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Home / Proceedings / Proceedings of the AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment, 7 /

Vol. 7 No. 1 (2011): Seventh Artificial Intelligence and Interactive Digital Entertainment Conference

Full Oral Papers

  • CPOCL: A Narrative Planner Supporting Conflict

    Stephen Ware,R. Young

    97-102

    PDF
  • A Particle Model for State Estimation in Real-Time Strategy Games

    Ben Weber,Michael Mateas,Arnav Jhala

    103-108

    PDF
  • Goal Recognition with Markov Logic Networks for Player-Adaptive Games

    Eun Ha,Jonathan Rowe,Bradford Mott,James Lester

    32-39

    PDF
  • Toward a Rapid Prototyping Environment for Character Behavior

    Ian Horswill

    40-45

    PDF
  • All the World’s a Stage: Learning Character Models from Film

    Grace Lin,Marilyn Walker

    46-52

    PDF
  • Employing Fuzzy Concept for Digital Improvisational Theatre

    Brian Magerko,Peter Dohogne,Chris Deleon

    53-60

    PDF
  • CAPIR: Collaborative Action Planning with Intention Recognition

    Truong-Huy Nguyen,David Hsu,Wee-Sun Lee,Tze-Yun Leong,Leslie Kaelbling,Tomas Lozano-Perez,Andrew Grant

    61-66

    PDF
  • The SAM Algorithm for Analogy-Based Story Generation

    Santiago Ontanon,Jichen Zhu

    67-72

    PDF
  • A Sparse Grid Representation for Dynamic Three-Dimensional Worlds

    Nathan Sturtevant

    73-78

    PDF
  • A Bayesian Model for Plan Recognition in RTS Games Applied to StarCraft

    Gabriel Synnaeve,Pierre Bessière

    79-84

    PDF
  • Learning Policies for First Person Shooter Games Using Inverse Reinforcement Learning

    Bulent Tastan,Gita Sukthankar

    85-90

    PDF
  • A Computational Model of Perceived Agency in Video Games

    David Thue,Vadim Bulitko,Marcia Spetch,Trevon Romanuik

    91-96

    PDF
  • AIPaint: A Sketch-Based Behavior Tree Authoring Tool

    David Becroft,Jesse Bassett,Adrian Mejia,Charles Rich,Candace Sidner

    44964

    PDF
  • Learning and Evaluating Human-Like NPC Behaviors in Dynamic Games

    Yu-Han Chang,Rajiv Maheswaran,Tomer Levinboim,Vasudev Rajan

    45151

    PDF
  • Build Order Optimization in StarCraft

    David Churchill,Michael Buro

    14-19

    PDF
  • Learning Probabilistic Behavior Models in Real-Time Strategy Games

    Ethan Dereszynski,Jesse Hostetler,Alan Fern,Tom Dietterich,Thao-Trang Hoang,Mark Udarbe

    20-25

    PDF
  • Detecting Real Money Traders in MMORPG by Using Trading Network

    Atsushi Fujita,Hiroshi Itsuki,Hitoshi Matsubara

    26-31

    PDF

Poster Papers

  • Wasp-Like Scheduling for Unit Training in Real-Time Strategy Games

    Marco Santos,Carlos Martinho

    195-200

    PDF
  • Any-Angle Path Planning for Computer Games

    Peter Yap,Neil Burch,Robert Holte,Jonathan Schaeffer

    201-207

    PDF
  • Personalized Procedural Content Generation to Minimize Frustration and Boredom Based on Ranking Algorithm

    Hong Yu,Tyler Trawick

    208-213

    PDF
  • AI for Massive Multiplayer Online Strategy Games

    Alexandre Barata,Pedro Santos,Rui Prada

    110-115

    PDF
  • Behavior Learning-Based Testing of Starcraft Competition Entries

    Michael Blackadar,Jörg Denzinger

    116-121

    PDF
  • Ultra-Fast Optimal Pathfinding without Runtime Search

    Adi Botea

    122-127

    PDF
  • A Generative Computational Model for Human Hide and Seek Behavior

    Andrew Cenkner,Vadim Bulitko,Marcia Spetch

    128-133

    PDF
  • Design and Evaluation of Afterthought, A System that Automatically Creates Highlight Cinematics for 3D Games

    Mike Dominguez,R. Michael Young,Stephen Roller

    134-139

    PDF
  • Trigram Timmies and Bayesian Johnnies: Probabilistic Models of Personality in Dominion

    Kevin Gold

    140-145

    PDF
  • Real-Time Adaptive A∗ with Depression Avoidance

    Carlos Hernandez,Jorge Baier

    146-151

    PDF
  • Optimizing Visual Properties of Game Content Through Neuroevolution

    Antonios Liapis,Georgios Yannakakis,Julian Togelius

    152-157

    PDF
  • Comme il Faut: A System for Authoring Playable Social Models

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

    158-163

    PDF
  • An Object-Oriented Approach to Reinforcement Learning in an Action Game

    Shiwali Mohan,John Laird

    164-169

    PDF
  • DEXTOR: Reduced Effort Authoring for Template-Based Natural Language Generation

    Karthik Narayan,Charles Isbell,David Roberts

    170-175

    PDF
  • Tactical Multi-Unit Pathplanning with GCLS

    Alexander Nareyek,Aditya Goenawan

    176-181

    PDF
  • A Step Towards the Future of Role-Playing Games: The SpyFeet Mobile RPG Project

    Aaron Reed,Ben Samuel,Anne Sullivan,Ricky Grant,April Grow,Justin Lazaro,Jennifer Mahal,Sri Kurniawan,Marilyn Walker,Noah Wardrip-Fruin

    182-188

    PDF
  • Robust and Authorable Multiplayer Storytelling Experiences

    Mark Riedl,Boyang Li,Hua Ai,Ashwin Ram

    189-194

    PDF

Demonstrations

  • A Demonstration of ScriptEase II

    Matthew Church,Eric Graves,Jason Duncan,Adel Lari,Robin Miller,Neesha Desai,Richard Zhao,Mike Carbonaro,Jonathan Schaeffer,Nathan Sturtevant,Duane Szafron

    215-216

    PDF
  • Minstrel Remixed: User Interface and Demonstration

    Brandon Tearse,Peter Mawhorter,Michael Mateas,Noah Wardrip-Fruin

    217-218

    PDF

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