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Home / Proceedings / Proceedings of the AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment, 10 /

Vol. 10 No. 1 (2014): Tenth Artificial Intelligence and Interactive Digital Entertainment Conference

Papers

  • Invited Talks
    PDF
  • Preface
    PDF
  • Sponsors
    PDF
  • Alone We Can Do So Little, Together We Can Do So Much: A Combinatorial Approach for Generating Game Content
    PDF
  • Game AI Planning Analytics: The Case of Three First-Person Shooters
    PDF
  • Developing Social Identity Models of Players from Game Telemetry Data
    PDF
  • Fuzzy Affective Player Models: A Physiology-Based Hierarchical Clustering Method
    PDF
  • Evaluating Play Trace (Dis)similarity Metrics
    PDF
  • Emotion-Based Interactive Storytelling with Artificial Intelligence
    PDF
  • Finding Schrödinger’s Gun
    PDF
  • Optimizing Player Experience in Interactive Narrative Planning: A Modular Reinforcement Learning Approach
    PDF
  • Hide and Sneak: Story Generation with Characters that Perceive and Assume
    PDF
  • Exploring Abductive Event Binding for Opportunistic Storytelling
    PDF
  • Toward Automatic Role Identification in Unannotated Folk Tales
    PDF
  • Learning Micro-Management Skills in RTS Games by Imitating Experts
    PDF
  • Playable Experiences at AIIDE 2014
    PDF
  • The Real-Time Strategy Game Multi-Objective Build Order Problem
    PDF
  • Global State Evaluation in StarCraft
    PDF
  • PaTux: An Authoring Tool for Level Design through Pattern Customisation Using Non-Negative Matrix Factorization
    PDF
  • Walling in Strategy Games via Constraint Optimization
    PDF
  • A Hierarchical Approach to Generating Maps Using Markov Chains
    PDF
  • Hierarchical Adversarial Search Applied to Real-Time Strategy Games
    PDF
  • Game-Tree Search over High-Level Game States in RTS Games
    PDF
  • Glaive: A State-Space Narrative Planner Supporting Intentionality and Conflict
    PDF
  • Generative Methods for Guard and Camera Placement in Stealth Games
    PDF
  • Using Cyclic Scheduling to Generate Believable Behavior in Games
    PDF
  • Organization
    PDF
  • AIIDE 2014 StarCraft Competition
    PDF
  • An AI System for Large Open Virtual World
    PDF
  • Deep Learning-Based Goal Recognition in Open-Ended Digital Games
    PDF
  • Towards Personalised Gaming via Facial Expression Recognition
    PDF
  • Analytics-Driven Dynamic Game Adaption for Player Retention in a 2-Dimensional Adventure Game
    PDF
  • Belief-Driven Pathfinding through Personalized Map Abstraction
    PDF
  • Spice It Up! Enriching Open World NPC Simulation Using Constraint Satisfaction
    PDF
  • Foreseeing Meaningful Choices
    PDF

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