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Proceedings of the First Artificial Intelligence and Interactive Digital Entertainment Conference

Sponsored by the Association for the Advancement of Artificial Intelligence

Edited by R. Michael Young and John Laird

June1–3, 2005, Marina del Rey, California. Published by The AAAI Press, Menlo Park, California. This proceedings is available in book and CD format.


Please Note: Abstracts are linked to individual titles, and will appear in a separate browser window. Full-text versions of the papers are linked to the abstract text. Access to full text may be restricted to AAAI members. PDF file sizes may be large!


Contents

Sponsors

Organizing Committee

Preface / ix
R. Michael Young and John Laird

Organizing Committee / x
R. Michael Young and John Laird

Program Committee / xi
R. Michael Young and John Laird

Sponsors / xiii
R. Michael Young and John Laird

Full Papers

Applying Constraint Weighting to Autonomous Camera Control / 3
Owen Bourne and Abdul Sattar

Quagents: A Game Platform for Intelligent Agents / 9
Christopher Brown, George Ferguson, Peter Barnum, Bo Hu, and Dave Costello

Natural Noun Phrase Variation for Interactive Characters / 15
Donna K. Byron, Aakash Dalwani, Ryan Gerritsen, Mark Keck, Thomas Mampilly, Vinay Sharma, Laura Stoia, Timothy Weale, and Tianfang Xu

Dialogue Generation in Character-based Interactive Storytelling / 21
Marc Cavazza and Fred Charles

Towards Learned Anticipation in Complex Stochastic Environments / 27
Christian J. Darken

A Goal-Based Architecture for Opposing Player AI / 3
Kevin Dill and Denis Papp

Retaining Learned Behavior During Real-Time Neuroevolution / 39
Thomas D’Silva, Roy Janik, Michael Chrien, Kenneth O. Stanley, and Risto Miikkulainen

nuWar: A Prototype Sketch-based Strategy Game / 45
Greg Dunham, Ken Forbus, and Jeffrey Usher

Sequence Learning by Backward Chaining in Synthetic Characters / 51
Peter Gorniak and Bruce Blumberg

Speaking with Your Sidekick: Understanding Situated Speech in Computer Role Playing Games / 57
Peter Gorniak and Deb Roy

Hierarchical Plan Representations for Encoding Strategic Game AI / 63
Hai Hoang, Stephen Lee-Urban, and Héctor Muñoz-Avila

Scalable Solutions for Interactive Virtual Humans that Can Manipulate Objects / 69
Marcelo Kallmann

Particle-Based Communication Among Game Agents / 75
Mike Klaas, Tristram Southey, and Warren Cheung

Unscripted Narratives for Affectively Driven Characters / 81
Sandy Louchart, Ruth Aylett, Joao Dias, and Ana Paiva

Story Representation and Interactive Drama / 87
Brian Magerko

Structuring Content Within the Façade Interactive Drama Architecture / 93
Michael Mateas and Andrew Stern

Search-Based Drama Management in the Interactive Fiction Anchorhead / 99
Mark J. Nelson and Michael Mateas

Agent Architecture Considerations for Real-Time Planning in Games / 105
Jeff Orkin

From Linear Story Generation to Branching Story Graphs / 111
Mark O. Riedl and R. Michael Young

Cooperative Pathfinding / 117
David Silver

Semi-Automated Gameplay Analysis by Machine Learning / 123
Finnegan Southey, Gang Xiao, Robert C. Holte, Mark Trommelen, and John Buchanan

Negative Behavior Space in the Design of Interactive Agents / 129
Bill Tomlinson

Increasing Replayability with Deliberative and Reactive Planning / 135
Michael van Lent, Mark O. Riedl, Paul Carpenter, Ryan McAlinden, and Paul Brobst

Hierarchical Parallel Markov Models of Interaction / 141
Robert Zubek and Ian D. Horswill

Demo Papers

Real-time Simulation of Herds Moving Over Terrain / 149
Joel Gompert

Controlling Unreal Tournament 2004 Bots with the Logic-based Action Language GOLOG / 151
Stefan Jacobs, Alexander Ferrein, and Gerhard Lakemeyer

The Interactive Drama Façade / 153
Michael Mateas and Andrew Stern

Adding Smart Opponents to a First-Person Shooter Video Game through Evolutionary Design / 155
C. Adam Overholtzer and Simon D. Levy

The Trial The Trail, Act 3: A Virtual Reality Drama Using Intelligent Agents / 157
Stuart C. Shapiro, Josephine Ansteyy, David E. Papey, Trupti Devdas Nayak, Michael Kandefer, and Orkan Telhany

Real-time Learning in the NERO Video Game / 159
Kenneth O. Stanley, Ryan Cornelius, and Risto Miikkulainen

Invited Talks

Interactive Story Writing Using ScriptEase / 163
Jonathan Schaeffer, Mike Carbonarro, Maria Cutumisu, Matthew McNaughton, Curtis Onuczko, Thomas Roy, and Duane Szafron

The Turing Test for Game AI (PowerPoint Slides)
Bing Gordon

AI Challenges in Entertainment and Player Expression (PowerPoint Slides)
Doug Church

Dude: Where’s My Warthog? From Pathfinding to General Spatial Competence (PowerPoint Slides)
Damian Isla

AI: A Design Perspective (PowerPoint Slides)
Will Wright

Index / 165

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