Proceedings of the AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment, 7 Archives - AAAI https://aaai.org/proceeding/aiide-07-2011/ Association for the Advancement of Artificial Intelligence Wed, 18 Oct 2023 19:36:05 +0000 en-US hourly 1 https://wordpress.org/?v=6.7.1 https://aaai.org/wp-content/uploads/2022/12/cropped-white-logo-32x32.png Proceedings of the AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment, 7 Archives - AAAI https://aaai.org/proceeding/aiide-07-2011/ 32 32 A Demonstration of ScriptEase II https://aaai.org/papers/00215-12421-a-demonstration-of-scriptease-ii/ https://aaai.org/papers/00215-12421-a-demonstration-of-scriptease-ii/#respond Wed, 01 Feb 2023 20:03:57 +0000 https://aaaiprod.wpengine.com/papers/215-216-a-demonstration-of-scriptease-ii/ The post A Demonstration of ScriptEase II appeared first on AAAI.

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Personalized Procedural Content Generation to Minimize Frustration and Boredom Based on Ranking Algorithm https://aaai.org/papers/00208-12442-personalized-procedural-content-generation-to-minimize-frustration-and-boredom-based-on-ranking-algorithm/ https://aaai.org/papers/00208-12442-personalized-procedural-content-generation-to-minimize-frustration-and-boredom-based-on-ranking-algorithm/#respond Wed, 01 Feb 2023 20:03:57 +0000 https://aaaiprod.wpengine.com/papers/208-213-personalized-procedural-content-generation-to-minimize-frustration-and-boredom-based-on-ranking-algorithm/ The post Personalized Procedural Content Generation to Minimize Frustration and Boredom Based on Ranking Algorithm appeared first on AAAI.

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Any-Angle Path Planning for Computer Games https://aaai.org/papers/00201-12445-any-angle-path-planning-for-computer-games/ https://aaai.org/papers/00201-12445-any-angle-path-planning-for-computer-games/#respond Wed, 01 Feb 2023 20:03:57 +0000 https://aaaiprod.wpengine.com/papers/201-207-any-angle-path-planning-for-computer-games/ The post Any-Angle Path Planning for Computer Games appeared first on AAAI.

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Wasp-Like Scheduling for Unit Training in Real-Time Strategy Games https://aaai.org/papers/00195-12449-wasp-like-scheduling-for-unit-training-in-real-time-strategy-games/ https://aaai.org/papers/00195-12449-wasp-like-scheduling-for-unit-training-in-real-time-strategy-games/#respond Wed, 01 Feb 2023 20:03:57 +0000 https://aaaiprod.wpengine.com/papers/195-200-wasp-like-scheduling-for-unit-training-in-real-time-strategy-games/ The post Wasp-Like Scheduling for Unit Training in Real-Time Strategy Games appeared first on AAAI.

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Minstrel Remixed: User Interface and Demonstration https://aaai.org/papers/00217-12422-minstrel-remixed-user-interface-and-demonstration/ https://aaai.org/papers/00217-12422-minstrel-remixed-user-interface-and-demonstration/#respond Wed, 01 Feb 2023 20:03:57 +0000 https://aaaiprod.wpengine.com/papers/217-218-minstrel-remixed-user-interface-and-demonstration/ The post Minstrel Remixed: User Interface and Demonstration appeared first on AAAI.

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Ultra-Fast Optimal Pathfinding without Runtime Search https://aaai.org/papers/00122-12443-ultra-fast-optimal-pathfinding-without-runtime-search/ https://aaai.org/papers/00122-12443-ultra-fast-optimal-pathfinding-without-runtime-search/#respond Wed, 01 Feb 2023 20:03:50 +0000 https://aaaiprod.wpengine.com/papers/122-127-ultra-fast-optimal-pathfinding-without-runtime-search/ The post Ultra-Fast Optimal Pathfinding without Runtime Search appeared first on AAAI.

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AI for Massive Multiplayer Online Strategy Games https://aaai.org/papers/00110-12441-ai-for-massive-multiplayer-online-strategy-games/ https://aaai.org/papers/00110-12441-ai-for-massive-multiplayer-online-strategy-games/#respond Wed, 01 Feb 2023 20:03:50 +0000 https://aaaiprod.wpengine.com/papers/110-115-ai-for-massive-multiplayer-online-strategy-games/ The post AI for Massive Multiplayer Online Strategy Games appeared first on AAAI.

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A Generative Computational Model for Human Hide and Seek Behavior https://aaai.org/papers/00128-12456-a-generative-computational-model-for-human-hide-and-seek-behavior/ https://aaai.org/papers/00128-12456-a-generative-computational-model-for-human-hide-and-seek-behavior/#respond Wed, 01 Feb 2023 20:03:50 +0000 https://aaaiprod.wpengine.com/papers/128-133-a-generative-computational-model-for-human-hide-and-seek-behavior/ The post A Generative Computational Model for Human Hide and Seek Behavior appeared first on AAAI.

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Design and Evaluation of Afterthought, A System that Automatically Creates Highlight Cinematics for 3D Games https://aaai.org/papers/00134-12447-design-and-evaluation-of-afterthought-a-system-that-automatically-creates-highlight-cinematics-for-3d-games/ https://aaai.org/papers/00134-12447-design-and-evaluation-of-afterthought-a-system-that-automatically-creates-highlight-cinematics-for-3d-games/#respond Wed, 01 Feb 2023 20:03:50 +0000 https://aaaiprod.wpengine.com/papers/134-139-design-and-evaluation-of-afterthought-a-system-that-automatically-creates-highlight-cinematics-for-3d-games/ The post Design and Evaluation of Afterthought, A System that Automatically Creates Highlight Cinematics for 3D Games appeared first on AAAI.

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Trigram Timmies and Bayesian Johnnies: Probabilistic Models of Personality in Dominion https://aaai.org/papers/00140-12452-trigram-timmies-and-bayesian-johnnies-probabilistic-models-of-personality-in-dominion/ https://aaai.org/papers/00140-12452-trigram-timmies-and-bayesian-johnnies-probabilistic-models-of-personality-in-dominion/#respond Wed, 01 Feb 2023 20:03:50 +0000 https://aaaiprod.wpengine.com/papers/140-145-trigram-timmies-and-bayesian-johnnies-probabilistic-models-of-personality-in-dominion/ The post Trigram Timmies and Bayesian Johnnies: Probabilistic Models of Personality in Dominion appeared first on AAAI.

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