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Challenges in Game Artificial Intelligence

Papers from the 2004 AAAI Workshop

Dan Fu, Stottler Henke, and Jeff Orkin, Program Cochairs

Technical Report WS-04-04 published by The AAAI Press, Menlo Park, California

This technical report is also 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

Organizing Committee / iii
Dan Fu, Stottler Henke, and Jeff Orkin

Game Commentary

MDA: A Formal Approach to Game Design and Game Research / 1
Robin Hunicke, Marc LeBlanc, and Robert Zubek

Intelligent Interfaces for Digital Games / 6
Daniel Livingstone and Darryl Charles

Step One: Document the Problem / 11
Baylor Wetzel

Strategy and Planning

Game Over: You Have Been Beaten by a GRUE / 16
Elizabeth Gordon and Brian Logan

Strategic Planning for Unreal Tournament Bots / 22
Héctor Muñoz-Avila and Todd Fisher

Symbolic Representation of Game World State: Toward Real-Time Planning in Games / 26
Jeff Orkin

A Tactical and Strategic AI Interface for Real-Time Strategy Games / 31
Michael van Lent, Paul Carpenter, Ryan McAlinden, and Poey Guan Tan

Path Planning and Tactics

State Estimation for Game AI Using Particle Filters / 36
Curt Bererton

Dynamic Path Planning and Terrain Analysis for Games / 41
Paul Brobst, Ramesh Saran, and Michael van Lent

Efficient and Dynamic Response to Fire / 44
Christian J. Darken, David J. Morgan, and Gregory Paull

Learning

Integrating Learning in Interactive Gaming Simulators / 49
David W. Aha and Matthew Molineaux

Integrated Machine Learning for Behavior Modeling in Video Games / 54
Ben Geisler

Knowledge-Gathering Agents in Adventure Games / 63
Brian Hlubocky and Eyal Amir

Hierarchical Judgement Composition: Revisiting the Structural Credit Assignment Problem / 67
Joshua Jones and Ashok Goel

Bootstrapping the Learning Process for the Semi-automated Design of a Challenging Game AI / 72
Charles Madeira, Vincent Corruble, Geber Ramalho, and Bohdana Ratitch

Utilizing Case-Based Reasoning and Automatic Case Elicitation to Develop a Self-Taught Knowledgeable Agent / 77
Jay H. Powell, Brandon M. Hauff, and John D. Hastings

Augmenting Wargame AI with Data Mining Technology / 82
John Rushing, John Tiller, Steve Tanner, and Drew McDowell

Reflection in Action: Model-Based Self-Adaptation in Game Playing Agents / 86
Patrick Ulam, Ashok Goel, and Joshua Jones

Challenge Adjustment and Adaptation

AI for Dynamic Difficulty Adjustment in Games / 91
Robin Hunicke and Vernell Chapman

Semi-Automated Gameplay Analysis / 97
Finnegan Southey and Robert C. Holte

Narrative

Search-Based Drama Management / 103
Ari Lamstein and Michael Mateas

Mediating the Tension between Plot and Interaction / 108
Brian Magerko and John E. Laird

Light AI / 113
Magy Seif El-Nasr

Character Participation in Social Interaction / 118
Robert Zubek

AI Tools for Scripting and Control

Rules versus Scripts in Games Artificial Intelligence / 123
Nathan Combs and Jean-Louis Ardoint

Code Generation for AI Scripting in Computer Role-Playing Games / 129
Matthew McNaughton, Jonathan Schaeffer, Duane Szafron, Dominique Parker, and James Redford

Case Studies

The Suffering: A Game AI Case Study / 134
Greg Alt

Call for AI Research in RTS Games / 139
Michael Buro

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