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Home / Proceedings / Proceedings of the AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment, 9 /

Vol. 9 No. 1 (2013): Ninth Artificial Intelligence and Interactive Digital Entertainment Conference

Frontmatter

  • Preface

    Gita Sukthankar,Ian Horswill

    xiii

    PDF
  • Invited Talks

    Richard Evans,D. Harrell,Aleissia Laidacker,John Abercrombie

    xvii

    PDF
  • Sponsors

    Gita Sukthankar

    xii

    PDF
  • AIIDE-13 Organization

    Gita Suthankar

    ix-xi

    PDF
  • AIIDE 2013 StarCraft Competition

    Michael Buro,David Churchill

    xv

    PDF

Research Papers — Oral Presentation

  • Player Skill Modeling in Starcraft II

    Tetske Avontuur,Pieter Spronck,Menno van Zaanen

    44965

    PDF
  • Designing an Intelligent Virtual Agent for Social Communication in Autism

    Sara Bernardini,Kaska Porayska-Pomsta,Harini Sampath

    45184

    PDF
  • Viewpoints AI

    Mikhail Jacob,Gaëtan Coisne,Akshay Gupta,Ivan Sysoev,Gaurav Verma,Brian Magerko

    16-22

    PDF
  • Modeling Autobiographical Memory for Believable Agents

    Andrew Kope,Caroline Rose,Michael Katchabaw

    23-29

    PDF
  • Towards a Generic Method of Evaluating Game Levels

    Antonios Liapis,Georgios Yannakakis,Julian Togelius

    30-36

    PDF
  • Empirical Evaluation of the Automatic Generation of a Component-Based Software Architecture for Games

    David Llansó,Pedro Gómez-Martín,Marco Gómez-Martín,Pedro González-Calero

    37-43

    PDF
  • Mission-Based Scenario Modeling and Generation for Virtual Training

    Linbo Luo,Haiyan Yin,Jinghui Zhong,Wentong Cai,Michael Lees,Suiping Zhou

    44-50

    PDF
  • Guided Emotional State Regulation: Understanding and Shaping Players’ Affective Experiences in Digital Games

    Pedro Nogueira,Rui Rodrigues,Eugénio Oliveira,Lennart Nacke

    51-57

    PDF
  • The Combinatorial Multi-Armed Bandit Problem and Its Application to Real-Time Strategy Games

    Santiago Ontanon

    58-64

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  • Evaluating Planning-Based Experience Managers for Agency and Fun in Text-Based Interactive Narrative

    Alejandro Ramirez,Vadim Bulitko,Marcia Spetch

    65-71

    PDF
  • Evolving Playable Content for Cut the Rope through a Simulation-Based Approach

    Noor Shaker,Mohammad Shaker,Julian Togelius

    72-78

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  • Creating Playable Social Experiences through Whole-Body Interaction with Virtual Characters

    Daniel Shapiro,Josh McCoy,April Grow,Ben Samuel,Andrew Stern,Reid Swanson,Mike Treanor,Michael Mateas

    79-85

    PDF
  • Predicting Army Combat Outcomes in StarCraft

    Marius Stanescu,Sergio Poo Hernandez,Graham Erickson,Russel Greiner,Michael Buro

    86-92

    PDF
  • Mimicking Humanlike Movement in Open World Games with Path-Relative Recursive Splines

    Emmett Tomai,Rosendo Salazar,Roberto Flores

    93-99

    PDF
  • Integrating Monte Carlo Tree Search with Knowledge-Based Methods to Create Engaging Play in a Commercial Mobile Game

    Daniel Whitehouse,Peter Cowling,Edward Powley,Jeff Rollason

    100-105

    PDF

Poster Papers

  • Learning Interrogation Strategies while Considering Deceptions in Detective Interactive Stories

    Guan-Yi Chen,Edward Kao,Von-Wun Soo

    114-120

    PDF
  • Automated Generation of Diverse NPC-Controlling FSMs Using Nondeterministic Planning Techniques

    Alexandra Coman,Hector Munoz-Avila

    121-127

    PDF
  • Adaptive Storytelling Through User Understanding

    Michael Garber-Barron,Mei Si

    128-134

    PDF
  • AI Authoring for Virtual Characters in Conflict

    Paulo Gomes,Arnav Jhala

    135-141

    PDF
  • Decision Making Styles as Deviation from Rational Action: A Super Mario Case Study

    Christoffer Holmgård,Julian Togelius,Georgios Yannakakis

    142-148

    PDF
  • Modeling Unit Classes as Agents in Real-Time Strategy Games

    Ulit Jaidee,Hector Munoz-Avila

    149-155

    PDF
  • Reinforcement Learning for Spatial Reasoning in Strategy Games

    Michael Leece,Arnav Jhala

    156-162

    PDF
  • Modular Computational Critics for Games

    Joseph Osborn,April Grow,Michael Mateas

    163-169

    PDF
  • ScriptEase II: Platform Independent Story Creation Using High-Level Patterns

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

    170-176

    PDF
  • Incorporating Human Relationships Into Path Planning

    Nathan Sturtevant

    177-183

    PDF
  • Towards a Player Age Model

    Shoshannah Tekofsky,Pieter Spronck,Martijn Goudbeek,Jan Broersen

    184-190

    PDF
  • Data-Driven Personalized Drama Management

    Hong Yu,Mark Riedl

    191-197

    PDF
  • Evaluating Analogy-Based Story Generation: An Empirical Study

    Jichen Zhu,Santiago Ontanon

    198-204

    PDF
  • A Nondeterministic Temporal Planning Model for Generating Narratives with Continuous Change in Interactive Storytelling

    Paulo Abelha,Vinicius Gottin,Angelo Ciarlini,Eric Araujo,Antonio Furtado,Bruno Feijo,Fabio Silva,Cesar Pozzer

    107-113

    PDF

Playable Experiences

  • Third Eye Crime: Building a Stealth Game Around Occupancy Maps

    Damián Isla

    206

    PDF
  • Prom Week

    Josh McCoy,Mike Treanor,Ben Samuel,Aaron Reed,Michael Mateas,Noah Wardrip-Fruin

    207-208

    PDF
  • Endless Web

    Gillian Smith,Alexei Othenin-Girard,Jim Whitehead,Noah Wardrip-Fruin

    209

    PDF

Demonstrations

  • Scythe AI: A Tool for Modular Reuse of Game AI

    Christopher Dragert,Jorg Kienzle,Clark Verbrugge

    211-212

    PDF
  • Viewpoints AI: Demonstration

    Mikhail Jacob,Gaëtan Coisne,Akshay Gupta,Ivan Sysoev,Gaurav Verma,Brian Magerko

    213-214

    PDF
  • Ropossum: An Authoring Tool for Designing, Optimizing and Solving Cut the Rope Levels

    Noor Shaker,Mohammad Shaker,Julian Togelius

    215-216

    PDF

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