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Home / Proceedings / Proceedings of the AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment, 6 /

Vol. 6 No. 1 (2010): Sixth Artificial Intelligence and Interactive Digital Entertainment Conference

Industry Papers

  • AI for Herding Sheep

    Peter Cowling,Christian Gmeinwieser

    44964

    PDF

Frontmatter

  • Preface

    G. Youngblood,Vadim Bulitko

    xiii-xiv

    PDF
  • Invited Talks

    Sumit Basu,Chris Jurney,Bob Sottilare,R. Young

    xvii

    PDF
  • AIIDE 2010 StarCraft Competition

    Ben Weber

    xv-xvi

    PDF

Research Track

  • Realistic Fireteam Movement in Urban Environments

    Christian Darken,Daniel McCue,Michael Guerrero

    45183

    PDF
  • An Automated Technique for Drafting Territories in the Board Game Risk

    Richard Gibson,Neesha Desai,Richard Zhao

    15-20

    PDF
  • Training Goal Recognition Online from Low-Level Inputs in an Action-Adventure Game

    Kevin Gold

    21-26

    PDF
  • Using Machine Translation to Convert Between Difficulties in Rhythm Games

    Kevin Gold,Alex Olivier

    27-32

    PDF
  • Breaking Path Symmetries on 4-Connected Grid Maps

    Daniel Harabor,Adi Botea

    33-38

    PDF
  • DHPA* and SHPA*: Efficient Hierarchical Pathfinding in Dynamic and Static Game Worlds

    Alexander Kring,Alex Champandard,Nick Samarin

    39-44

    PDF
  • An Offline Planning Approach to Game Plotline Adaptation

    Boyang Li,Mark Riedl

    45-50

    PDF
  • Story and Text Generation through Computational Analogy in the Riu System

    Santiago Ontanon,Jichen Zhu

    51-56

    PDF
  • Modeling User Knowledge with Dynamic Bayesian Networks in Interactive Narrative Environments

    Jonathan Rowe,James Lester

    57-62

    PDF
  • Towards Automatic Personalized Content Generation for Platform Games

    Noor Shaker,Georgios Yannakakis,Julian Togelius

    63-68

    PDF
  • Learning Companion Behaviors Using Reinforcement Learning in Games

    AmirAli Sharifi,Richard Zhao,Duane Szafron

    69-75

    PDF
  • A Comparison of High-Level Approaches for Speeding Up Pathfinding

    Nathan Sturtevant,Robert Geisberger

    76-82

    PDF
  • Perceptually Realistic Behavior through Alibi Generation

    Ben Sunshine-Hill,Norman Badler

    83-88

    PDF
  • Crowd Simulation Via Multi-Agent Reinforcement Learning

    Lisa Torrey

    89-94

    PDF
  • A Semantic Scene Description Language for Procedural Layout Solving Problems

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

    95-100

    PDF
  • Applying Goal-Driven Autonomy to StarCraft

    Ben Weber,Michael Mateas,Arnav Jhala

    101-106

    PDF

Industry Track Posters

  • Designing a Massively Multiplayer Online Game / Research Testbed Featuring AI-Driven NPC Communities

    Michael Zyda,Marc Spraragen,Balki Ranganathan,Bjarni Arnason,Peter Landwehr

    108-111

    PDF

Research Track Posters

  • On the Complexity of Two-Player Attrition Games Played on Graphs

    Timothy Furtak,Michael Buro

    113-119

    PDF
  • Adversarial Navigation Mesh Alteration

    David Hale,G. Youngblood

    120-125

    PDF
  • A Non-Modal Approach to Integrating Dialogue and Action

    Philip Hanson,Charles Rich

    126-131

    PDF
  • Multi-Agent Coordination Using Dynamic Behavior-Based Subsumption

    Frederick Heckel,G. Youngblood

    132-137

    PDF
  • Polymorph: A Model for Dynamic Level Generation

    Martin Jennings-Teats,Gillian Smith,Noah Wardrip-Fruin

    138-143

    PDF
  • A Command Language for Taskable Virtual Agents

    Pat Langley,Nishant Trivedi,Matt Banister

    144-149

    PDF
  • A Monte Carlo Approach for Football Play Generation

    Kennard Laviers,Gita Sukthankar

    150-155

    PDF
  • Fuzzy Micro-Agents for Interactive Narrative

    Brian Magerko,Casey Fiesler,Allan Baumer

    156-161

    PDF
  • Behavior Compilation for AI in Games

    Jeff Orkin,Tynan Smith,Deb Roy

    162-167

    PDF
  • Terrain Analysis in Real-Time Strategy Games: An Integrated Approach to Choke Point Detection and Region Decomposition

    Luke Perkins

    168-173

    PDF
  • Novice-Friendly Authoring of Plan-Based Interactive Storyboards

    James Skorupski,Michael Mateas

    174-179

    PDF
  • Player Modeling in Civilization IV

    Pieter Spronck,Freek den Teuling

    180-185

    PDF
  • An Automated Model-Based Adaptive Architecture in Modern Games

    Chek Tien Tan,Ho-lun Cheng

    186-191

    PDF
  • Minstrel Remixed: Procedurally Generating Stories

    Brandon Tearse,Noah Wardrip-Fruin,Michael Mateas

    192-197

    PDF
  • Socially Consistent Characters in Player-Specific Stories

    David Thue,Vadim Bulitko,Marcia Spetch,Michael Webb

    198-203

    PDF
  • Quest Patterns for Story-Based Computer Games

    Marcus Trenton,Duane Szafron,Josh Friesen,Curtis Onuczko

    204-209

    PDF
  • Modeling Narrative Conflict to Generate Interesting Stories

    Stephen Ware,R. Young

    210-215

    PDF

Demonstrations

  • The Prom: An Example of Socially-Oriented Gameplay

    Joshua McCoy,Mike Treanor,Ben Samuel,Brandon Tearse,Michael Mateas,Noah Wardrip-Fruin

    221-222

    PDF
  • Tanagra: An Intelligent Level Design Assistant for 2D Platformers

    Gillian Smith,Jim Whitehead,Michael Mateas

    223-224

    PDF
  • Rapid Development of Characters in FPS/3PS Games Using Visually-Specified Behavior-based Control

    G. Youngblood,Frederick Heckel,D. Hale,Arthur Carroll

    225-226

    PDF
  • WeQuest: A Mobile Alternate Reality Gaming Platform and Intelligent End-User Authoring Tool

    Chinmay Barve,Sanjeet Hajarnis,Devika Karnik,Mark Riedl

    217-218

    PDF
  • The Pataphysic Institute

    Mirjam Eladhari

    219-220

    PDF

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