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Home / Proceedings / Proceedings of the AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment, 5 /

Vol. 5 No. 1 (2009): Fifth Artificial Intelligence and Interactive Digital Entertainment Conference

Full Oral Papers

  • Examining Extended Dynamic Scripting in a Tactical Game Framework

    Jeremy Ludwig,Arthur Farley

    76-81

    PDF
  • A Surprise Triggered Adaptive and Reactive (STAR) Framework for Online Adaptation in Non-stationary Environments

    Truong-Huy Nguyen,Tze-Yun Leong

    82-87

    PDF
  • Optimizing Motion-Constrained Pathfinding

    Nathan Sturtevant

    88-93

    PDF
  • IMPLANT: An Integrated MDP and POMDP Learning AgeNT for Adaptive Games

    Chek Tien Tan,Ho-lun Cheng

    94-99

    PDF
  • Using Semantics to Improve the Design of Game Worlds

    Tim Tutenel,Ruben Smelik,Rafael Bidarra,Klaas Jan de Kraker

    100-105

    PDF
  • Case-Based Reasoning for Build Order in Real-Time Strategy Games

    Ben Weber,Michael Mateas

    106-111

    PDF
  • kNN LRTA*: Simple Subgoaling for Real-Time Search

    Vadim Bulitko,Yngvi Björnsson

    44964

    PDF
  • Dynamic Artificial Fields for Autonomous Camera Control

    Paolo Burelli,Arnav Jhala

    45151

    PDF
  • Bowyer: A Planning Tool for Bridging the Gap between Declarative and Procedural Domains

    Steven Cash,R. Young

    14-19

    PDF
  • An Architecture for Game Behavior AI: Behavior Multi-Queues

    Maria Cutumisu,Duane Szafron

    20-27

    PDF
  • A Multi-Agent Potential Field-based Bot for a Full RTS Game Scenario

    Johan Hagelback,Stefan Johansson

    28-33

    PDF
  • A Method for Acquiring Body Movement Verbs for a Humanoid Robot through Physical Interaction with Humans

    Dai Hasegawa,Rafal Rzepka,Kenji Araki

    34-39

    PDF
  • Automatically Choosing Appropriate Gestures for Jokes

    Dai Hasegawa,Jonas Sjobergh,Rafal Rzepka,Kenji Araki

    40-45

    PDF
  • BehaviorShop: An Intuitive Interface for Interactive Character Design

    Frederick Heckel,G. Michael Youngblood,D. Hunter Hale

    46-51

    PDF
  • Investigating the Interplay between Camera Viewpoints, Game Information, and Challenge

    Arnav Jhala,Martin Schwartz,Hector Perez Martinez,Georgios Yannakakis

    52-57

    PDF
  • Improving Offensive Performance Through Opponent Modeling

    Kennard Laviers,Gita Sukthankar,David Aha,Matthew Molineaux

    58-63

    PDF
  • Constructing Game Agents from Video of Human Behavior

    Nan Li,David Stracuzzi,Gary Cleveland,Tolga Konik,Dan Shapiro,Matthew Molineaux,David Aha,Kamal Ali

    64-69

    PDF
  • Self-Validated Behaviour Trees through Reflective Components

    David Llansó,Marco Gómez-Martín,Pedro González-Calero

    70-75

    PDF

Industry Papers

  • Bringing Interactive Storytelling to Industry: Designing a Reactive Narrative Encounter System

    Daniel Kline

    113-118

    PDF
  • A Unified Spatial Representation for Navigation Systems

    Michael Ramsey

    119-122

    PDF

Poster Papers

  • A Synthetic Mind Model for Virtual Actors in Interactive Storytelling Systems

    Samir Araujo,Luiz Chaimowicz

    124-129

    PDF
  • A Real-Time PDDL-based Planning Component for Video Games

    Olivier Bartheye,Éric Jacopin

    130-135

    PDF
  • Evaluating the Authorial Leverage of Drama Management

    Sherol Chen,Mark Nelson,Michael Mateas

    136-141

    PDF
  • Full 3D Spatial Decomposition for the Generation of Navigation Meshes

    D. Hunter Hale,G. Michael Youngblood

    142-147

    PDF
  • Adapting Game-Playing Agents to Game Requirements

    Joshua Jones,Chris Parnin,Avik Sinharoy,Spencer Rugaber,Ashok Goel

    148-153

    PDF
  • Supporting Dialogue Generation for Story-Based Games

    Christopher Kerr,Duane Szafron

    154-160

    PDF
  • Generating Story Analogues

    Mark Riedl,Carlos Leon

    161-166

    PDF
  • Computational Support for Play Testing Game Sketches

    Adam Smith,Mark Nelson,Michael Mateas

    167-172

    PDF
  • Concepts for Interactive Digital Storytelling: From Table-top to Game-AI

    Martin van Velsen,Josh Williams,Gustav Verhulsdonck

    173-178

    PDF
  • Learning Character Behaviors Using Agent Modeling in Games

    Richard Zhao,Duane Szafron

    179-185

    PDF

Demonstrations

  • Optimization of Platform Game Levels for Player Experience

    Chris Pedersen,Julian Togelius,Georgios Yannakakis

    191-192

    PDF
  • Prototyping Games with BIPED

    Adam Smith,Mark Nelson,Michael Mateas

    193-194

    PDF
  • CamOn: A Real-Time Autonomous Camera System

    Paolo Burelli,Arnav Jhala

    187-188

    PDF
  • Demonstrating Automatic Content Generation in the Galactic Arms Race Video Game

    Erin Hastings,Ratan Guha,Kenneth Stanley

    189-190

    PDF

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