Proceedings of the Second Artificial Intelligence and Interactive Digital Entertainment Conference
BibSLEIGH corpus
BibSLEIGH tags
BibSLEIGH bundles
BibSLEIGH people
EDIT!
CC-BY
Open Knowledge
XHTML 1.0 W3C Rec
CSS 2.1 W3C CanRec
email twitter

John E. Laird, Jonathan Schaeffer
Proceedings of the Second Artificial Intelligence and Interactive Digital Entertainment Conference
AIIDE-2006, 2006.

GAME
DBLP
Scholar
Full names Links ISxN
@proceedings{AIIDE-2006,
	editor        = "John E. Laird and Jonathan Schaeffer",
	isbn          = "978-1-57735-235-8",
	publisher     = "{The AAAI Press}",
	title         = "{Proceedings of the Second Artificial Intelligence and Interactive Digital Entertainment Conference}",
	year          = 2006,
}

Contents (35 items)

AIIDE-2006-AndradeRGC #evaluation #game studies #user satisfaction
Dynamic Game Balancing: An Evaluation of User Satisfaction (GA, GLR, ASG, VC), pp. 3–8.
AIIDE-2006-BjornssonH #game studies #heuristic
Improved Heuristics for Optimal Path-finding on Game Maps (YB, KH), pp. 9–14.
AIIDE-2006-BlythH #multi #named #simulation
CrowdMixer: Multiple Agent Types in Situation-Based Crowd Simulations (SB, HJH), pp. 15–20.
AIIDE-2006-DahlbomN #game studies
Goal-Directed Hierarchical Dynamic Scripting for RTS Games (AD, LN), pp. 21–28.
AIIDE-2006-DiniLCI #robust
Building Robust Planning and Exection Systems for Virtual Worlds (DMD, MvL, PC, KI), pp. 29–35.
AIIDE-2006-JhalaY #approach #automation #requirements
Representational Requirements for a Plan Based Approach to Automated Camera Control (AJ, RMY), pp. 36–41.
AIIDE-2006-JohanssonO #multi #using
Using Multi-Agent System Technology in Risk Bots (SJJ, FO), pp. 42–47.
AIIDE-2006-Knight #lightweight #network #simulation #using
Lightweight Simulation of Air Traffic Control Using Simple Temporal Networks (RK), pp. 48–53.
AIIDE-2006-McDonaldLFH #abstraction #framework #people
An Abstraction Framework for Cooperation Among Agents and People in a Virtual World (DDM0, AL, WF, TSH), pp. 54–59.
AIIDE-2006-McQuigganLL #approach #induction #interactive #predict
Predicting User Physiological Response for Interactive Environments: An Inductive Approach (SWM, SL, JCL), pp. 60–65.
AIIDE-2006-Murray #game studies #simulation
Intelligent Tutoring Systems for Commercial Games: The Virtual Combat Training Center Tutor and Simulation (WRM), pp. 66–71.
AIIDE-2006-PatelBCHHJLSVZH #case study #experience #interactive #interface #performance #social
A Guided Performance Interface for Augmenting Social Experiences with an Interactive Animatronic Character (SP, WB, DC, SAH, AH, TJJ, SJML, PS, JV, SZ, BH), pp. 72–79.
AIIDE-2006-SturtevantB #abstraction #collaboration #using
Improving Collaborative Pathfinding Using Map Abstraction (NRS, MB), pp. 80–85.
AIIDE-2006-ThueB #game studies #modelling
Modeling Goal-Directed Players in Digital Games (DT, VB), pp. 86–91.
AIIDE-2006-WhiteB #game studies #learning #multi
The Self Organization of Context for Learning in MultiAgent Games (CDW, DB), pp. 92–97.
AIIDE-2006-YongSMK #adaptation
Incorporating Advice into Neuroevolution of Adaptive Agents (CHY, KOS, RM, IK), pp. 98–104.
AIIDE-2006-CheongY #case study #experience #framework #game studies
A Framework for Summarizing Game Experiences as Narratives (YGC, RMY), pp. 106–108.
AIIDE-2006-ComptonM #design #framework #game studies #platform
Procedural Level Design for Platform Games (KC, MM), pp. 109–111.
AIIDE-2006-GeramifardCB
Biased Cost Pathfinding (AG, PC, VB), pp. 112–114.
AIIDE-2006-Kacmarcik #natural language #using
Using Natural Language to Manage NPC Dialog (GK), pp. 115–117.
AIIDE-2006-LikhachevK #game studies #heuristic #incremental
Incremental Heuristic Search in Games: The Quest for Speed (ML, SK), pp. 118–120.
AIIDE-2006-MadeiraCR #adaptation #design #game studies #scalability
Designing a Reinforcement Learning-based Adaptive AI for Large-Scale Strategy Games (CAGM, VC, GLR), pp. 121–123.
AIIDE-2006-Marin #adaptation #modelling #multi #self
Modeling Self-Adapting and Multicultural Non-Player Characters in Artificial Worlds (SM), pp. 124–126.
AIIDE-2006-NelsonAM #authoring #declarative #interactive
Authoring Interactive Narratives with Declarative Optimization-Based Drama Management (MJN, CA, MM), pp. 127–129.
AIIDE-2006-PriceG #network #re-engineering #using
Plausible Environment Reconstruction Using Bayesian Networks (RGP, SDG), pp. 130–132.
AIIDE-2006-TeichD
AI Wall Building in Empire Earth II (TT, ILD), pp. 133–135.
AIIDE-2006-AhaMM #game studies #research
A Testbed for Evaluating AI Research Systems in Commercial Games (DWA, MM, PM0), pp. 137–138.
AIIDE-2006-BaumerTYA #community
Normative Echoes: Use and Manipulation of Player Generated Content by Communities of NPCs (EB, BT, MLY, TAA), pp. 139–140.
AIIDE-2006-CutumisuSSWOSS #behaviour #game studies #generative
A Demonstration of ScriptEase Ambient and PC-Interactive Behavior Generation for Computer Role-Playing Games (MC, DS, JS, KW, CO, JS, AS), pp. 141–142.
AIIDE-2006-Kruszewski #game studies #generative
Believable and Reactive Crowds in Next Generation Games (PK), pp. 143–144.
AIIDE-2006-McAlindenLCT #using
Using Environmental Annotations and Affordances to Model Culture (RM, MvL, WC, WT), pp. 145–146.
AIIDE-2006-OnuczkoSSCSWS #automation #game studies #generative
Automatic Story Generation for Computer Role-Playing Games (CO, DS, JS, MC, JS, KW, AS), pp. 147–148.
AIIDE-2006-RiedlSD #interactive #simulation
Mixing Story and Simulation in Interactive Narrative (MOR, AS, DMD), pp. 149–150.
AIIDE-2006-StanleyKMG #game studies #video
The NERO Video Game (KOS, IK, RM, AG), pp. 151–152.
AIIDE-2006-YoungbloodNRH
Building Test Beds for AI with the Q3 Mod Base (GMY, BN, MR, LBH), pp. 153–154.

Bibliography of Software Language Engineering in Generated Hypertext (BibSLEIGH) is created and maintained by Dr. Vadim Zaytsev.
Hosted as a part of SLEBOK on GitHub.