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Home / Proceedings / Proceedings of the AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment, 8 /

Vol. 8 No. 1 (2012): Eighth Artificial Intelligence and Interactive Digital Entertainment Conference

Full Oral Papers

  • Combining Search-Based Procedural Content Generation and Social Gaming in the Petalz Video Game

    Sebastian Risi,Joel Lehman,David D'Ambrosio,Ryan Hall,Kenneth Stanley

    63-68

    PDF
  • Representing Morals in Terms of Emotion

    Margaret Sarlej,Malcolm Ryan

    69-74

    PDF
  • Evolving Personalized Content for Super Mario Bros Using Grammatical Evolution

    Noor Shaker,Georgios N. Yannakakis,Julian Togelius,Miguel Nicolau,Michael O'Neill

    75-80

    PDF
  • If Not Now, Where? Time and Space Equivalency in Strategy Games

    Baylor Wetzel,Kyle Anderson,Wilma Koutstaal,Maria Gini

    81-86

    PDF
  • Evolutionary Learning of Goal Priorities in a Real-Time Strategy Game

    Jay Young,Nick Hawes

    87-92

    PDF
  • A Temporal Data-Driven Player Model for Dynamic Difficulty Adjustment

    Alexander Zook,Mark Riedl

    93-98

    PDF
  • Evaluating Competitive Game Balance with Restricted Play

    Alexander Jaffe,Alex Miller,Erik Andersen,Yun-En Liu,Anna Karlin,Zoran Popovic

    26-31

    PDF
  • Sports Commentary Recommendation System (SCoReS): Machine Learning for Automated Narrative

    Greg Lee,Vadim Bulitko,Elliot Ludvig

    32-37

    PDF
  • POMCoP: Belief Space Planning for Sidekicks in Cooperative Games

    Owen Macindoe,Leslie Pack Kaelbling,Tomás Lozano-Pérez

    38-43

    PDF
  • Game-Based Data Capture for Player Metrics

    Aline Normoyle,John Drake,Maxim Likhachev,Alla Safonova

    44-50

    PDF
  • Adapting AI Behaviors To Players in Driver San Francisco: Hinted-Execution Behavior Trees

    Sergio Ocio

    51-56

    PDF
  • Understanding Speech in Interactive Narratives with Crowdsourced Data

    Jeff Orkin,Deb Roy

    57-62

    PDF
  • TRANSIT Routing on Video Game Maps

    Leonid Antsfeld,Daniel Harabor,Philip Kilby,Toby Walsh

    44964

    PDF
  • RRT-Based Game Level Analysis, Visualization, and Visual Refinement

    Aaron Bauer,Zoran Popović

    45151

    PDF
  • Reaching Cognitive Consensus with Improvisational Agents

    Rania Hodhod,Brian Magerko

    14-19

    PDF
  • Fast Procedural Level Population with Playability Constraints

    Ian Horswill,Leif Foged

    20-25

    PDF

Frontmatter

  • AIIDE 2012 StarCraft Competition

    Michael Buro,David Churchill

    xiv

  • Preface

    Mark Riedl,Gita Sukthankar

    xiii

  • Sponsors

    AAAI Director

    xii

  • AIIDE-12 Organization

    Mark Riedl,Gita Sukthankar

    ix

  • Invited Talks

    Rich Hilleman,Marek Michalowski,Zoran Popovic,Hannes Vilhjalmsson

    xv-xvi

Poster Papers

  • Plan-Based Character Diversity

    Alexandra Coman,Hector Munoz-Avila

    118-123

    PDF
  • Aesthetic Considerations for Automated Platformer Design

    Michael Cook,Simon Colton,Alison Pease

    124-129

    PDF
  • Enhancing the Believability of Character Behaviors Using Non-Verbal Cues

    Neesha Desai,Duane Szafron

    130-135

    PDF
  • Statechart-Based AI in Practice

    Christopher Dragert,Jorg Kienzle,Clark Verbrugge

    136-141

    PDF
  • TEAM-IT : Location-Based Gaming in Real and Virtual Environments

    Spencer Frazier,Alex Newnan,Rajiv Maheswaran,Yu-Han Chang,Fotos Frangoudes

    142-147

    PDF
  • Mining Rules from Player Experience and Activity Data

    Jeremy Gow,Simon Colton,Paul Cairns,Paul Miller

    148-153

    PDF
  • When Players Quit (Playing Scrabble)

    Brent Harrison,David Roberts

    154-159

    PDF
  • Planning Is the Game: Action Planning as a Design Tool and Game Mechanism

    Rudolf Kadlec,Csaba Toth,Martin Cerny,Roman Bartak,Cyril Brom

    160-166

    PDF
  • Glengarry Glen Ross: Using BDI for Sales Game Dialogues

    Tijmen Muller,Annerieke Heuvelink,Karel Bosch, van den,Ivo Swartjes

    167-172

    PDF
  • Telling Interactive Player-specific Stories and Planning for It: ASD + PaSSAGE = PAST

    Alejandro Ramirez,Vadim Bulitko

    173-178

    PDF
  • Player Profiling with Fallout 3

    Pieter Spronck,Iris Balemans,Giel van Lankveld

    179-184

    PDF
  • Simulating Adaptive Quests for Increased Player Impact in MMORPGs

    Emmett Tomai,Rosendo Salazar

    185-190

    PDF
  • The Gold Standard: Automatically Generating Puzzle Game Levels

    David Williams-King,Jörg Denzinger,John Aycock,Ben Stephenson

    191-196

    PDF
  • Spatial Game Signatures for Bot Detection in Social Games

    Titus Barik,Brent Harrison,David Roberts,Xuxian Jiang

    100-105

    PDF
  • On Case Base Formation in Real-Time Heuristic Search

    Vadim Bulitko,Chris Rayner,Ramon Lawrence

    106-111

    PDF
  • Fast Heuristic Search for RTS Game Combat Scenarios

    David Churchill,Abdallah Saffidine,Michael Buro

    112-117

    PDF

Demonstrations

  • RoleModelVis: A Visualization of Logical Story Models

    Sherol Chen,Andrew Deunsing,Peter Kong,Arnav Jhala,Noah Wardrip-Fruin,Michael Mateas

    198-199

    PDF

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