Proceedings of the Sixth AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment (AIIDE-10)
Sponsored by the Association for the Advancement of Artificial Intelligence
Edited by G. Michael Youngblood and Vadim Bulitko
October 11–13, 2010, Stanford, California. Published by The AAAI Press, Menlo Park, California. This proceedings is available in book and CD format.
Please Note: Abstracts are linked to individual titles, and will appear in a separate browser window. Full-text versions of the papers are linked to the abstract text. Access to full text may be restricted to AAAI members. PDF file sizes may be large!
Contents
Frontmatter
Preface
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G. Michael Youngblood, Vadim Bulitko
AIIDE 2010 StarCraft Competition
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Ben Weber
Invited Talks
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Sumit Basu, Chris Jurney, Bob Sottilare, R. Michael Young
Industry Track
AI for Herding Sheep
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Peter I. Cowling, Christian Gmeinwieser
Research Track
Realistic Fireteam Movement in Urban Environments
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Christian J. Darken, Daniel McCue, Michael Guerrero
An Automated Technique for Drafting Territories in the Board Game Risk
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Richard Gibson, Neesha Desai, Richard Zhao
Training Goal Recognition Online from Low-Level Inputs in an Action-Adventure Game
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Kevin Gold
Using Machine Translation to Convert Between Difficulties in Rhythm Games
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Kevin Gold, Alex Olivier
Breaking Path Symmetries on 4-Connected Grid Maps
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Daniel Harabor, Adi Botea
DHPA* and SHPA*: Efficient Hierarchical Pathfinding in Dynamic and Static Game Worlds
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Alexander William Kring, Alex J Champandard, Nick Samarin
An Offline Planning Approach to Game Plotline Adaptation
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Boyang Li, Mark Riedl
Story and Text Generation through Computational Analogy in the Riu System
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Santiago Ontanon, Jichen Zhu
Modeling User Knowledge with Dynamic Bayesian Networks in Interactive Narrative Environments
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Jonathan P. Rowe, James C. Lester
Towards Automatic Personalized Content Generation for Platform Games
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Noor Shaker, Georgios Yannakakis, Julian Togelius
Learning Companion Behaviors Using Reinforcement Learning in Games
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AmirAli Sharifi, Richard Zhao, Duane A. Szafron
A Comparison of High-Level Approaches for Speeding Up Pathfinding
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Nathan R. Sturtevant, Robert Geisberger
Perceptually Realistic Behavior through Alibi Generation
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Ben Sunshine-Hill, Norman I. Badler
Crowd Simulation Via Multi-Agent Reinforcement Learning
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Lisa Torrey
A Semantic Scene Description Language for Procedural Layout Solving Problems
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Tim Tutenel, Ruben M. Smelik, Rafael Bidarra, Klaas Jan de Kraker
Applying Goal-Driven Autonomy to StarCraft
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Ben George Weber, Michael Mateas, Arnav Jhala
Industry Track Posters
Designing a Massively Multiplayer Online Game / Research Testbed Featuring AI-Driven NPC Communities
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Michael Zyda, Marc Spraragen, Balki Ranganathan, Bjarni Arnason, Peter Landwehr
Research Track Posters
On the Complexity of Two-Player Attrition Games Played on Graphs
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Timothy Michael Furtak, Michael Buro
Adversarial Navigation Mesh Alteration
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David Hunter Hale, G. Michael Youngblood
A Non-Modal Approach to Integrating Dialogue and Action
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Philip Hanson, Charles Rich
Multi-Agent Coordination Using Dynamic Behavior-Based Subsumption
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Frederick W. P. Heckel, G. Michael Youngblood
Polymorph: A Model for Dynamic Level Generation
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Martin Jennings-Teats, Gillian Smith, Noah Wardrip-Fruin
A Command Language for Taskable Virtual Agents
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Pat Langley, Nishant Trivedi, Matt Banister
A Monte Carlo Approach for Football Play Generation
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Kennard Laviers, Gita Sukthankar
Fuzzy Micro-Agents for Interactive Narrative
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Brian Magerko, Casey Fiesler, Allan Baumer
Behavior Compilation for AI in Games
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Jeff Orkin, Tynan Smith, Deb Roy
Terrain Analysis in Real-Time Strategy Games: An Integrated Approach to Choke Point Detection and Region Decomposition
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Luke Perkins
Novice-Friendly Authoring of Plan-Based Interactive Storyboards
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James Skorupski, Michael Mateas
Player Modeling in Civilization IV
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Pieter Spronck, Freek den Teuling
An Automated Model-Based Adaptive Architecture in Modern Games
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Chek Tien Tan, Ho-lun Cheng
Minstrel Remixed: Procedurally Generating Stories
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Brandon Robert Tearse, Noah Wardrip-Fruin, Michael Mateas
Socially Consistent Characters in Player-Specific Stories
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David Thue, Vadim Bulitko, Marcia Spetch, Michael Webb
Quest Patterns for Story-Based Computer Games
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Marcus Trenton, Duane A. Szafron, Josh Friesen, Curtis Onuczko
Modeling Narrative Conflict to Generate Interesting Stories
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Stephen G. Ware, R. Michael Young
Demonstrations
WeQuest: A Mobile Alternate Reality Gaming Platform and Intelligent End-User Authoring Tool
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Chinmay Barve, Sanjeet Hajarnis, Devika Karnik, Mark Riedl
The Pataphysic Institute
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Mirjam Palosaari Eladhari
The Prom: An Example of Socially-Oriented Gameplay
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Joshua McCoy, Mike Treanor, Ben Samuel, Brandon Tearse, Michael Mateas, Noah Wardrip-Fruin
Tanagra: An Intelligent Level Design Assistant for 2D Platformers
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Gillian Smith, Jim Whitehead, Michael Mateas
Rapid Development of Characters in FPS/3PS Games Using Visually-Specified Behavior-based Control
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G. Michael Youngblood, Frederick W. P. Heckel, D. Hunter Hale, Arthur Carroll
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