Proceedings of the Sixth AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment (AIIDE-10)
Sponsored by the Association for the Advancement of Artificial Intelligence
Edited by G. Michael Youngblood and Vadim Bulitko
October 11–13, 2010, 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
Frontmatter
Preface
G. Michael Youngblood, Vadim Bulitko
AIIDE 2010 StarCraft Competition
Ben Weber
Invited Talks
Sumit Basu, Chris Jurney, Bob Sottilare, R. Michael Young
Industry Track
AI for Herding Sheep
Peter I. Cowling, Christian Gmeinwieser
Research Track
Realistic Fireteam Movement in Urban Environments
Christian J. Darken, Daniel McCue, Michael Guerrero
An Automated Technique for Drafting Territories in the Board Game Risk
Richard Gibson, Neesha Desai, Richard Zhao
Training Goal Recognition Online from Low-Level Inputs in an Action-Adventure Game
Kevin Gold
Using Machine Translation to Convert Between Difficulties in Rhythm Games
Kevin Gold, Alex Olivier
Breaking Path Symmetries on 4-Connected Grid Maps
Daniel Harabor, Adi Botea
DHPA* and SHPA*: Efficient Hierarchical Pathfinding in Dynamic and Static Game Worlds
Alexander William Kring, Alex J Champandard, Nick Samarin
An Offline Planning Approach to Game Plotline Adaptation
Boyang Li, Mark Riedl
Story and Text Generation through Computational Analogy in the Riu System
Santiago Ontanon, Jichen Zhu
Modeling User Knowledge with Dynamic Bayesian Networks in Interactive Narrative Environments
Jonathan P. Rowe, James C. Lester
Towards Automatic Personalized Content Generation for Platform Games
Noor Shaker, Georgios Yannakakis, Julian Togelius
Learning Companion Behaviors Using Reinforcement Learning in Games
AmirAli Sharifi, Richard Zhao, Duane A. Szafron
A Comparison of High-Level Approaches for Speeding Up Pathfinding
Nathan R. Sturtevant, Robert Geisberger
Perceptually Realistic Behavior through Alibi Generation
Ben Sunshine-Hill, Norman I. Badler
Crowd Simulation Via Multi-Agent Reinforcement Learning
Lisa Torrey
A Semantic Scene Description Language for Procedural Layout Solving Problems
Tim Tutenel, Ruben M. Smelik, Rafael Bidarra, Klaas Jan de Kraker
Applying Goal-Driven Autonomy to StarCraft
Ben George Weber, Michael Mateas, Arnav Jhala
Industry Track Posters
Designing a Massively Multiplayer Online Game / Research Testbed Featuring AI-Driven NPC Communities
Michael Zyda, Marc Spraragen, Balki Ranganathan, Bjarni Arnason, Peter Landwehr
Research Track Posters
On the Complexity of Two-Player Attrition Games Played on Graphs
Timothy Michael Furtak, Michael Buro
Adversarial Navigation Mesh Alteration
David Hunter Hale, G. Michael Youngblood
A Non-Modal Approach to Integrating Dialogue and Action
Philip Hanson, Charles Rich
Multi-Agent Coordination Using Dynamic Behavior-Based Subsumption
Frederick W. P. Heckel, G. Michael Youngblood
Polymorph: A Model for Dynamic Level Generation
Martin Jennings-Teats, Gillian Smith, Noah Wardrip-Fruin
A Command Language for Taskable Virtual Agents
Pat Langley, Nishant Trivedi, Matt Banister
A Monte Carlo Approach for Football Play Generation
Kennard Laviers, Gita Sukthankar
Fuzzy Micro-Agents for Interactive Narrative
Brian Magerko, Casey Fiesler, Allan Baumer
Behavior Compilation for AI in Games
Jeff Orkin, Tynan Smith, Deb Roy
Novice-Friendly Authoring of Plan-Based Interactive Storyboards
James Skorupski, Michael Mateas
Player Modeling in Civilization IV
Pieter Spronck, Freek den Teuling
An Automated Model-Based Adaptive Architecture in Modern Games
Chek Tien Tan, Ho-lun Cheng
Minstrel Remixed: Procedurally Generating Stories
Brandon Robert Tearse, Noah Wardrip-Fruin, Michael Mateas
Socially Consistent Characters in Player-Specific Stories
David Thue, Vadim Bulitko, Marcia Spetch, Michael Webb
Quest Patterns for Story-Based Computer Games
Marcus Trenton, Duane A. Szafron, Josh Friesen, Curtis Onuczko
Modeling Narrative Conflict to Generate Interesting Stories
Stephen G. Ware, R. Michael Young
Demonstrations
WeQuest: A Mobile Alternate Reality Gaming Platform and Intelligent End-User Authoring Tool
Chinmay Barve, Sanjeet Hajarnis, Devika Karnik, Mark Riedl
The Pataphysic Institute
Mirjam Palosaari Eladhari
The Prom: An Example of Socially-Oriented Gameplay
Joshua McCoy, Mike Treanor, Ben Samuel, Brandon Tearse, Michael Mateas, Noah Wardrip-Fruin
Tanagra: An Intelligent Level Design Assistant for 2D Platformers
Gillian Smith, Jim Whitehead, Michael Mateas
Rapid Development of Characters in FPS/3PS Games Using Visually-Specified Behavior-based Control
G. Michael Youngblood, Frederick W. P. Heckel, D. Hunter Hale, Arthur Carroll
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