Proceedings of the Eighth AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment (AIIDE-12)
Sponsored by the Association for the Advancement of Artificial Intelligence
Mark Riedl, Conference Chair and Gita Sukthankar, Program Chair
October 8–12, 2012, Stanford, California. Published by The AAAI Press, Palo Alto, 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
AIIDE-12 Organization
Mark Riedl, Gita Sukthankar
Sponsors
AAAI Director
Preface
Mark Riedl, Gita Sukthankar
AIIDE 2012 StarCraft Competition
Michael Buro, David Churchill
Invited Talks
Rich Hilleman, Marek Michalowski, Zoran Popovic, Hannes Hogni Vilhjalmsson
Full Papers
TRANSIT Routing on Video Game Maps
Leonid Antsfeld, Daniel Damir Harabor, Philip Kilby, Toby Walsh
RRT-Based Game Level Analysis, Visualization, and Visual Refinement
Aaron William Bauer, Zoran Popović
Reaching Cognitive Consensus with Improvisational Agents
Rania Adel Hodhod, Brian Magerko
Fast Procedural Level Population with Playability Constraints
Ian D. Horswill, Leif Foged
Evaluating Competitive Game Balance with Restricted Play
Alexander Jaffe, Alex Miller, Erik Andersen, Yun-En Liu, Anna Karlin, Zoran Popovic
Sports Commentary Recommendation System (SCoReS): Machine Learning for Automated Narrative
Greg Michael Lee, Vadim Bulitko, Elliot Ludvig
POMCoP: Belief Space Planning for Sidekicks in Cooperative Games
Owen Macindoe, Leslie Pack Kaelbling, Tomás Lozano-Pérez
Game-Based Data Capture for Player Metrics
Aline Normoyle, John Drake, Maxim Likhachev, Alla Safonova
Adapting AI Behaviors To Players in Driver San Francisco: Hinted-Execution Behavior Trees
Sergio Ocio
Understanding Speech in Interactive Narratives with Crowdsourced Data
Jeff Orkin, Deb Roy
Combining Search-Based Procedural Content Generation and Social Gaming in the Petalz Video Game
Sebastian Risi, Joel Lehman, David B. D'Ambrosio, Ryan Hall, Kenneth O. Stanley
Representing Morals in Terms of Emotion
Margaret Krystyna Sarlej, Malcolm Ryan
Evolving Personalized Content for Super Mario Bros Using Grammatical Evolution
Noor Shaker, Georgios N. Yannakakis, Julian Togelius, Miguel Nicolau, Michael O'Neill
If Not Now, Where? Time and Space Equivalency in Strategy Games
Baylor Wetzel, Kyle Anderson, Wilma Koutstaal, Maria Gini
Evolutionary Learning of Goal Priorities in a Real-Time Strategy Game
Jay Young, Nick Hawes
A Temporal Data-Driven Player Model for Dynamic Difficulty Adjustment
Alexander E. Zook, Mark O. Riedl
Poster Papers
Spatial Game Signatures for Bot Detection in Social Games
Titus Barik, Brent Harrison, David L. Roberts, Xuxian Jiang
On Case Base Formation in Real-Time Heuristic Search
Vadim Bulitko, Chris Rayner, Ramon Lawrence
Fast Heuristic Search for RTS Game Combat Scenarios
David Churchill, Abdallah Saffidine, Michael Buro
Plan-Based Character Diversity
Alexandra Coman, Hector Munoz-Avila
Aesthetic Considerations for Automated Platformer Design
Michael Cook, Simon Colton, Alison Pease
Enhancing the Believability of Character Behaviors Using Non-Verbal Cues
Neesha Desai, Duane Szafron
Statechart-Based AI in Practice
Christopher Dragert, Jorg Kienzle, Clark Verbrugge
TEAM-IT : Location-Based Gaming in Real and Virtual Environments
Spencer John Frazier, Alex Newnan, Rajiv Maheswaran, Yu-Han Chang, Fotos Frangoudes
Mining Rules from Player Experience and Activity Data
Jeremy Gow, Simon Colton, Paul Cairns, Paul Miller
When Players Quit (Playing Scrabble)
Brent Harrison, David Roberts
Planning Is the Game: Action Planning as a Design Tool and Game Mechanism
Rudolf Kadlec, Csaba Toth, Martin Cerny, Roman Bartak, Cyril Brom
Glengarry Glen Ross: Using BDI for Sales Game Dialogues
Tijmen Joppe Muller, Annerieke Heuvelink, Karel Bosch, van den, Ivo Swartjes
Telling Interactive Player-specific Stories and Planning for It: ASD + PaSSAGE = PAST
Alejandro Jose Ramirez, Vadim Bulitko
Player Profiling with Fallout 3
Pieter Spronck, Iris Balemans, Giel van Lankveld
Simulating Adaptive Quests for Increased Player Impact in MMORPGs
Emmett Tomai, Rosendo Salazar
The Gold Standard: Automatically Generating Puzzle Game Levels
David Williams-King, Jörg Denzinger, John Aycock, Ben Stephenson
Demonstration Papers
RoleModelVis: A Visualization of Logical Story Models
Sherol Chen, Andrew Deunsing, Peter Kong, Arnav Jhala, Noah Wardrip-Fruin, Michael Mateas
AAAI Digital Library
AAAI relies on your generous support through membership and donations. If you find these resources useful, we would be grateful for your support.