helgesen

    191-196

    PDF
  • A Framework for the Semi-Automatic Testing of Video Games

    Alfredo Nantes,Ross Brown,Frederic Maire

    197-202

    PDF
  • Integrating Story-Centric and Character-Centric Processes for Authoring Interactive Drama

    Mei Si,Stacy Marsella,Mark Riedl

    203-208

    PDF

Demonstration Papers

  • Monte-Carlo Tree Search: A New Framework for Game AI

    Guillaume Chaslot,Sander Bakkes,Istvan Szita,Pieter Spronck

    216-217

    PDF
  • A Demonstration of Agent Learning with Action-Dependent Learning Rates in Computer Role-Playing Games

    Maria Cutumisu,Duane Szafron

    218-219

    PDF
  • OpenNERO: A Game Platform for AI Research and Education

    Igor Karpov,John Sheblak,Risto Miikkulainen

    220-221

    PDF
  • Integrating Drama Management into an Adventure Game

    Anne Sullivan,Sherol Chen,Michael Mateas

    222-223

    PDF
  • IDtension – Highly Interactive Drama

    Nicolas Szilas

    224-225

    PDF
  • PaSSAGE: A Demonstration of Player Modelling in Interactive Storytelling

    David Thue,Vadim Bulitko,Marcia Spetch Spetch

    226-227

    PDF
  • Difficulty Scaling through Incongruity

    Giel van Lankveld,Pieter Spronck,Matthias Rauterberg

    228-229

    PDF

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