• 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 / AAAI Workshop Papers 2004 /

Challenges in Game AI

Contents

  • Bootstrapping the Learning Process for the Semi-automated Design of a Challenging Game AI

    Charles Madeira, Vincent Corruble, Geber Ramalho, and Bohdana Ratitch

    PDF
  • Organizing Committee

    Dan Fu, Stottler Henke, and Jeff Orkin

    PDF
  • Call for AI Research in RTS Games

    Michael Buro

    PDF
  • The Suffering: A Game AI Case Study

    Greg Alt

    PDF
  • Code Generation for AI Scripting in Computer Role-Playing Games

    Matthew McNaughton, Jonathan Schaeffer, Duane Szafron, Dominique Parker, and James Redford

    PDF
  • Rules versus Scripts in Games Artificial Intelligence

    Nathan Combs, Jean-Louis Ardoint

    PDF
  • Character Participation in Social Interaction

    Robert Zubek

    PDF
  • Light AI

    Magy Seif El-Nasr

    PDF
  • Mediating the Tension between Plot and Interaction

    Brian Magerko, John E. Laird

    PDF
  • Search-Based Drama Management

    Ari Lamstein, Michael Mateas

    PDF
  • Semi-Automated Gameplay Analysis

    Finnegan Southey, Robert C. Holte

    PDF
  • AI for Dynamic Difficulty Adjustment in Games

    Robin Hunicke, Vernell Chapman

    PDF
  • Reflection in Action: Model-Based Self-Adaptation in Game Playing Agents

    Patrick Ulam, Ashok Goel, and Joshua Jones

    PDF
  • Augmenting Wargame AI with Data Mining Technology

    John Rushing, John Tiller, Steve Tanner, and Drew McDowell

    PDF
  • Utilizing Case-Based Reasoning and Automatic Case Elicitation to Develop a Self-Taught Knowledgeable Agent

    Jay H. Powell, Brandon M. Hauff, and John D. Hastings

    PDF
  • Contents

    Dan Fu, Stottler Henke, and Jeff Orkin

    PDF
  • Hierarchical Judgement Composition: Revisiting the Structural Credit Assignment Problem

    Joshua Jones, Ashok Goel

    PDF
  • Knowledge-Gathering Agents in Adventure Games

    Brian Hlubocky, Eyal Amir

    PDF
  • Integrated Machine Learning for Behavior Modeling in Video Games

    Ben Geisler

    PDF
  • Integrating Learning in Interactive Gaming Simulators

    David W. Aha, Matthew Molineaux

    PDF
  • Efficient and Dynamic Response to Fire

    Christian J. Darken, David J. Morgan, and Gregory Paull

    PDF
  • Dynamic Path Planning and Terrain Analysis for Games

    Paul Brobst, Ramesh Saran, and Michael van Lent

    PDF
  • State Estimation for Game AI Using Particle Filters

    Curt Bererton

    PDF
  • A Tactical and Strategic AI Interface for Real-Time Strategy Games

    Michael van Lent, Paul Carpenter, Ryan McAlinden, and Poey Guan Tan

    PDF
  • Symbolic Representation of Game World State: Toward Real-Time Planning in Games

    Jeff Orkin

    PDF
  • Strategic Planning for Unreal Tournament Bots

    Héctor Muñoz-Avila, Todd Fisher

    PDF
  • Game Over: You Have Been Beaten by a GRUE

    Elizabeth Gordon, Brian Logan

    PDF
  • Step One: Document the Problem

    Baylor Wetzel

    PDF
  • Intelligent Interfaces for Digital Games

    Daniel Livingstone, Darryl Charles

    PDF
  • MDA: A Formal Approach to Game Design and Game Research

    Robin Hunicke, Marc LeBlanc, and Robert Zubek

    PDF

Primary Sidebar