Vol. 9 No. 1 (2013): Ninth Artificial Intelligence and Interactive Digital Entertainment Conference
Papers
Invited Talks
PDFPreface
PDFAI Authoring for Virtual Characters in Conflict
PDFAdaptive Storytelling Through User Understanding
PDFDecision Making Styles as Deviation from Rational Action: A Super Mario Case Study
PDFModeling Unit Classes as Agents in Real-Time Strategy Games
PDFReinforcement Learning for Spatial Reasoning in Strategy Games
PDFModular Computational Critics for Games
PDFScriptEase II: Platform Independent Story Creation Using High-Level Patterns
PDFIncorporating Human Relationships Into Path Planning
PDFTowards a Player Age Model
PDFData-Driven Personalized Drama Management
PDFEvaluating Analogy-Based Story Generation: An Empirical Study
PDFThird Eye Crime: Building a Stealth Game Around Occupancy Maps
PDFProm Week
PDFEndless Web
PDFScythe AI: A Tool for Modular Reuse of Game AI
PDFViewpoints AI: Demonstration
PDFRopossum: An Authoring Tool for Designing, Optimizing and Solving Cut the Rope Levels
PDFSponsors
PDFAutomated Generation of Diverse NPC-Controlling FSMs Using Nondeterministic Planning Techniques
PDFLearning Interrogation Strategies while Considering Deceptions in Detective Interactive Stories
PDFDesigning an Intelligent Virtual Agent for Social Communication in Autism
PDFPlayer Skill Modeling in Starcraft II
PDFViewpoints AI
PDFModeling Autobiographical Memory for Believable Agents
PDFTowards a Generic Method of Evaluating Game Levels
PDFEmpirical Evaluation of the Automatic Generation of a Component-Based Software Architecture for Games
PDFMission-Based Scenario Modeling and Generation for Virtual Training
PDFGuided Emotional State Regulation: Understanding and Shaping Players’ Affective Experiences in Digital Games
PDFThe Combinatorial Multi-Armed Bandit Problem and Its Application to Real-Time Strategy Games
PDFEvaluating Planning-Based Experience Managers for Agency and Fun in Text-Based Interactive Narrative
PDFEvolving Playable Content for Cut the Rope through a Simulation-Based Approach
PDFCreating Playable Social Experiences through Whole-Body Interaction with Virtual Characters
PDFPredicting Army Combat Outcomes in StarCraft
PDFMimicking Humanlike Movement in Open World Games with Path-Relative Recursive Splines
PDFAIIDE-13 Organization
PDFAIIDE 2013 StarCraft Competition
PDFIntegrating Monte Carlo Tree Search with Knowledge-Based Methods to Create Engaging Play in a Commercial Mobile Game
PDFA Nondeterministic Temporal Planning Model for Generating Narratives with Continuous Change in Interactive Storytelling
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