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 |
| Terrain Analysis in Real-Time Strategy Games: An Integrated Approach to Choke Point Detection and Region Decomposition | |
| Luke Perkins |
| 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 |