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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