Mark Riedl, Gita Sukthankar
Proceedings of the Eighth Conference on Artificial Intelligence and Interactive Digital Entertainment
AIIDE-2012, 2012.
Contents (36 items)
- AIIDE-2012-AntsfeldHKW #game studies #video
- TRANSIT Routing on Video Game Maps (LA, DDH, PK, TW).
- AIIDE-2012-BarikHRJ #detection #game studies #social
- Spatial Game Signatures for Bot Detection in Social Games (TB, BEH, DLR, XJ).
- AIIDE-2012-BauerP #analysis #game studies #refinement #visual notation #visualisation
- RRT-Based Game Level Analysis, Visualization, and Visual Refinement (AWB, ZP).
- AIIDE-2012-BulitkoRL #heuristic #on the #realtime
- On Case Base Formation in Real-Time Heuristic Search (VB, DCR, RL).
- AIIDE-2012-BuroC #contest
- AIIDE 2012 StarCraft Competition (MB, DC).
- AIIDE-2012-ChenDKJWM #logic #modelling #named #visualisation
- RoleModelVis: A Visualization of Logical Story Models (SC, AD, PK, AJ, NWF, MM).
- AIIDE-2012-ChurchillSB #game studies #heuristic #performance
- Fast Heuristic Search for RTS Game Combat Scenarios (DC, AS, MB).
- AIIDE-2012-ComanM
- Plan-Based Character Diversity (AC, HMA).
- AIIDE-2012-CookCP #automation #design #platform
- Aesthetic Considerations for Automated Platformer Design (MC0, SC, AP).
- AIIDE-2012-DesaiS #behaviour #using
- Enhancing the Believability of Character Behaviors Using Non-Verbal Cues (ND, DS).
- AIIDE-2012-DragertKV
- Statechart-Based AI in Practice (CD, JK, CV).
- AIIDE-2012-FrazierNMCF #game studies
- TEAM-IT : Location-Based Gaming in Real and Virtual Environments (SF, AN, RTM, YHC, FF).
- AIIDE-2012-GowCCM #experience #mining #process
- Mining Rules from Player Experience and Activity Data (JG, SC, PAC, PM).
- AIIDE-2012-HarrisonR #game studies
- When Players Quit (Playing Scrabble) (BEH, DLR).
- AIIDE-2012-HillemanMPV
- Invited Talks (RH, MPM, ZP, HHV).
- AIIDE-2012-HodHodM
- Reaching Cognitive Consensus with Improvisational Agents (RAH, BM).
- AIIDE-2012-HorswillF #constraints #performance
- Fast Procedural Level Population with Playability Constraints (IDH, LF).
- AIIDE-2012-JaffeMALKP #game studies #strict
- Evaluating Competitive Game Balance with Restricted Play (AJ, AM, EA, YEL, AK, ZP).
- AIIDE-2012-KadlecTCBB #design #game studies
- Planning Is the Game: Action Planning as a Design Tool and Game Mechanism (RK, CT, MC0, RB, CB).
- AIIDE-2012-LeeBL #automation #machine learning #recommendation
- Sports Commentary Recommendation System (SCoReS): Machine Learning for Automated Narrative (GL, VB, EAL).
- AIIDE-2012-MacindoeKL #game studies #named
- POMCoP: Belief Space Planning for Sidekicks in Cooperative Games (OM, LPK, TLP).
- AIIDE-2012-MullerHBS #game studies #using
- Glengarry Glen Ross: Using BDI for Sales Game Dialogues (TJM, AH, KvdB, IS).
- AIIDE-2012-NormoyleDLS #game studies #metric
- Game-Based Data Capture for Player Metrics (AN, JD, ML, AS).
- AIIDE-2012-Ocio #adaptation #behaviour
- Adapting AI Behaviors To Players in Driver San Francisco: Hinted-Execution Behavior Trees (SO).
- AIIDE-2012-OrkinR #comprehension #crowdsourcing #interactive #speech
- Understanding Speech in Interactive Narratives with Crowdsourced Data (JO, DKR).
- AIIDE-2012-RamirezB #interactive
- Telling Interactive Player-specific Stories and Planning for It: ASD + PaSSAGE = PAST (AJR, VB).
- AIIDE-2012-RiedlS
- Preface (MR, GS).
- AIIDE-2012-RisiLDHS #game studies #generative #search-based #social #video
- Combining Search-Based Procedural Content Generation and Social Gaming in the Petalz Video Game (SR, JL, DBD, RH, KOS).
- AIIDE-2012-SarlejR #representation
- Representing Morals in Terms of Emotion (MKS, MR).
- AIIDE-2012-ShakerYTNO #evolution #personalisation #using
- Evolving Personalized Content for Super Mario Bros Using Grammatical Evolution (NS, GNY, JT, MN, MO0).
- AIIDE-2012-SpronckBL #profiling
- Player Profiling with Fallout 3 (PS, IB, GvL).
- AIIDE-2012-TomaiS #adaptation #simulation
- Simulating Adaptive Quests for Increased Player Impact in MMORPGs (ET, RS).
- AIIDE-2012-WetzelAKG #game studies
- If Not Now, Where? Time and Space Equivalency in Strategy Games (BW, KA, WK, MLG).
- AIIDE-2012-Williams-KingDAS #automation #game studies #generative #standard
- The Gold Standard: Automatically Generating Puzzle Game Levels (DWK, JD, JA, BS).
- AIIDE-2012-YoungH #game studies #learning #realtime
- Evolutionary Learning of Goal Priorities in a Real-Time Strategy Game (JY, NH).
- AIIDE-2012-ZookR #data-driven
- A Temporal Data-Driven Player Model for Dynamic Difficulty Adjustment (AZ, MOR).