5. AIIDE 2010:
Stanford,
California,
USA
G. Michael Youngblood, Vadim Bulitko (Eds.):
Proceedings of the Sixth AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment, AIIDE 2010, October 11-13, 2010, Stanford, California, USA.
The AAAI Press 2010
Frontmatter
Industry Track
Research Track
- Christian J. Darken, Daniel McCue, Michael Guerrero:
Realistic Fireteam Movement in Urban Environments.
- Richard Gibson, Neesha Desai, Richard Zhao:
An Automated Technique for Drafting Territories in the Board Game Risk.
- Kevin Gold:
Training Goal Recognition Online from Low-Level Inputs in an Action-Adventure Game.
- Kevin Gold, Alexandra Olivier:
Using Machine Translation to Convert Between Difficulties in Rhythm Games.
- Daniel Harabor, Adi Botea:
Breaking Path Symmetries on 4-Connected Grid Maps.
- Alexander William Kring, Alex J. Champandard, Nick Samarin:
DHPA* and SHPA*: Efficient Hierarchical Pathfinding in Dynamic and Static Game Worlds.
- Boyang Li, Mark O. Riedl:
An Offline Planning Approach to Game Plotline Adaptation.
- Santiago Ontañón, Jichen Zhu:
Story and Text Generation through Computational Analogy in the Riu System.
- Jonathan P. Rowe, James C. Lester:
Modeling User Knowledge with Dynamic Bayesian Networks in Interactive Narrative Environments.
- Noor Shaker, Georgios N. Yannakakis, Julian Togelius:
Towards Automatic Personalized Content Generation for Platform Games.
- AmirAli Sharifi, Richard Zhao, Duane Szafron:
Learning Companion Behaviors Using Reinforcement Learning in Games.
- Nathan R. Sturtevant, Robert Geisberger:
A Comparison of High-Level Approaches for Speeding Up Pathfinding.
- Ben Sunshine-Hill, Norman I. Badler:
Perceptually Realistic Behavior through Alibi Generation.
- Lisa Torrey:
Crowd Simulation Via Multi-Agent Reinforcement Learning.
- Tim Tutenel, Ruben Michaël Smelik, Rafael Bidarra, Klaas Jan de Kraker:
A Semantic Scene Description Language for Procedural Layout Solving Problems.
- Ben George Weber, Michael Mateas, Arnav Jhala:
Applying Goal-Driven Autonomy to StarCraft.
Industry Track Posters
Research Track Posters
- Timothy Furtak, Michael Buro:
On the Complexity of Two-Player Attrition Games Played on Graphs.
- David Hunter Hale, G. Michael Youngblood:
Adversarial Navigation Mesh Alteration.
- Philip Hanson, Charles Rich:
A Non-Modal Approach to Integrating Dialogue and Action.
- Frederick W. P. Heckel, G. Michael Youngblood:
Multi-Agent Coordination Using Dynamic Behavior-Based Subsumption.
- Martin Jennings-Teats, Gillian Smith, Noah Wardrip-Fruin:
Polymorph: A Model for Dynamic Level Generation.
- Pat Langley, Nishant Trivedi, Matt Banister:
A Command Language for Taskable Virtual Agents.
- Kennard Laviers, Gita Sukthankar:
A Monte Carlo Approach for Football Play Generation.
- Brian Magerko, Casey Fiesler, Allan Baumer:
Fuzzy Micro-Agents for Interactive Narrative.
- Jeff Orkin, Tynan Smith, Deb K. Roy:
Behavior Compilation for AI in Games.
- Luke Perkins:
Terrain Analysis in Real-Time Strategy Games: An Integrated Approach to Choke Point Detection and Region Decomposition.
- James Skorupski, Michael Mateas:
Novice-Friendly Authoring of Plan-Based Interactive Storyboards.
- Pieter Spronck, Freek den Teuling:
Player Modeling in Civilization IV.
- Chek Tien Tan, Ho-Lun Cheng:
An Automated Model-Based Adaptive Architecture in Modern Games.
- Brandon Robert Tearse, Noah Wardrip-Fruin, Michael Mateas:
Minstrel Remixed: Procedurally Generating Stories.
- David Thue, Vadim Bulitko, Marcia Spetch, Michael Webb:
Socially Consistent Characters in Player-Specific Stories.
- Marcus Trenton, Duane Szafron, Josh Friesen, Curtis Onuczko:
Quest Patterns for Story-Based Computer Games.
- Stephen G. Ware, R. Michael Young:
Modeling Narrative Conflict to Generate Interesting Stories.
Demonstrations
- Chinmay Barve, Sanjeet Hajarnis, Devika Karnik, Mark O. Riedl:
WeQuest: A Mobile Alternate Reality Gaming Platform and Intelligent End-User Authoring Tool.
- Mirjam Palosaari Eladhari:
The Pataphysic Institute.
- Joshua McCoy, Mike Treanor, Ben Samuel, Brandon Robert Tearse, Michael Mateas, Noah Wardrip-Fruin:
The Prom: An Example of Socially-Oriented Gameplay.
- Gillian Smith, Jim Whitehead, Michael Mateas:
Tanagra: An Intelligent Level Design Assistant for 2D Platformers.
- G. Michael Youngblood, Frederick W. P. Heckel, D. Hunter Hale, Arthur Carroll:
Rapid Development of Characters in FPS/3PS Games Using Visually-Specified Behavior-based Control.
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