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Home / Proceedings / Proceedings of the AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment, 4 /

Vol. 4 No. 1 (2008): Fourth Artificial Intelligence and Interactive Digital Entertainment Conference

Papers

  • Difficulty Scaling through Incongruity
    PDF
  • PaSSAGE: A Demonstration of Player Modelling in Interactive Storytelling
    PDF
  • IDtension – Highly Interactive Drama
    PDF
  • Integrating Drama Management into an Adventure Game
    PDF
  • OpenNERO: A Game Platform for AI Research and Education
    PDF
  • A Demonstration of Agent Learning with Action-Dependent Learning Rates in Computer Role-Playing Games
    PDF
  • Monte-Carlo Tree Search: A New Framework for Game AI
    PDF
  • An Intelligent IDE for Behavior Authoring in Real-Time Strategy Games
    PDF
  • Explicit Knowledge Programming for Computer Games
    PDF
  • Combining Model-Based Meta-Reasoning and Reinforcement Learning For Adapting Game-Playing Agents
    PDF
  • Implementation Walkthrough of a Homegrown “Abstract State Machine” Style System in a Commercial Sports Game
    PDF
  • Otello: A Next-Generation Reputation System For Humans and NPCs
    PDF
  • Navigating Detailed Worlds with a Complex, Physically Driven Locomotion: NPC Skateboarder AI in EA’s Skate
    PDF
  • Adaptive Spatial Reasoning for Turn-Based Strategy Games
    PDF
  • Automatically Generating Summary Visualizations from Game Logs
    PDF
  • Automatically-Generated Convex Region Decomposition for Real-Time Spatial Agent Navigation in Virtual Worlds
    PDF
  • Cerberus: Applying Supervised and Reinforcement Learning Techniques to Capture the Flag Games
    PDF
  • Direction Maps for Cooperative Pathfinding
    PDF
  • Agent Architecture in Social Games — The Implementation of Subsumption Architecture in Diplomacy
    PDF
  • A Framework for the Semi-Automatic Testing of Video Games
    PDF
  • Integrating Story-Centric and Character-Centric Processes for Authoring Interactive Drama
    PDF
  • Stochastic Plan Optimization in Real-Time Strategy Games
    PDF
  • TAP: An Effective Personality Representation for Inter-Agent Adaptation in Games
    PDF
  • Talking with NPCs: Towards Dynamic Generation of Discourse Structures
    PDF
  • Constructing Complex NPC Behavior via Multi-Objective Neuroevolution
    PDF
  • Intelligent Trading Agents for Massively Multi-Player Game Economies
    PDF
  • Automatic Generation of Game Level Solutions as Storyboards
    PDF
  • Modeling the Dynamics of Non-Player Characters’ Social Relations in Video Game
    PDF
  • Modeling Culturally and Emotionally Affected Behavior
    PDF
  • Hierarchical Petri Nets for Story Plots Featuring Virtual Humans
    PDF
  • Simulation-Based Story Generation with a Theory of Mind
    PDF
  • Agent Learning Using Action-Dependent Learning Rates in Computer Role-Playing Games
    PDF
  • Effects of Communication on the Evolution of Squad Behaviours
    PDF
  • Dynamic Expansion of Behaviour Trees
    PDF
  • The Rise of Potential Fields in Real Time Strategy Bots
    PDF
  • Lightweight Procedural Animation with Believable Physical Interactions
    PDF
  • A Cover-Based Approach to Multi-Agent Moving Target Pursuit
    PDF
  • Offline Planning with Hierarchical Task Networks in Video Games
    PDF
  • Learning and Playing in Wubble World
    PDF
  • Logical Agents for Language and Action
    PDF
  • Learning to be a Bot: Reinforcement Learning in Shooter Games
    PDF
  • Recombinable Game Mechanics for Automated Design Support
    PDF

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