Proceedings of the Sixth Conference on Artificial Intelligence and Interactive Digital Entertainment
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G. Michael Youngblood, Vadim Bulitko
Proceedings of the Sixth Conference on Artificial Intelligence and Interactive Digital Entertainment
AIIDE-2010, 2010.

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@proceedings{AIIDE-2010,
	editor        = "G. Michael Youngblood and Vadim Bulitko",
	publisher     = "{The AAAI Press}",
	title         = "{Proceedings of the Sixth Conference on Artificial Intelligence and Interactive Digital Entertainment}",
	year          = 2010,
}

Contents (42 items)

AIIDE-2010-BarveHKR #authoring #framework #game studies #mobile #named #platform
WeQuest: A Mobile Alternate Reality Gaming Platform and Intelligent End-User Authoring Tool (CB, SH, DK, MOR).
AIIDE-2010-BasuJSY
Invited Talks (SB, CJ, BS, RMY).
AIIDE-2010-CowlingG
AI for Herding Sheep (PIC, CG).
AIIDE-2010-DarkenMG
Realistic Fireteam Movement in Urban Environments (CJD, DM, MG).
AIIDE-2010-Eladhari
The Pataphysic Institute (MPE).
AIIDE-2010-FurtakB #complexity #game studies #graph #on the
On the Complexity of Two-Player Attrition Games Played on Graphs (TF, MB).
AIIDE-2010-GibsonDZ #automation #game studies
An Automated Technique for Drafting Territories in the Board Game Risk (RGG, ND, RZ).
AIIDE-2010-Gold #game studies #low level #online #recognition
Training Goal Recognition Online from Low-Level Inputs in an Action-Adventure Game (KG).
AIIDE-2010-GoldO #game studies #using
Using Machine Translation to Convert Between Difficulties in Rhythm Games (KG, AO).
AIIDE-2010-HaleY #navigation
Adversarial Navigation Mesh Alteration (DHH, GMY).
AIIDE-2010-HansonR #approach
A Non-Modal Approach to Integrating Dialogue and Action (PH, CR).
AIIDE-2010-HaraborB #grid #symmetry
Breaking Path Symmetries on 4-Connected Grid Maps (DH, AB).
AIIDE-2010-HeckelY #behaviour #coordination #multi #using
Multi-Agent Coordination Using Dynamic Behavior-Based Subsumption (FWPH, GMY).
AIIDE-2010-Jennings-TeatsSW #generative #named
Polymorph: A Model for Dynamic Level Generation (MJT, GS, NWF).
AIIDE-2010-KringCS #game studies #performance
DHPA* and SHPA*: Efficient Hierarchical Pathfinding in Dynamic and Static Game Worlds (AWK, AJC, NS).
AIIDE-2010-LangleyTB
A Command Language for Taskable Virtual Agents (PL, NT, MB).
AIIDE-2010-LaviersS #approach #game studies #generative #monte carlo
A Monte Carlo Approach for Football Play Generation (KRL, GS).
AIIDE-2010-LiR #adaptation #approach #game studies
An Offline Planning Approach to Game Plotline Adaptation (BL, MOR).
AIIDE-2010-MagerkoFB #fuzzy #interactive
Fuzzy Micro-Agents for Interactive Narrative (BM, CF, AB).
AIIDE-2010-McCoyTSTMW
The Prom: An Example of Socially-Oriented Gameplay (JM, MT, BS, BRT, MM, NWF).
AIIDE-2010-OntanonZ #generative
Story and Text Generation through Computational Analogy in the Riu System (SO, JZ).
AIIDE-2010-OrkinSR #behaviour #compilation #game studies
Behavior Compilation for AI in Games (JO, TS, DKR).
AIIDE-2010-Perkins #analysis #approach #composition #detection #game studies #realtime
Terrain Analysis in Real-Time Strategy Games: An Integrated Approach to Choke Point Detection and Region Decomposition (LP).
AIIDE-2010-RoweL #interactive #modelling #network
Modeling User Knowledge with Dynamic Bayesian Networks in Interactive Narrative Environments (JPR, JCL).
AIIDE-2010-ShakerYT #automation #framework #game studies #generative #personalisation #platform #towards
Towards Automatic Personalized Content Generation for Platform Games (NS, GNY, JT).
AIIDE-2010-SharifiZS #behaviour #game studies #learning #using
Learning Companion Behaviors Using Reinforcement Learning in Games (AS, RZ, DS).
AIIDE-2010-SkorupskiM #authoring #interactive
Novice-Friendly Authoring of Plan-Based Interactive Storyboards (JS, MM).
AIIDE-2010-SmithWM #2d #design #named #platform
Tanagra: An Intelligent Level Design Assistant for 2D Platformers (GS, JW, MM).
AIIDE-2010-SpronckT #modelling
Player Modeling in Civilization IV (PS, FdT).
AIIDE-2010-SturtevantG #comparison
A Comparison of High-Level Approaches for Speeding Up Pathfinding (NRS, RG).
AIIDE-2010-Sunshine-HillB #behaviour #generative
Perceptually Realistic Behavior through Alibi Generation (BSH, NIB).
AIIDE-2010-TanC #adaptation #architecture #automation #game studies #modelling
An Automated Model-Based Adaptive Architecture in Modern Games (CTT, HLC).
AIIDE-2010-TearseWM #generative
Minstrel Remixed: Procedurally Generating Stories (BRT, NWF, MM).
AIIDE-2010-ThueBSW #consistency
Socially Consistent Characters in Player-Specific Stories (DT, VB, MS, MW).
AIIDE-2010-Torrey #learning #multi #simulation
Crowd Simulation Via Multi-Agent Reinforcement Learning (LT).
AIIDE-2010-TrentonSFO #game studies
Quest Patterns for Story-Based Computer Games (MT, DS, JF, CO).
AIIDE-2010-TutenelSBK #layout #problem #semantics
A Semantic Scene Description Language for Procedural Layout Solving Problems (TT, RMS, RB, KJdK).
AIIDE-2010-WareY #modelling
Modeling Narrative Conflict to Generate Interesting Stories (SGW, RMY).
AIIDE-2010-Weber #contest
AIIDE 2010 StarCraft Competition (BGW).
AIIDE-2010-WeberMJ
Applying Goal-Driven Autonomy to StarCraft (BGW, MM, AJ).
AIIDE-2010-YoungbloodHHC #agile #behaviour #development #game studies #using
Rapid Development of Characters in FPS/3PS Games Using Visually-Specified Behavior-based Control (GMY, FWPH, DHH, AC).
AIIDE-2010-ZydaSRAL #community #design #game studies #multi #online #research
Designing a Massively Multiplayer Online Game / Research Testbed Featuring AI-Driven NPC Communities (MZ, MS, BR, BA, PML).

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.