Vol. 8 No. 1 (2012): Eighth Artificial Intelligence and Interactive Digital Entertainment Conference
Papers
Preface
AIIDE 2012 StarCraft Competition
Glengarry Glen Ross: Using BDI for Sales Game Dialogues
PDFPlan-Based Character Diversity
PDFAesthetic Considerations for Automated Platformer Design
PDFEnhancing the Believability of Character Behaviors Using Non-Verbal Cues
PDFStatechart-Based AI in Practice
PDFTEAM-IT : Location-Based Gaming in Real and Virtual Environments
PDFMining Rules from Player Experience and Activity Data
PDFWhen Players Quit (Playing Scrabble)
PDFPlanning Is the Game: Action Planning as a Design Tool and Game Mechanism
PDFTelling Interactive Player-specific Stories and Planning for It: ASD + PaSSAGE = PAST
PDFPlayer Profiling with Fallout 3
PDFSimulating Adaptive Quests for Increased Player Impact in MMORPGs
PDFThe Gold Standard: Automatically Generating Puzzle Game Levels
PDFRoleModelVis: A Visualization of Logical Story Models
PDFSponsors
On Case Base Formation in Real-Time Heuristic Search
PDFFast Heuristic Search for RTS Game Combat Scenarios
PDFSpatial Game Signatures for Bot Detection in Social Games
PDFCombining Search-Based Procedural Content Generation and Social Gaming in the Petalz Video Game
PDFRepresenting Morals in Terms of Emotion
PDFEvolving Personalized Content for Super Mario Bros Using Grammatical Evolution
PDFIf Not Now, Where? Time and Space Equivalency in Strategy Games
PDFEvolutionary Learning of Goal Priorities in a Real-Time Strategy Game
PDFA Temporal Data-Driven Player Model for Dynamic Difficulty Adjustment
PDFAIIDE-12 Organization
Invited Talks
Understanding Speech in Interactive Narratives with Crowdsourced Data
PDFAdapting AI Behaviors To Players in Driver San Francisco: Hinted-Execution Behavior Trees
PDFGame-Based Data Capture for Player Metrics
PDFPOMCoP: Belief Space Planning for Sidekicks in Cooperative Games
PDFSports Commentary Recommendation System (SCoReS): Machine Learning for Automated Narrative
PDFEvaluating Competitive Game Balance with Restricted Play
PDFTRANSIT Routing on Video Game Maps
PDFFast Procedural Level Population with Playability Constraints
PDFReaching Cognitive Consensus with Improvisational Agents
PDFRRT-Based Game Level Analysis, Visualization, and Visual Refinement
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