Vol. 4 No. 1 (2008): Fourth Artificial Intelligence and Interactive Digital Entertainment Conference
Full Papers
Explicit Knowledge Programming for Computer Games
PDFCombining Model-Based Meta-Reasoning and Reinforcement Learning For Adapting Game-Playing Agents
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
PDFLogical Agents for Language and Action
PDFRecombinable Game Mechanics for Automated Design Support
PDFLearning to be a Bot: Reinforcement Learning in Shooter Games
PDFHierarchical Petri Nets for Story Plots Featuring Virtual Humans
PDFLearning and Playing in Wubble World
PDFOffline Planning with Hierarchical Task Networks in Video Games
PDFA Cover-Based Approach to Multi-Agent Moving Target Pursuit
PDFLightweight Procedural Animation with Believable Physical Interactions
PDFThe Rise of Potential Fields in Real Time Strategy Bots
PDFDynamic Expansion of Behaviour Trees
PDFEffects of Communication on the Evolution of Squad Behaviours
PDFAgent Learning Using Action-Dependent Learning Rates in Computer Role-Playing Games
PDFSimulation-Based Story Generation with a Theory of Mind
PDFModeling Culturally and Emotionally Affected Behavior
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Industry Papers
Poster Papers
An Intelligent IDE for Behavior Authoring in Real-Time Strategy Games
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
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Demonstration Papers
Monte-Carlo Tree Search: A New Framework for Game AI
PDFA Demonstration of Agent Learning with Action-Dependent Learning Rates in Computer Role-Playing Games
PDFOpenNERO: A Game Platform for AI Research and Education
PDFIntegrating Drama Management into an Adventure Game
PDFIDtension – Highly Interactive Drama
PDFPaSSAGE: A Demonstration of Player Modelling in Interactive Storytelling
PDFDifficulty Scaling through Incongruity
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