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