Proceedings of the First Artificial Intelligence and Interactive Digital Entertainment Conference
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R. Michael Young, John E. Laird
Proceedings of the First Artificial Intelligence and Interactive Digital Entertainment Conference
AIIDE-2005, 2005.

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@proceedings{AIIDE-2005,
	editor        = "R. Michael Young and John E. Laird",
	isbn          = "1-57735-235-1",
	publisher     = "{AAAI Press}",
	title         = "{Proceedings of the First Artificial Intelligence and Interactive Digital Entertainment Conference}",
	year          = 2005,
}

Contents (31 items)

AIIDE-2005-BourneS #constraints
Applying Constraint Weighting to Autonomous Camera Control (OB, AS0), pp. 3–8.
AIIDE-2005-BrownFBHC #framework #game studies #named #platform
Quagents: A Game Platform for Intelligent Agents (CB, GF, PB, BH, DC), pp. 9–14.
AIIDE-2005-ByronDGKMSSWX #interactive
Natural Noun Phrase Variation for Interactive Characters (DKB, AD, RG, MAK, TM, VS, LS, TW, TX), pp. 15–20.
AIIDE-2005-CavazzaC #generative #interactive
Dialogue Generation in Character-based Interactive Storytelling (MC, FC), pp. 21–26.
AIIDE-2005-Darken #probability #towards
Towards Learned Anticipation in Complex Stochastic Environments (CD), pp. 27–32.
AIIDE-2005-DillP #architecture
A Goal-Based Architecture for Opposing Player AI (KD, DP), pp. 33–38.
AIIDE-2005-DSilvaJCSM #behaviour #realtime
Retaining Learned Behavior During Real-Time Neuroevolution (TD, RJ, MC, KOS, RM), pp. 39–44.
AIIDE-2005-DunhamFU #game studies #named #prototype #sketching
nuWar: A Prototype Sketch-based Strategy Game (GD, KDF, JMU), pp. 45–50.
AIIDE-2005-GorniakB #learning #sequence
Sequence Learning by Backward Chaining in Synthetic Characters (PG, BB), pp. 51–56.
AIIDE-2005-GorniakR #comprehension #game studies #speech
Speaking with your Sidekick: Understanding Situated Speech in Computer Role Playing Games (PG, DR), pp. 57–62.
AIIDE-2005-HoangLM #encoding #game studies
Hierarchical Plan Representations for Encoding Strategic Game AI (HH, SLU, HMA), pp. 63–68.
AIIDE-2005-Kallmann #interactive #scalability
Scalable Solutions for Interactive Virtual Humans that Can Manipulate Objects (MK), pp. 69–75.
AIIDE-2005-KlaasSC #communication #game studies
Particle-Based Communication Among Game Agents (MK, TS, WC), pp. 75–80.
AIIDE-2005-LouchartADP
Unscripted Narrative for Affectively Driven Characters (SL, RA, JD, AP), pp. 81–86.
AIIDE-2005-Magerko #interactive #representation
Story Representation and Interactive Drama (BM), pp. 87–92.
AIIDE-2005-MateasS #architecture #interactive
Structuring Content in the Façade Interactive Drama Architecture (MM, AS), pp. 93–98.
AIIDE-2005-NelsonM #interactive #search-based
Search-Based Drama Management in the Interactive Fiction Anchorhead (MJN, MM), pp. 99–104.
AIIDE-2005-Orkin #architecture #game studies #realtime
Agent Architecture Considerations for Real-Time Planning in Games (JO), pp. 105–110.
AIIDE-2005-RiedlY #branch #generative #graph #linear
From Linear Story Generation to Branching Story Graphs (MOR, RMY), pp. 111–116.
AIIDE-2005-Silver
Cooperative Pathfinding (DS), pp. 117–122.
AIIDE-2005-SoutheyXHTB #analysis #automation #machine learning
Semi-Automated Gameplay Analysis by Machine Learning (FS, GX, RCH, MT, JWB), pp. 123–128.
AIIDE-2005-Tomlinson #behaviour #design #interactive
Negative Behavior Space in the Design of Interactive Agents (BT), pp. 129–134.
AIIDE-2005-LentRCMB
Increasing Replayability with Deliberative and Reactive Planning (MvL, MOR, PC, RM, PB), pp. 135–140.
AIIDE-2005-ZubekH #interactive #markov #modelling #parallel
Hierarchical Parallel Markov Models of Interaction (RZ, IH), pp. 141–146.
AIIDE-2005-Gompert #realtime #simulation
Real-time Simulation of Herds Moving Over Terrain (JMG), pp. 149–150.
AIIDE-2005-JacobsFL
Controlling Unreal Tournament 2004 Bots with the Logic-based Action Language GOLOG (SJ, AF, GL), pp. 151–152.
AIIDE-2005-MateasS05a #interactive
The Interactive Drama Façade (MM, AS), pp. 153–154.
AIIDE-2005-OverholtzerL #design #game studies #video
Adding Smart Opponents to a First-Person Shooter Video Game through Evolutionary Design (CAO, SDL), pp. 155–156.
AIIDE-2005-ShapiroAPNKT #artificial reality #using
The Trial The Trail, Act 3: A Virtual Reality Drama Using Intelligent Agents (SCS, JA, DEP, TDN, MK, OT), pp. 157–158.
AIIDE-2005-StanleyCM #game studies #learning #realtime #video
Real-time Learning in the NERO Video Game (KOS, RC, RM), pp. 159–160.
AIIDE-2005-SchaefferCCMORS #interactive #using
Interactive Story Writing Using ScriptEase (JS, MC, MC, MM, CO, TR, DS), pp. 163–164.

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