3. AIIDE 2008:
Stanford,
California,
USA
Christian Darken, Michael Mateas (Eds.):
Proceedings of the Fourth Artificial Intelligence and Interactive Digital Entertainment Conference, October 22-24, 2008, Stanford, California, USA.
The AAAI Press 2008, ISBN 978-1-57735-391-1 BibTeX
Full Papers
- Daniel Balas, Cyril Brom, Adam Abonyi, Jakub Gemrot:
Hierarchical Petri Nets for Story Plots Featuring Virtual Humans.
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- Vadim Bulitko, Steve Solomon, Jonathan Gratch, Michael van Lent:
Modeling Culturally and Emotionally Affected Behavior.
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- Paul Hsueh-Min Chang, Von-Wun Soo:
Simulation-Based Story Generation with a Theory of Mind.
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- Maria Cutumisu, Duane Szafron, Michael H. Bowling, Richard S. Sutton:
Agent Learning using Action-Dependent Learning Rates in Computer Role-Playing Games.
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- Darren Doherty, Colm O'Riordan:
Effects of Communication on the Evolution of Squad Behaviours.
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- Gonzalo Flórez Puga, Marco Antonio Gómez-Martín, Belén Díaz-Agudo, Pedro A. González-Calero:
Dynamic Expansion of Behaviour Trees.
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- Johan Hagelbäck, Stefan J. Johansson:
The Rise of Potential Fields in Real Time Strategy Bots.
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- Ian Horswill:
Lightweight Procedural Animation with Believable Physical Interactions.
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- Alejandro Isaza, Jieshan Lu, Vadim Bulitko, Russell Greiner:
A Cover-Based Approach to Multi-Agent Moving Target Pursuit.
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- John Paul Kelly, Adi Botea, Sven Koenig:
Offline Planning with Hierarchical Task Networks in Video Games.
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- Wesley Kerr, Paul R. Cohen, Yu-Han Chang:
Learning and Playing in Wubble World.
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- Martin Magnusson, Patrick Doherty:
Logical Agents for Language and Action.
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- Michelle McPartland, Marcus Gallagher:
Learning to be a Bot: Reinforcement Learning in Shooter Games.
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- Mark J. Nelson, Michael Mateas:
Recombinable Game Mechanics for Automated Design Support.
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- Magalie Ochs, Nicolas Sabouret, Vincent Corruble:
Modeling the Dynamics of Non-Player Characters' Social Relations in Video Games.
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- David Pizzi, Marc Cavazza, Alex Whittaker, Jean-Luc Lugrin:
Automatic Generation of Game Level Solutions as Storyboards.
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- John Reeder, Gita Sukthankar, Michael Georgiopoulos, Georgios C. Anagnostopoulos:
Intelligent Trading Agents for Massively Multi-player Game Economies.
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- Jacob Schrum, Risto Miikkulainen:
Constructing Complex NPC Behavior via Multi-Objective Neuroevolution.
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- Christina R. Strong, Michael Mateas:
Talking with NPCs: Towards Dynamic Generation of Discourse Structures.
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- Chek Tien Tan, Ho-Lun Cheng:
TAP: An Effective Personality Representation for Inter-Agent Adaptation in Games.
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- Andrew Trusty, Santiago Ontañón, Ashwin Ram:
Stochastic Plan Optimization in Real-Time Strategy Games.
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- Patrick Ulam, Joshua Jones, Ashok K. Goel:
Combining Model-Based Meta-Reasoning and Reinforcement Learning for Adapting Game-Playing Agents.
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- Andreas Witzel, Jonathan A. Zvesper, Ethan Kennerly:
Explicit Knowledge Programming for Computer Games.
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Industry Papers
- Brian Schwab:
Implementation Walkthrough of a Homegrown 'Abstract State Machine' Style System in a Commercial Sports Game.
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- Michael Sellers:
Otello: A Next-Generation Reputation System for Humans and NPCs.
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- Mark Wesley:
Navigating Detailed Worlds with a Complex, Physically Driven Locomotion: NPC Skateboarder AI in EAs skate.
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Posters
- Maurice Bergsma, Pieter Spronck:
Adaptive Spatial Reasoning for Turn-based Strategy Games.
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- Yun-Gyung Cheong, Arnav Jhala, Byung-Chull Bae, R. Michael Young:
Automatically Generating Summary Visualizations from Game Logs.
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- D. Hunter Hale, G. Michael Youngblood, Priyesh N. Dixit:
Automatically-generated Convex Region Decomposition for Real-time Spatial Agent Navigation in Virtual Worlds.
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- Ahmed S. Hefny, Ayat A. Hatem, Mahmoud M. Shalaby, Amir F. Atiya:
Cerberus: Applying Supervised and Reinforcement Learning Techniques to Capture the Flag Games.
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- M. Renee Jansen, Nathan R. Sturtevant:
Direction Maps for Cooperative Pathfinding.
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- Aleksander Krzywinski, Weiqin Chen, Arne Helgesen:
Agent Architecture in Social Games The Implementation of Subsumption Architecture in Diplomacy.
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- Alfredo Nantes, Ross Brown, Frédéric Maire:
A Framework for the Semi-Automatic Testing of Video Games.
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- Mei Si, Stacy C. Marsella, Mark O. Riedl:
Integrating Story-Centric and Character-Centric Processes for Authoring Interactive Drama.
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- Suhas Virmani, Yatin Kanetkar, Manish Mehta, Santiago Ontañón, Ashwin Ram:
An Intelligent IDE for Behavior Authoring in Real-Time Strategy Games.
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Demos
- Guillaume Chaslot, Sander Bakkes, Istvan Szita, Pieter Spronck:
Monte-Carlo Tree Search: A New Framework for Game AI.
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- Maria Cutumisu, Duane Szafron:
A Demonstration of Agent Learning with Action-Dependent Learning Rates in Computer Role-Playing Games.
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- Igor Karpov, John Sheblak, Risto Miikkulainen:
OpenNERO: A Game Platform for AI Research and Education.
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- Anne Sullivan, Sherol Chen, Michael Mateas:
Integrating Drama Management into an Adventure Game.
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- Nicolas Szilas:
IDtension - Highly Interactive Drama.
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- David Thue, Vadim Bulitko, Marcia Spetch:
PaSSAGE: A Demonstration of Player Modeling in Interactive Storytelling.
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- Giel van Lankveld, Pieter Spronck, Matthias Rauterberg:
Difficulty Scaling through Incongruity.
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Copyright © Sat May 16 22:57:14 2009
by Michael Ley (ley@uni-trier.de)