Vol. 6 No. 1 (2010): Sixth Artificial Intelligence and Interactive Digital Entertainment Conference
Papers
Invited Talks
PDFPreface
PDFRapid Development of Characters in FPS/3PS Games Using Visually-Specified Behavior-based Control
PDFTanagra: An Intelligent Level Design Assistant for 2D Platformers
PDFThe Prom: An Example of Socially-Oriented Gameplay
PDFMulti-Agent Coordination Using Dynamic Behavior-Based Subsumption
PDFA Non-Modal Approach to Integrating Dialogue and Action
PDFPolymorph: A Model for Dynamic Level Generation
PDFA Command Language for Taskable Virtual Agents
PDFA Monte Carlo Approach for Football Play Generation
PDFFuzzy Micro-Agents for Interactive Narrative
PDFBehavior Compilation for AI in Games
PDFTerrain Analysis in Real-Time Strategy Games: An Integrated Approach to Choke Point Detection and Region Decomposition
PDFNovice-Friendly Authoring of Plan-Based Interactive Storyboards
PDFPlayer Modeling in Civilization IV
PDFAn Automated Model-Based Adaptive Architecture in Modern Games
PDFMinstrel Remixed: Procedurally Generating Stories
PDFSocially Consistent Characters in Player-Specific Stories
PDFQuest Patterns for Story-Based Computer Games
PDFModeling Narrative Conflict to Generate Interesting Stories
PDFWeQuest: A Mobile Alternate Reality Gaming Platform and Intelligent End-User Authoring Tool
PDFThe Pataphysic Institute
PDFAdversarial Navigation Mesh Alteration
PDFOn the Complexity of Two-Player Attrition Games Played on Graphs
PDFDesigning a Massively Multiplayer Online Game / Research Testbed Featuring AI-Driven NPC Communities
PDFRealistic Fireteam Movement in Urban Environments
PDFAI for Herding Sheep
PDFAn Automated Technique for Drafting Territories in the Board Game Risk
PDFTraining Goal Recognition Online from Low-Level Inputs in an Action-Adventure Game
PDFUsing Machine Translation to Convert Between Difficulties in Rhythm Games
PDFBreaking Path Symmetries on 4-Connected Grid Maps
PDFDHPA* and SHPA*: Efficient Hierarchical Pathfinding in Dynamic and Static Game Worlds
PDFAn Offline Planning Approach to Game Plotline Adaptation
PDFStory and Text Generation through Computational Analogy in the Riu System
PDFModeling User Knowledge with Dynamic Bayesian Networks in Interactive Narrative Environments
PDFTowards Automatic Personalized Content Generation for Platform Games
PDFLearning Companion Behaviors Using Reinforcement Learning in Games
PDFA Comparison of High-Level Approaches for Speeding Up Pathfinding
PDFPerceptually Realistic Behavior through Alibi Generation
PDFCrowd Simulation Via Multi-Agent Reinforcement Learning
PDFA Semantic Scene Description Language for Procedural Layout Solving Problems
PDFAIIDE 2010 StarCraft Competition
PDFApplying Goal-Driven Autonomy to StarCraft
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