• Skip to main content
  • Skip to primary sidebar
AAAI

AAAI

Association for the Advancement of Artificial Intelligence

    • AAAI

      AAAI

      Association for the Advancement of Artificial Intelligence

  • About AAAIAbout AAAI
    • News
    • Officers and Committees
    • Staff
    • Bylaws
    • Awards
      • Fellows Program
      • Classic Paper Award
      • Dissertation Award
      • Distinguished Service Award
      • Allen Newell Award
      • Outstanding Paper Award
      • AI for Humanity Award
      • Feigenbaum Prize
      • Patrick Henry Winston Outstanding Educator Award
      • Engelmore Award
      • AAAI ISEF Awards
      • Senior Member Status
      • Conference Awards
    • Partnerships
    • Resources
    • Mailing Lists
    • Past Presidential Addresses
    • AAAI 2025 Presidential Panel on the Future of AI Research
    • Presidential Panel on Long-Term AI Futures
    • Past Policy Reports
      • The Role of Intelligent Systems in the National Information Infrastructure (1995)
      • A Report to ARPA on Twenty-First Century Intelligent Systems (1994)
    • Logos
  • aaai-icon_ethics-diversity-line-yellowEthics & Diversity
  • Conference talk bubbleConferences & Symposia
    • AAAI Conference
    • AIES AAAI/ACM
    • AIIDE
    • EAAI
    • HCOMP
    • IAAI
    • ICWSM
    • Spring Symposia
    • Summer Symposia
    • Fall Symposia
    • Code of Conduct for Conferences and Events
  • PublicationsPublications
    • AI Magazine
    • Conference Proceedings
    • AAAI Publication Policies & Guidelines
    • Request to Reproduce Copyrighted Materials
    • Contribute
    • Order Proceedings
  • aaai-icon_ai-magazine-line-yellowAI Magazine
  • MembershipMembership
    • Member Login
    • Chapters

  • Career CenterAI Jobs
  • aaai-icon_ai-topics-line-yellowAITopics
  • aaai-icon_contact-line-yellowContact

  • Twitter
  • Facebook
  • LinkedIn
Home / Proceedings / Proceedings of the AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment, 7 /

Vol. 7 No. 1 (2011): Seventh Artificial Intelligence and Interactive Digital Entertainment Conference

Papers

  • Minstrel Remixed: User Interface and Demonstration
    PDF
  • A Demonstration of ScriptEase II
    PDF
  • Personalized Procedural Content Generation to Minimize Frustration and Boredom Based on Ranking Algorithm
    PDF
  • Any-Angle Path Planning for Computer Games
    PDF
  • Wasp-Like Scheduling for Unit Training in Real-Time Strategy Games
    PDF
  • Ultra-Fast Optimal Pathfinding without Runtime Search
    PDF
  • Behavior Learning-Based Testing of Starcraft Competition Entries
    PDF
  • A Generative Computational Model for Human Hide and Seek Behavior
    PDF
  • Design and Evaluation of Afterthought, A System that Automatically Creates Highlight Cinematics for 3D Games
    PDF
  • Trigram Timmies and Bayesian Johnnies: Probabilistic Models of Personality in Dominion
    PDF
  • Real-Time Adaptive A∗ with Depression Avoidance
    PDF
  • Optimizing Visual Properties of Game Content Through Neuroevolution
    PDF
  • Comme il Faut: A System for Authoring Playable Social Models
    PDF
  • An Object-Oriented Approach to Reinforcement Learning in an Action Game
    PDF
  • DEXTOR: Reduced Effort Authoring for Template-Based Natural Language Generation
    PDF
  • Tactical Multi-Unit Pathplanning with GCLS
    PDF
  • A Step Towards the Future of Role-Playing Games: The SpyFeet Mobile RPG Project
    PDF
  • Robust and Authorable Multiplayer Storytelling Experiences
    PDF
  • AI for Massive Multiplayer Online Strategy Games
    PDF
  • A Particle Model for State Estimation in Real-Time Strategy Games
    PDF
  • CPOCL: A Narrative Planner Supporting Conflict
    PDF
  • CAPIR: Collaborative Action Planning with Intention Recognition
    PDF
  • Goal Recognition with Markov Logic Networks for Player-Adaptive Games
    PDF
  • Toward a Rapid Prototyping Environment for Character Behavior
    PDF
  • All the World’s a Stage: Learning Character Models from Film
    PDF
  • Employing Fuzzy Concept for Digital Improvisational Theatre
    PDF
  • The SAM Algorithm for Analogy-Based Story Generation
    PDF
  • A Sparse Grid Representation for Dynamic Three-Dimensional Worlds
    PDF
  • A Bayesian Model for Plan Recognition in RTS Games Applied to StarCraft
    PDF
  • Learning Policies for First Person Shooter Games Using Inverse Reinforcement Learning
    PDF
  • A Computational Model of Perceived Agency in Video Games
    PDF
  • AIPaint: A Sketch-Based Behavior Tree Authoring Tool
    PDF
  • Detecting Real Money Traders in MMORPG by Using Trading Network
    PDF
  • Learning Probabilistic Behavior Models in Real-Time Strategy Games
    PDF
  • Build Order Optimization in StarCraft
    PDF
  • Learning and Evaluating Human-Like NPC Behaviors in Dynamic Games
    PDF

Primary Sidebar