Vol. 5 No. 1 (2009): Fifth Artificial Intelligence and Interactive Digital Entertainment Conference
Papers
Prototyping Games with BIPED
PDFOptimization of Platform Game Levels for Player Experience
PDFBringing Interactive Storytelling to Industry: Designing a Reactive Narrative Encounter System
PDFCase-Based Reasoning for Build Order in Real-Time Strategy Games
PDFA Unified Spatial Representation for Navigation Systems
PDFA Synthetic Mind Model for Virtual Actors in Interactive Storytelling Systems
PDFA Real-Time PDDL-based Planning Component for Video Games
PDFEvaluating the Authorial Leverage of Drama Management
PDFFull 3D Spatial Decomposition for the Generation of Navigation Meshes
PDFAdapting Game-Playing Agents to Game Requirements
PDFSupporting Dialogue Generation for Story-Based Games
PDFGenerating Story Analogues
PDFComputational Support for Play Testing Game Sketches
PDFConcepts for Interactive Digital Storytelling: From Table-top to Game-AI
PDFLearning Character Behaviors Using Agent Modeling in Games
PDFCamOn: A Real-Time Autonomous Camera System
PDFDemonstrating Automatic Content Generation in the Galactic Arms Race Video Game
PDFUsing Semantics to Improve the Design of Game Worlds
PDFIMPLANT: An Integrated MDP and POMDP Learning AgeNT for Adaptive Games
PDFOptimizing Motion-Constrained Pathfinding
PDFA Surprise Triggered Adaptive and Reactive (STAR) Framework for Online Adaptation in Non-stationary Environments
PDFExamining Extended Dynamic Scripting in a Tactical Game Framework
PDFDynamic Artificial Fields for Autonomous Camera Control
PDFkNN LRTA*: Simple Subgoaling for Real-Time Search
PDFBowyer: A Planning Tool for Bridging the Gap between Declarative and Procedural Domains
PDFAn Architecture for Game Behavior AI: Behavior Multi-Queues
PDFA Multi-Agent Potential Field-based Bot for a Full RTS Game Scenario
PDFA Method for Acquiring Body Movement Verbs for a Humanoid Robot through Physical Interaction with Humans
PDFAutomatically Choosing Appropriate Gestures for Jokes
PDFBehaviorShop: An Intuitive Interface for Interactive Character Design
PDFInvestigating the Interplay between Camera Viewpoints, Game Information, and Challenge
PDFImproving Offensive Performance Through Opponent Modeling
PDFConstructing Game Agents from Video of Human Behavior
PDFSelf-Validated Behaviour Trees through Reflective Components
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