Presentations and Authors


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Track:
 

Frontmatter

Preface PDF
G. Michael Youngblood, Vadim Bulitko
AIIDE 2010 StarCraft Competition PDF
Ben Weber
Invited Talks PDF
Sumit Basu, Chris Jurney, Bob Sottilare, R. Michael Young

Industry Track

AI for Herding Sheep PDF
Peter I. Cowling, Christian Gmeinwieser

Research Track

Realistic Fireteam Movement in Urban Environments PDF
Christian J. Darken, Daniel McCue, Michael Guerrero
An Automated Technique for Drafting Territories in the Board Game Risk PDF
Richard Gibson, Neesha Desai, Richard Zhao
Training Goal Recognition Online from Low-Level Inputs in an Action-Adventure Game PDF
Kevin Gold
Using Machine Translation to Convert Between Difficulties in Rhythm Games PDF
Kevin Gold, Alex Olivier
Breaking Path Symmetries on 4-Connected Grid Maps PDF
Daniel Harabor, Adi Botea
DHPA* and SHPA*: Efficient Hierarchical Pathfinding in Dynamic and Static Game Worlds PDF
Alexander William Kring, Alex J Champandard, Nick Samarin
An Offline Planning Approach to Game Plotline Adaptation PDF
Boyang Li, Mark Riedl
Story and Text Generation through Computational Analogy in the Riu System PDF
Santiago Ontanon, Jichen Zhu
Modeling User Knowledge with Dynamic Bayesian Networks in Interactive Narrative Environments PDF
Jonathan P. Rowe, James C. Lester
Towards Automatic Personalized Content Generation for Platform Games PDF
Noor Shaker, Georgios Yannakakis, Julian Togelius
Learning Companion Behaviors Using Reinforcement Learning in Games PDF
AmirAli Sharifi, Richard Zhao, Duane A. Szafron
A Comparison of High-Level Approaches for Speeding Up Pathfinding PDF
Nathan R. Sturtevant, Robert Geisberger
Perceptually Realistic Behavior through Alibi Generation PDF
Ben Sunshine-Hill, Norman I. Badler
Crowd Simulation Via Multi-Agent Reinforcement Learning PDF
Lisa Torrey
A Semantic Scene Description Language for Procedural Layout Solving Problems PDF
Tim Tutenel, Ruben M. Smelik, Rafael Bidarra, Klaas Jan de Kraker
Applying Goal-Driven Autonomy to StarCraft PDF
Ben George Weber, Michael Mateas, Arnav Jhala

Industry Track Posters

Designing a Massively Multiplayer Online Game / Research Testbed Featuring AI-Driven NPC Communities PDF
Michael Zyda, Marc Spraragen, Balki Ranganathan, Bjarni Arnason, Peter Landwehr

Research Track Posters

On the Complexity of Two-Player Attrition Games Played on Graphs PDF
Timothy Michael Furtak, Michael Buro
Adversarial Navigation Mesh Alteration PDF
David Hunter Hale, G. Michael Youngblood
A Non-Modal Approach to Integrating Dialogue and Action PDF
Philip Hanson, Charles Rich
Multi-Agent Coordination Using Dynamic Behavior-Based Subsumption PDF
Frederick W. P. Heckel, G. Michael Youngblood
Polymorph: A Model for Dynamic Level Generation PDF
Martin Jennings-Teats, Gillian Smith, Noah Wardrip-Fruin
A Command Language for Taskable Virtual Agents PDF
Pat Langley, Nishant Trivedi, Matt Banister
A Monte Carlo Approach for Football Play Generation PDF
Kennard Laviers, Gita Sukthankar
Fuzzy Micro-Agents for Interactive Narrative PDF
Brian Magerko, Casey Fiesler, Allan Baumer
Behavior Compilation for AI in Games PDF
Jeff Orkin, Tynan Smith, Deb Roy
Terrain Analysis in Real-Time Strategy Games: An Integrated Approach to Choke Point Detection and Region Decomposition PDF
Luke Perkins
Novice-Friendly Authoring of Plan-Based Interactive Storyboards PDF
James Skorupski, Michael Mateas
Player Modeling in Civilization IV PDF
Pieter Spronck, Freek den Teuling
An Automated Model-Based Adaptive Architecture in Modern Games PDF
Chek Tien Tan, Ho-lun Cheng
Minstrel Remixed: Procedurally Generating Stories PDF
Brandon Robert Tearse, Noah Wardrip-Fruin, Michael Mateas
Socially Consistent Characters in Player-Specific Stories PDF
David Thue, Vadim Bulitko, Marcia Spetch, Michael Webb
Quest Patterns for Story-Based Computer Games PDF
Marcus Trenton, Duane A. Szafron, Josh Friesen, Curtis Onuczko
Modeling Narrative Conflict to Generate Interesting Stories PDF
Stephen G. Ware, R. Michael Young

Demonstrations

WeQuest: A Mobile Alternate Reality Gaming Platform and Intelligent End-User Authoring Tool PDF
Chinmay Barve, Sanjeet Hajarnis, Devika Karnik, Mark Riedl
The Pataphysic Institute PDF
Mirjam Palosaari Eladhari
The Prom: An Example of Socially-Oriented Gameplay PDF
Joshua McCoy, Mike Treanor, Ben Samuel, Brandon Tearse, Michael Mateas, Noah Wardrip-Fruin
Tanagra: An Intelligent Level Design Assistant for 2D Platformers PDF
Gillian Smith, Jim Whitehead, Michael Mateas
Rapid Development of Characters in FPS/3PS Games Using Visually-Specified Behavior-based Control PDF
G. Michael Youngblood, Frederick W. P. Heckel, D. Hunter Hale, Arthur Carroll