Proceedings of the Fourth Artificial Intelligence and Interactive Digital Entertainment Conference
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Christian Darken, Michael Mateas
Proceedings of the Fourth Artificial Intelligence and Interactive Digital Entertainment Conference
AIIDE-2008, 2008.

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@proceedings{AIIDE-2008,
	editor        = "Christian Darken and Michael Mateas",
	isbn          = "978-1-57735-391-1",
	publisher     = "{The AAAI Press}",
	title         = "{Proceedings of the Fourth Artificial Intelligence and Interactive Digital Entertainment Conference}",
	year          = 2008,
}

Contents (42 items)

AIIDE-2008-BalasBAG #petri net
Hierarchical Petri Nets for Story Plots Featuring Virtual Humans (DB, CB, AA, JG).
AIIDE-2008-BergsmaS #adaptation #game studies #reasoning
Adaptive Spatial Reasoning for Turn-based Strategy Games (MHJB, PS).
AIIDE-2008-BulitkoSGL #behaviour #modelling
Modeling Culturally and Emotionally Affected Behavior (VB, SS, JG, MvL).
AIIDE-2008-ChangS #formal method #generative
Simulation-Based Story Generation with a Theory of Mind (HMC, VWS).
AIIDE-2008-ChaslotBSS #framework #game studies #monte carlo
Monte-Carlo Tree Search: A New Framework for Game AI (GC, SB, IS, PS).
AIIDE-2008-CheongJBY #automation #game studies #generative #summary #visualisation
Automatically Generating Summary Visualizations from Game Logs (YGC, AJ, BCB, RMY).
AIIDE-2008-CutumisuS #game studies #learning
A Demonstration of Agent Learning with Action-Dependent Learning Rates in Computer Role-Playing Games (MC, DS).
AIIDE-2008-CutumisuSBS #game studies #learning #using
Agent Learning using Action-Dependent Learning Rates in Computer Role-Playing Games (MC, DS, MHB, RSS).
AIIDE-2008-DohertyO #behaviour #communication #evolution
Effects of Communication on the Evolution of Squad Behaviours (DD, CO).
AIIDE-2008-HagelbackJ #realtime
The Rise of Potential Fields in Real Time Strategy Bots (JH, SJJ).
AIIDE-2008-HaleYD #composition #navigation #realtime
Automatically-generated Convex Region Decomposition for Real-time Spatial Agent Navigation in Virtual Worlds (DHH, GMY, PND).
AIIDE-2008-HefnyHSA #game studies #learning #named
Cerberus: Applying Supervised and Reinforcement Learning Techniques to Capture the Flag Games (ASH, AAH, MMS, AFA).
AIIDE-2008-Horswill #animation #interactive #lightweight #physics
Lightweight Procedural Animation with Believable Physical Interactions (IH).
AIIDE-2008-IsazaLBG #approach #multi
A Cover-Based Approach to Multi-Agent Moving Target Pursuit (AI, JL, VB, RG).
AIIDE-2008-JansenS
Direction Maps for Cooperative Pathfinding (MRJ, NRS).
AIIDE-2008-KarpovSM #education #framework #game studies #named #platform #research
OpenNERO: A Game Platform for AI Research and Education (IK, JS, RM).
AIIDE-2008-KellyBK #game studies #network #video
Offline Planning with Hierarchical Task Networks in Video Games (JPK, AB, SK).
AIIDE-2008-KerrCC #game studies #learning
Learning and Playing in Wubble World (WK, PRC, YHC).
AIIDE-2008-KrzywinskiCH #architecture #game studies #implementation #social
Agent Architecture in Social Games - The Implementation of Subsumption Architecture in Diplomacy (AK, WC, AH).
AIIDE-2008-LankveldSR #scalability
Difficulty Scaling through Incongruity (GvL, PS, MR).
AIIDE-2008-MagnussonD #logic
Logical Agents for Language and Action (MM0, PD0).
AIIDE-2008-McPartlandG #game studies #learning
Learning to be a Bot: Reinforcement Learning in Shooter Games (MM, MG).
AIIDE-2008-NantesBM #automation #framework #game studies #testing #video
A Framework for the Semi-Automatic Testing of Video Games (AN, RB, FM).
AIIDE-2008-NelsonM #automation #design #game studies
Recombinable Game Mechanics for Automated Design Support (MJN, MM).
AIIDE-2008-OchsSC #game studies #modelling #social #video
Modeling the Dynamics of Non-Player Characters' Social Relations in Video Games (MO, NS, VC).
AIIDE-2008-PizziCWL #automation #game studies #generative
Automatic Generation of Game Level Solutions as Storyboards (DP, MC, AW, JLL).
AIIDE-2008-PugaGDG #behaviour
Dynamic Expansion of Behaviour Trees (GFP, MAGM, BDA, PAGC).
AIIDE-2008-ReederSGA #game studies #multi
Intelligent Trading Agents for Massively Multi-player Game Economies (JR, GS, MG, GCA).
AIIDE-2008-SchrumM #behaviour #multi
Constructing Complex NPC Behavior via Multi-Objective Neuroevolution (JS, RM).
AIIDE-2008-Schwab #game studies #implementation #state machine
Implementation Walkthrough of a Homegrown 'Abstract State Machine' Style System in a Commercial Sports Game (BS).
AIIDE-2008-Sellers #named
Otello: A Next-Generation Reputation System for Humans and NPCs (MS).
AIIDE-2008-SiMR #authoring #interactive #process
Integrating Story-Centric and Character-Centric Processes for Authoring Interactive Drama (MS, SCM, MOR).
AIIDE-2008-StrongM #generative #towards
Talking with NPCs: Towards Dynamic Generation of Discourse Structures (CRS, MM).
AIIDE-2008-SullivanCM #game studies
Integrating Drama Management into an Adventure Game (AS, SC, MM).
AIIDE-2008-Szilas #interactive
IDtension - Highly Interactive Drama (NS).
AIIDE-2008-TanC #adaptation #effectiveness #game studies #named #representation
TAP: An Effective Personality Representation for Inter-Agent Adaptation in Games (CTT, HLC).
AIIDE-2008-ThueBS #interactive #modelling #named
PaSSAGE: A Demonstration of Player Modeling in Interactive Storytelling (DT, VB, MS).
AIIDE-2008-TrustyOR #game studies #optimisation #probability #realtime
Stochastic Plan Optimization in Real-Time Strategy Games (AT, SO, AR).
AIIDE-2008-UlamJG #adaptation #game studies #learning #modelling
Combining Model-Based Meta-Reasoning and Reinforcement Learning for Adapting Game-Playing Agents (PU, JJ, AKG0).
AIIDE-2008-VirmaniKMOR #authoring #behaviour #game studies #ide #realtime
An Intelligent IDE for Behavior Authoring in Real-Time Strategy Games (SV, YK, MM0, SO, AR).
AIIDE-2008-Wesley #navigation
Navigating Detailed Worlds with a Complex, Physically Driven Locomotion: NPC Skateboarder AI in EA's skate (MW).
AIIDE-2008-WitzelZK #game studies #programming
Explicit Knowledge Programming for Computer Games (AW, JAZ, EK).

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.