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