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Home / Proceedings / Proceedings of the AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment, 9 /

Vol. 9 No. 1 (2013): Ninth Artificial Intelligence and Interactive Digital Entertainment Conference

Papers

  • Invited Talks
    PDF
  • Preface
    PDF
  • AI Authoring for Virtual Characters in Conflict
    PDF
  • Adaptive Storytelling Through User Understanding
    PDF
  • Decision Making Styles as Deviation from Rational Action: A Super Mario Case Study
    PDF
  • Modeling Unit Classes as Agents in Real-Time Strategy Games
    PDF
  • Reinforcement Learning for Spatial Reasoning in Strategy Games
    PDF
  • Modular Computational Critics for Games
    PDF
  • ScriptEase II: Platform Independent Story Creation Using High-Level Patterns
    PDF
  • Incorporating Human Relationships Into Path Planning
    PDF
  • Towards a Player Age Model
    PDF
  • Data-Driven Personalized Drama Management
    PDF
  • Evaluating Analogy-Based Story Generation: An Empirical Study
    PDF
  • Third Eye Crime: Building a Stealth Game Around Occupancy Maps
    PDF
  • Prom Week
    PDF
  • Endless Web
    PDF
  • Scythe AI: A Tool for Modular Reuse of Game AI
    PDF
  • Viewpoints AI: Demonstration
    PDF
  • Ropossum: An Authoring Tool for Designing, Optimizing and Solving Cut the Rope Levels
    PDF
  • Sponsors
    PDF
  • Automated Generation of Diverse NPC-Controlling FSMs Using Nondeterministic Planning Techniques
    PDF
  • Learning Interrogation Strategies while Considering Deceptions in Detective Interactive Stories
    PDF
  • Designing an Intelligent Virtual Agent for Social Communication in Autism
    PDF
  • Player Skill Modeling in Starcraft II
    PDF
  • Viewpoints AI
    PDF
  • Modeling Autobiographical Memory for Believable Agents
    PDF
  • Towards a Generic Method of Evaluating Game Levels
    PDF
  • Empirical Evaluation of the Automatic Generation of a Component-Based Software Architecture for Games
    PDF
  • Mission-Based Scenario Modeling and Generation for Virtual Training
    PDF
  • Guided Emotional State Regulation: Understanding and Shaping Players’ Affective Experiences in Digital Games
    PDF
  • The Combinatorial Multi-Armed Bandit Problem and Its Application to Real-Time Strategy Games
    PDF
  • Evaluating Planning-Based Experience Managers for Agency and Fun in Text-Based Interactive Narrative
    PDF
  • Evolving Playable Content for Cut the Rope through a Simulation-Based Approach
    PDF
  • Creating Playable Social Experiences through Whole-Body Interaction with Virtual Characters
    PDF
  • Predicting Army Combat Outcomes in StarCraft
    PDF
  • Mimicking Humanlike Movement in Open World Games with Path-Relative Recursive Splines
    PDF
  • AIIDE-13 Organization
    PDF
  • AIIDE 2013 StarCraft Competition
    PDF
  • Integrating Monte Carlo Tree Search with Knowledge-Based Methods to Create Engaging Play in a Commercial Mobile Game
    PDF
  • A Nondeterministic Temporal Planning Model for Generating Narratives with Continuous Change in Interactive Storytelling
    PDF

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