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Home / Proceedings / Proceedings of the AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment, 8 /

Vol. 8 No. 1 (2012): Eighth Artificial Intelligence and Interactive Digital Entertainment Conference

Papers

  • Preface
  • AIIDE 2012 StarCraft Competition
  • Glengarry Glen Ross: Using BDI for Sales Game Dialogues
    PDF
  • Plan-Based Character Diversity
    PDF
  • Aesthetic Considerations for Automated Platformer Design
    PDF
  • Enhancing the Believability of Character Behaviors Using Non-Verbal Cues
    PDF
  • Statechart-Based AI in Practice
    PDF
  • TEAM-IT : Location-Based Gaming in Real and Virtual Environments
    PDF
  • Mining Rules from Player Experience and Activity Data
    PDF
  • When Players Quit (Playing Scrabble)
    PDF
  • Planning Is the Game: Action Planning as a Design Tool and Game Mechanism
    PDF
  • Telling Interactive Player-specific Stories and Planning for It: ASD + PaSSAGE = PAST
    PDF
  • Player Profiling with Fallout 3
    PDF
  • Simulating Adaptive Quests for Increased Player Impact in MMORPGs
    PDF
  • The Gold Standard: Automatically Generating Puzzle Game Levels
    PDF
  • RoleModelVis: A Visualization of Logical Story Models
    PDF
  • Sponsors
  • On Case Base Formation in Real-Time Heuristic Search
    PDF
  • Fast Heuristic Search for RTS Game Combat Scenarios
    PDF
  • Spatial Game Signatures for Bot Detection in Social Games
    PDF
  • Combining Search-Based Procedural Content Generation and Social Gaming in the Petalz Video Game
    PDF
  • Representing Morals in Terms of Emotion
    PDF
  • Evolving Personalized Content for Super Mario Bros Using Grammatical Evolution
    PDF
  • If Not Now, Where? Time and Space Equivalency in Strategy Games
    PDF
  • Evolutionary Learning of Goal Priorities in a Real-Time Strategy Game
    PDF
  • A Temporal Data-Driven Player Model for Dynamic Difficulty Adjustment
    PDF
  • AIIDE-12 Organization
  • Invited Talks
  • Understanding Speech in Interactive Narratives with Crowdsourced Data
    PDF
  • Adapting AI Behaviors To Players in Driver San Francisco: Hinted-Execution Behavior Trees
    PDF
  • Game-Based Data Capture for Player Metrics
    PDF
  • POMCoP: Belief Space Planning for Sidekicks in Cooperative Games
    PDF
  • Sports Commentary Recommendation System (SCoReS): Machine Learning for Automated Narrative
    PDF
  • Evaluating Competitive Game Balance with Restricted Play
    PDF
  • TRANSIT Routing on Video Game Maps
    PDF
  • Fast Procedural Level Population with Playability Constraints
    PDF
  • Reaching Cognitive Consensus with Improvisational Agents
    PDF
  • RRT-Based Game Level Analysis, Visualization, and Visual Refinement
    PDF

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