4. AIIDE 2009:
Stanford,
California,
USA
Christian Darken, G. Michael Youngblood (Eds.):
Proceedings of the Fifth Artificial Intelligence and Interactive Digital Entertainment Conference, AIIDE 2009, October 14-16, 2009, Stanford, California, USA.
The AAAI Press 2009, ISBN 978-1-57735-431-4
Research Papers
- Vadim Bulitko, Yngvi Björnsson:
kNN LRTA*: Simple Subgoaling for Real-Time Search.
- Paolo Burelli, Arnav Jhala:
Dynamic Artificial Fields for Autonomous Camera Control.
- Steven P. Cash, R. Michael Young:
Bowyer: A Planning Tool for Bridging the Gap between Declarative and Procedural Domains.
- Maria Cutumisu, Duane Szafron:
An Architecture for Game Behavior AI: Behavior Multi-Queues.
- Johan Hagelbäck, Stefan J. Johansson:
A Multi-Agent Potential Field-based Bot for a Full RTS Game Scenario.
- Dai Hasegawa, Rafal Rzepka, Kenji Araki:
A Method for Acquiring Body Movement Verbs for a Humanoid Robot through Physical Interaction with Humans.
- Dai Hasegawa, Jonas Sjöbergh, Rafal Rzepka, Kenji Araki:
Automatically Choosing Appropriate Gestures for Jokes.
- Frederick William Poe Heckel, G. Michael Youngblood, D. Hunter Hale:
BehaviorShop: An Intuitive Interface for Interactive Character Design.
- Arnav Jhala, Martin Schwartz, Héctor Perez Martínez, Georgios N. Yannakakis:
Investigating the Interplay between Camera Viewpoints, Game Information, and Challenge.
- Kennard Laviers, Gita Sukthankar, David W. Aha, Matthew Molineaux:
Improving Offensive Performance Through Opponent Modeling.
- Nan Li, David J. Stracuzzi, Gary Cleveland, Tolga Könik, Daniel G. Shapiro, Matthew Molineaux, David W. Aha, Kamal Ali:
Constructing Game Agents from Video of Human Behavior.
- David Llansó, Marco Antonio Gómez-Martín, Pedro A. González-Calero:
Self-Validated Behaviour Trees through Reflective Components.
- Jeremy Ludwig, Arthur Farley:
Examining Extended Dynamic Scripting in a Tactical Game Framework.
- Truong-Huy Dinh Nguyen, Tze-Yun Leong:
A Surprise Triggered Adaptive and Reactive (STAR) Framework for Online Adaptation in Non-stationary Environments.
- Nathan R. Sturtevant:
Optimizing Motion-Constrained Pathfinding.
- Chek Tien Tan, Ho-Lun Cheng:
IMPLANT: An Integrated MDP and POMDP Learning AgeNT for Adaptive Games.
- Tim Tutenel, Ruben Michaël Smelik, Rafael Bidarra, Klaas Jan de Kraker:
Using Semantics to Improve the Design of Game Worlds.
- Ben George Weber, Michael Mateas:
Case-Based Reasoning for Build Order in Real-Time Strategy Games.
Industry Papers
- Daniel Kline:
Bringing Interactive Storytelling to Industry: Designing a Reactive Narrative Encounter System.
- Michael P. Ramsey:
A Unified Spatial Representation for Navigation Systems.
Research Posters
- Samir Araujo, Luiz Chaimowicz:
A Synthetic Mind Model for Virtual Actors in Interactive Storytelling Systems.
- Olivier Bartheye, Eric Jacopin:
A Real-Time PDDL-based Planning Component for Video Games.
- Sherol Chen, Mark J. Nelson, Michael Mateas:
Evaluating the Authorial Leverage of Drama Management.
- D. Hunter Hale, G. Michael Youngblood:
Full 3D Spatial Decomposition for the Generation of Navigation Meshes.
- Joshua Jones, Chris Parnin, Avik Sinharoy, Spencer Rugaber, Ashok K. Goel:
Adapting Game-Playing Agents to Game Requirements.
- Christopher Michael Kerr, Duane Szafron:
Supporting Dialogue Generation for Story-Based Games.
- Mark Riedl, Carlos Leon:
Generating Story Analogues.
- Adam M. Smith, Mark J. Nelson, Michael Mateas:
Computational Support for Play Testing Game Sketches.
- Martin Van Velsen, Josh Williams, Gustav Verhulsdonck:
Concepts for Interactive Digital Storytelling: From Table-top to Game-AI.
- Richard Zhao, Duane Szafron:
Learning Character Behaviors Using Agent Modeling in Games.
Demonstrations
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