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Home / Proceedings / Proceedings of the AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment, 2 /

Vol. 2 No. 1 (2006): Second Artificial Intelligence and Interactive Digital Entertainment Conference

Papers

  • A Testbed for Evaluating AI Research Systems in Commercial Games
    PDF
  • Biased Cost Pathfinding
    PDF
  • Using Natural Language to Manage NPC Dialog
    PDF
  • Incremental Heuristic Search in Games: The Quest for Speed
    PDF
  • Designing a Reinforcement Learning-Based Adaptive AI for Large-Scale Strategy Games
    PDF
  • Modeling Self-Adapting and Multicultural Non-Player Characters in Artificial Worlds
    PDF
  • Authoring an Interactive Narrative with Declarative Optimization-Based Drama Management
    PDF
  • Plausible Environment Reconstruction Using Bayesian Networks
    PDF
  • AI Wall Building in Empire Earth II
    PDF
  • Procedural Level Design for Platform Games
    PDF
  • Normative Echoes: Use and Manipulation of Player Generated Content by Communities of NPCs
    PDF
  • A Demonstration of ScriptEase Ambient and PC-Interactive Behavior Generation for Computer Role-Playing Games
    PDF
  • Believable and Reactive Crowds in Next Generation Games
    PDF
  • Using Environmental Annotations and Affordances to Model Culture
    PDF
  • Automatic Story Generation for Computer Role-Playing Games
    PDF
  • Mixing Story and Simulation in Interactive Narrative
    PDF
  • The NERO Video Game
    PDF
  • Building Test Beds for AI with the Q3 Mode Base
    PDF
  • A Framework for Summarizing Game Experiences as Narratives
    PDF
  • Improved Heuristics for Optimal Pathfinding on Game Maps
    PDF
  • Dynamic Game Balancing: an Evaluation of User Satisfaction
    PDF
  • CrowdMixer: Multiple Agent Types in Situation-Based Crowd Simulations
    PDF
  • Goal-Directed Hierarchical Dynamic Scripting for RTS Games
    PDF
  • Building Robust Planning and Execution Systems for Virtual Worlds
    PDF
  • Representational Requirements for a Plan Based Approach to Automated Camera Control
    PDF
  • Using Multi-Agent System Technologies in Risk Bots
    PDF
  • Lightweight Simulation of Air Traffic Control Using Simple Temporal Networks
    PDF
  • An Abstraction Framework for Cooperation Among Agents and People in a Virtual World
    PDF
  • Predicting User Physiological Response for Interactive Environments: An Inductive Approach
    PDF
  • Intelligent Tutoring Systems for Commercial Games: The Virtual Combat Training Center Tutor and Simulation
    PDF
  • A Guided Performance Interface for Augmenting Social Experiences with an Interactive Animatronic Character
    PDF
  • Improving Collaborative Pathfinding Using Map Abstraction
    PDF
  • Modelling Goal-Directed Players in Digital Games
    PDF
  • The Self Organization of Context for Learning in Multiagent Games
  • Incorporating Advice into Neuroevolution of Adaptive Agents
    PDF

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