Proceedings of the Second Artificial Intelligence and Interactive Digital Entertainment Conference
Sponsored by the Association for the Advancement of Artificial Intelligence
Edited by John Laird and Jonathan Schaeffer
June 20–23, 2006, Marina del Rey, 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
Preface
John Laird, Jonathan Schaeffer
Organizing Committee
John Laird, Jonathan Schaeffer
Program Committee
John Laird, Jonathan Schaeffer
Sponsors
John Laird, Jonathan Schaeffer
Dynamic Game Balancing: An Evaluation of User Satisfaction
Gustavo Andrade, Geber Ramalho, Alex Sandro Gomes, Vincent Corruble
Informed Heuristics for Optimal Path-finding on Game Maps
Yngvi Bjornsson, Kari Halldorsson
CrowdMixer: Multiple Agent Types in Situation-Based Crowd Simulations
Shannon Blyth, Howard Hamilton
Goal-Directed Hierarchical Dynamic Scripting for RTS Games
Anders Dahlbom, Lars Niklasson
Building Robust Planning and Exection Systems for Virtual Worlds
Don Dini, Michael Van Lent, Paul Carpenter, Kumar Iyer
Representational Requirements for a Plan Based Approach to Automated Camera Control
Arnav Jhala, Michael Young
Using Multi-Agent System Technology in Risk Bots
Stefan Johansson, Fredrik Olsson
Lightweight Simulation of Air Traffic Control Using Simple Temporal Networks
Russell Knight
An Abstraction Framework for Cooperation Among Agents and People in a Virtual World
David McDonald, Alice Leung, William Ferguson, Talib Hussain
Predicting User Physiological Response for Interactive Environments: An Inductive Approach
Scott McQuiggan, Sunyoung Lee, James Lester
Intelligent Tutoring Systems for Commercial Games: The Virtual Combat Training Center Tutor and Simulation
William R. Murray
A Guided Performance Interface for Augmenting Social Experiences with an Interactive Animatronic Cha
Seema Patel, William Bosley, David Culyba, Sabrina Haskell, Andrew Hosmer, TJ Jackson, Shane Liesegang, Peter Stepniewicz, James Valenti, Salim Zayat
Improving Collaborative Pathfinding Using Map Abstraction
Nathan Sturtevant, Michael Buro
Modeling Goal-Directed Players in Digital Games
David Thue, Vadim Builitko
The Self Organization of Context for Learning in MultiAgent Games
Chris White, Dave Brogan
Incorporating Advice into Neuroevolution of Adaptive Agents
Chern Han Yong, Kenneth Stanley, Risto Miikkulainen
Posters
A Framework for Summarizing Game Experiences as Narratives
Yun Gyung Cheong, Michael Young
Procedural Level Design for Platform Games
Kate Compton, Michael Mateas
Biased Cost Pathfinding
Alborz Geramifard, Pirooz Chubak, Vadim Builitko
Using NL Representations to Manage NPC Dialog
Gary Kacmarcik
Incremental Heuristic Search in Games: The Quest for Speed
Maxim Likhachev, Sven Koenig
Designing a Reinforcement Learning-based Adaptive AI for Large-Scale Strategy Games
Charles Madeira, Vincent Corruble, Geber Ramalho
Modeling Self-Adapting and Multicultural Non-Player Characters in Artificial Worlds
Samuel Marin
Authoring Interactive Narratives with Declarative Optimization-Based Drama Management
Michael Mateas, Mark Nelson, Calvin Ashmore
Plausible Environment Reconstruction Using Bayesian Networks
Robert Price, Scott Goodwin
AI Wall Building in Empire Earth II
Tara Teich, Ian Davis
Demonstrations
A Testbed for Evaluating AI Research Systems in Commercial Games
David Aha
Normative Echoes: Use and Manipulation of Player Generated Content by Communities of NPCs
Eric Baumer
A Demonstration of ScriptEase Ambient and PC-Interactive Behavior Generation for Computer Role-Playing Games
Maria Cutumisu
Believable and Reactive Crowds in Next Generation Games
Paul Kruszewski
Using Environmental Annotations and Affordances to Model Culture
Ryan McAlinden, Michael van Lent, William Clevenger, Wen Tien
Automatic Story Generation for Computer Role-Playing Games
Curtis Onuczko
Mixing Story and Simulation in Interactive Narrative
Mark Riedl
The NERO Video Game
Kenneth O. Stanley
Building Test Beds for AI with the Q3 Mod Base
G. Michael Youngblood
Index / 000
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