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