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Proceedings of the Fourth Artificial Intelligence and Interactive Digital Entertainment Conference

Sponsored by the Association for the Advancement of Artificial Intelligence

Edited by Chris Darken and Michael Mateas

October 22–24, 2008, Stanford, 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

Full Papers

Hierarchical Petri Nets for Story Plots Featuring Virtual Humans / 000
Daniel Balas, Cyril Brom, Adam Abonyi, Jakub Gemrot

Modeling Culturally and Emotionally Affected Behavior / 000
Vadim Bulitko, Steven Solomon, Jonathan Gratch, Michael van Lent

Simulation-Based Story Generation with a Theory of Mind / 000
Hsueh-Min Chang, Von-Wun Soo

Agent Learning using Action-Dependent Learning Rates in Computer Role-Playing Games / 000
Maria Cutumisu, Duane Szafron, Michael Bowling, Richard S. Sutton

Effects of Communication on the Evolution of Squad Behaviours / 000
Darren Doherty, Colm O'Riordan

Dynamic Expansion of Behaviour Trees / 000
Gonzalo Flórez-Puga, Marco Gómez-Martín, Belén Díaz-Agudo, Pedro A. González-Calero

The Rise of Potential Fields in Real Time Strategy Bots / 000
Johan Hagelbäck, Stefan J. Johansson

Lightweight Procedural Animation with Believable Physical Interactions / 000
Ian Horswill

A Cover-Based Approach to Multi-Agent Moving Target Pursuit / 000
Alejandro Isaza, Jieshan Lu, Vadim Bulitko, Russell Greiner

Offline Planning with Hierarchical Task Networks in Video Games / 000
John-Paul Kelly, Adi Botea, Sven Koenig

Learning and Playing in Wubble World / 000
Wesley Kerr, Paul Cohen, Yu-Han Chang

Logical Agents for Language and Action / 000
Martin Magnusson, Patrick Doherty

Learning to be a Bot: Reinforcement Learning in Shooter Games / 000
Michelle McPartland, Marcus Gallagher

Recombinable Game Mechanics for Automated Design Support / 000
Mark J. Nelson, Michael Mateas

Modeling the Dynamics of Non-Player Characters' Social Relations in Video Games / 000
Magalie Ochs, Nicolas Sabouret, Vincent Corruble

Automatic Generation of Game Level Solutions as Storyboards / 000
David Pizzi, Marc Cavazza, Alex Whittaker, Jean-Luc Lugrin

Intelligent Trading Agents for Massively Multi-player Game Economies / 000
John Reeder, Gita Sukthankar, M. Georgiopoulos, G. Anagnostopoulos

Constructing Complex NPC Behavior via Multi-Objective Neuroevolution / 000
Jacob Schrum, Risto Miikkulainen

Talking with NPCs: Towards Dynamic Generation of Discourse Structures / 000
Christina R. Strong, Michael Mateas

TAP: An Effective Personality Representation for Inter-Agent Adaptation in Games / 000
Chek Tien Tan, Ho-lun Cheng

Stochastic Plan Optimization in Real-Time Strategy Games / 000
Andrew Trusty, Santi Ontañón, Ashwin Ram

Combining Model-Based Meta-Reasoning and Reinforcement Learning for Adapting Game-Playing Agents / 000
Patrick Ulam, Joshua Jones, Ashok Goel

Explicit Knowledge Programming for Computer Games / 000
Andreas Witzel, Jonathan Zvesper, Ethan Kennerly

Industry Papers

Implementation Walkthrough of a Homegrown “Abstract State Machine” Style System in a Commercial Sports Game / 000
Brian Schwab

Otello: A Next-Generation Reputation System for Humans and NPCs / 000
Michael Sellers

Navigating Detailed Worlds with a Complex, Physically Driven Locomotion: NPC Skateboarder AI in EA’s skate / 000
Mark Wesley

Posters

Adaptive Spatial Reasoning for Turn-based Strategy Games / 000
Maurice Bergsma, Pieter Spronck

Automatically Generating Summary Visualizations from Game Logs / 000
Yun-Gyung Cheong, Arnav Jhala, Byung-Chull Bae, R. Michael Young

Automatically-generated Convex Region Decomposition for Real-time Spatial Agent Navigation in Virtual Worlds / 000
D. Hunter Hale, G. Michael Youngblood, Priyesh N. Dixit

Cerberus: Applying Supervised and Reinforcement Learning Techniques to Capture the Flag Games / 000
Ahmed S. Hefny, Ayat A. Hatem, Mahmoud M. Shalaby, Amir F. Atiya

Direction Maps for Cooperative Pathfinding / 000
M. Renee Jansen, Nathan R. Sturtevant

Agent Architecture in Social Games — The Implementation of Subsumption Architecture in Diplomacy / 000
Aleksander Krzywinski, Weiqin Chen, Arne Helgesen

A Framework for the Semi-Automatic Testing of Video Games / 000
Alfredo Nantes, Ross Brown, Frederic Maire

Integrating Story-Centric and Character-Centric Processes for Authoring Interactive Drama / 000
Mei Si, Stacy C. Marsella, Mark O. Riedl

An Intelligent IDE for Behavior Authoring in Real-Time Strategy Games / 000
Suhas Virmani, Yatin Kanetkar, Manish Mehta, Santiago Ontañón, Ashwin Ram

Demos

Monte-Carlo Tree Search: A New Framework for Game AI / 000
Guillaume Chaslot, Sander Bakkes, Istvan Szita, Pieter Spronck

A Demonstration of Agent Learning with Action-Dependent Learning Rates in Computer Role-Playing Games / 000
Maria Cutumisu, Duane Szafron

OpenNERO: A Game Platform for AI Research and Education / 000
Igor V. Karpov, John Sheblak, Risto Miikkulainen

Integrating Drama Management into an Adventure Game / 000
Anne Sullivan, Sherol Chen, Michael Mateas

IDtension — Highly Interactive Drama / 000
Nicolas Szilas

PaSSAGE: A Demonstration of Player Modeling in Interactive Storytelling / 000
David Thue, Vadim Bulitko, Marcia Spetch

Difficulty Scaling through Incongruity / 000
Giel van Lankveld, Pieter Spronck, Matthias Rauterberg

Index / 000

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