Proceedings of the Second Artificial Intelligence and Interactive Digital Entertainment Conference

Edited by John Laird and Jonathan Schaeffer

June 20–23, 2006, Marina del Rey, California
Published by The AAAI Press, Menlo Park, California

This proceedings is available in book and CD format


Sample Citation

Boudreaux, J. C. 2006. A Theory of Features for Discrete Manufacturing. In Proceedings of the Second Artificial Intelligence and Interactive Digital Entertainment Conference, 14-21. Menlo Park, Calif.: AAAI Press.

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