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5. AIIDE 2010: Stanford, California, USA
- G. Michael Youngblood, Vadim Bulitko:

Proceedings of the Sixth AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment, AIIDE 2010, October 11-13, 2010, Stanford, California, USA. The AAAI Press 2010
Frontmatter
- Preface.

- Ben George Weber:

AIIDE 2010 StarCraft Competition. - Sumit Basu, Chris Jurney, Bob Sottilare, R. Michael Young:

Invited Talks.
Industry Track
- Peter I. Cowling, Christian Gmeinwieser:

AI for Herding Sheep.
Research Track
- Christian J. Darken, Daniel McCue, Michael Guerrero:

Realistic Fireteam Movement in Urban Environments. - Richard G. Gibson, Neesha Desai, Richard Zhao:

An Automated Technique for Drafting Territories in the Board Game Risk. - Kevin Gold:

Training Goal Recognition Online from Low-Level Inputs in an Action-Adventure Game. - Kevin Gold, Alexandra Olivier:

Using Machine Translation to Convert Between Difficulties in Rhythm Games. - Daniel Harabor, Adi Botea:

Breaking Path Symmetries on 4-Connected Grid Maps. - Alexander William Kring, Alex J. Champandard, Nick Samarin:

DHPA* and SHPA*: Efficient Hierarchical Pathfinding in Dynamic and Static Game Worlds. - Boyang Li, Mark O. Riedl:

An Offline Planning Approach to Game Plotline Adaptation. - Santiago Ontañón, Jichen Zhu:

Story and Text Generation through Computational Analogy in the Riu System. - Jonathan P. Rowe, James C. Lester:

Modeling User Knowledge with Dynamic Bayesian Networks in Interactive Narrative Environments. - Noor Shaker, Georgios N. Yannakakis, Julian Togelius:

Towards Automatic Personalized Content Generation for Platform Games. - AmirAli Sharifi, Richard Zhao, Duane Szafron:

Learning Companion Behaviors Using Reinforcement Learning in Games. - Nathan R. Sturtevant, Robert Geisberger:

A Comparison of High-Level Approaches for Speeding Up Pathfinding. - Ben Sunshine-Hill, Norman I. Badler:

Perceptually Realistic Behavior through Alibi Generation. - Lisa Torrey:

Crowd Simulation Via Multi-Agent Reinforcement Learning. - Tim Tutenel, Ruben Michaël Smelik, Rafael Bidarra, Klaas Jan de Kraker:

A Semantic Scene Description Language for Procedural Layout Solving Problems. - Ben George Weber, Michael Mateas, Arnav Jhala:

Applying Goal-Driven Autonomy to StarCraft.
Industry Track Posters
- Michael Zyda, Marc Spraragen, Balki Ranganathan, Bjarni Arnason, Peter M. Landwehr:

Designing a Massively Multiplayer Online Game / Research Testbed Featuring AI-Driven NPC Communities.
Research Track Posters
- Timothy Furtak, Michael Buro:

On the Complexity of Two-Player Attrition Games Played on Graphs. - David Hunter Hale, G. Michael Youngblood:

Adversarial Navigation Mesh Alteration. - Philip Hanson, Charles Rich:

A Non-Modal Approach to Integrating Dialogue and Action. - Frederick W. P. Heckel, G. Michael Youngblood:

Multi-Agent Coordination Using Dynamic Behavior-Based Subsumption. - Martin Jennings-Teats, Gillian Smith, Noah Wardrip-Fruin:

Polymorph: A Model for Dynamic Level Generation. - Pat Langley, Nishant Trivedi, Matt Banister:

A Command Language for Taskable Virtual Agents. - Kennard R. Laviers, Gita Sukthankar:

A Monte Carlo Approach for Football Play Generation. - Brian Magerko, Casey Fiesler, Allan Baumer:

Fuzzy Micro-Agents for Interactive Narrative. - Jeff Orkin, Tynan Smith, Deb K. Roy:

Behavior Compilation for AI in Games. - Luke Perkins:

Terrain Analysis in Real-Time Strategy Games: An Integrated Approach to Choke Point Detection and Region Decomposition. - James Skorupski, Michael Mateas:

Novice-Friendly Authoring of Plan-Based Interactive Storyboards. - Pieter Spronck, Freek den Teuling:

Player Modeling in Civilization IV. - Chek Tien Tan, Ho-Lun Cheng:

An Automated Model-Based Adaptive Architecture in Modern Games. - Brandon Robert Tearse, Noah Wardrip-Fruin, Michael Mateas:

Minstrel Remixed: Procedurally Generating Stories. - David Thue, Vadim Bulitko, Marcia Spetch, Michael Webb:

Socially Consistent Characters in Player-Specific Stories. - Marcus Trenton, Duane Szafron, Josh Friesen, Curtis Onuczko:

Quest Patterns for Story-Based Computer Games. - Stephen G. Ware, Robert Michael Young:

Modeling Narrative Conflict to Generate Interesting Stories.
Demonstrations
- Chinmay Barve, Sanjeet Hajarnis, Devika Karnik, Mark O. Riedl:

WeQuest: A Mobile Alternate Reality Gaming Platform and Intelligent End-User Authoring Tool. - Mirjam Palosaari Eladhari:

The Pataphysic Institute. - Joshua McCoy, Mike Treanor, Ben Samuel, Brandon Robert Tearse, Michael Mateas, Noah Wardrip-Fruin:

The Prom: An Example of Socially-Oriented Gameplay. - Gillian Smith, Jim Whitehead, Michael Mateas:

Tanagra: An Intelligent Level Design Assistant for 2D Platformers. - G. Michael Youngblood, Frederick W. P. Heckel, D. Hunter Hale, Arthur Carroll:

Rapid Development of Characters in FPS/3PS Games Using Visually-Specified Behavior-based Control.

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