Vol. 7 No. 1 (2011): Seventh Artificial Intelligence and Interactive Digital Entertainment Conference
Papers
Minstrel Remixed: User Interface and Demonstration
PDFA Demonstration of ScriptEase II
PDFPersonalized Procedural Content Generation to Minimize Frustration and Boredom Based on Ranking Algorithm
PDFAny-Angle Path Planning for Computer Games
PDFWasp-Like Scheduling for Unit Training in Real-Time Strategy Games
PDFUltra-Fast Optimal Pathfinding without Runtime Search
PDFBehavior Learning-Based Testing of Starcraft Competition Entries
PDFA Generative Computational Model for Human Hide and Seek Behavior
PDFDesign and Evaluation of Afterthought, A System that Automatically Creates Highlight Cinematics for 3D Games
PDFTrigram Timmies and Bayesian Johnnies: Probabilistic Models of Personality in Dominion
PDFReal-Time Adaptive A∗ with Depression Avoidance
PDFOptimizing Visual Properties of Game Content Through Neuroevolution
PDFComme il Faut: A System for Authoring Playable Social Models
PDFAn Object-Oriented Approach to Reinforcement Learning in an Action Game
PDFDEXTOR: Reduced Effort Authoring for Template-Based Natural Language Generation
PDFTactical Multi-Unit Pathplanning with GCLS
PDFA Step Towards the Future of Role-Playing Games: The SpyFeet Mobile RPG Project
PDFRobust and Authorable Multiplayer Storytelling Experiences
PDFAI for Massive Multiplayer Online Strategy Games
PDFA Particle Model for State Estimation in Real-Time Strategy Games
PDFCPOCL: A Narrative Planner Supporting Conflict
PDFCAPIR: Collaborative Action Planning with Intention Recognition
PDFGoal Recognition with Markov Logic Networks for Player-Adaptive Games
PDFToward a Rapid Prototyping Environment for Character Behavior
PDFAll the World’s a Stage: Learning Character Models from Film
PDFEmploying Fuzzy Concept for Digital Improvisational Theatre
PDFThe SAM Algorithm for Analogy-Based Story Generation
PDFA Sparse Grid Representation for Dynamic Three-Dimensional Worlds
PDFA Bayesian Model for Plan Recognition in RTS Games Applied to StarCraft
PDFLearning Policies for First Person Shooter Games Using Inverse Reinforcement Learning
PDFA Computational Model of Perceived Agency in Video Games
PDFAIPaint: A Sketch-Based Behavior Tree Authoring Tool
PDFDetecting Real Money Traders in MMORPG by Using Trading Network
PDFLearning Probabilistic Behavior Models in Real-Time Strategy Games
PDFBuild Order Optimization in StarCraft
PDFLearning and Evaluating Human-Like NPC Behaviors in Dynamic Games
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