Frontmatter
| 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 |
Doctoral Consortium
| Organizers | |
| Arnav Jhala |
| Toward a Computational Model of Character Personality for Planning-Based Narrative Generation | |
| Julio Cesar Bahamon |
| Research Summary | |
| Hendrik Baier |
| Toward a Narrative Comprehension Model of Cinematic Generation for 3D Virtual Environments | |
| Bradley Alan Cassell |
| Model-Driven AI for Games: Research Plan | |
| Christopher W. A. Dragert |
| Creating Model-Based Adaptive Environments Using Game-Specific and Game-Dependent Analytics | |
| Brent Harrison |
| Narrative Intelligence Without (Domain) Boundaries | |
| Boyang Li |
| Assistant Agents for Sequential Planning Problems | |
| Owen Macindoe |
| Applying Learning by Observation and Case-Based Reasoning to Improve Commercial RTS Game AI | |
| Glen Robertson |
| Representing and Generating Maps of Large-Scale Virtual Environments for Intelligent Mobile Agents | |
| Katrina Samperi |
| Learning Human Motion Models | |
| Bulent Tastan |
W1: Intelligent Narrative Technologies Workshop
| Organizers | |
| Stephen G. Ware |
| Preface | |
| Stephen G. Ware, Jichen Zhu, Rania Hodhod |
| Toward Narrative Schema-Based Goal Recognition Models for Interactive Narrative Environments | |
| Alok Baikadi, Jonathan P. Rowe, Bradford W. Mott, James C. Lester |
| Generating Narrative Action Schemas for Suspense | |
| Spyridon Giannatos, Yun-Gyung Cheong, Mark J. Nelson, Georgios N. Yannakakis |
| Punch and Judy AI Playset: A Generative Farce Manifesto, Or, The Tragical Comedy or Comical Tragedy of Predicate Calculus | |
| Ian D. Horswill |
| Toward Autonomous Crowd-Powered Creation of Interactive Narratives | |
| Boyang Li, Stephen Lee-Urban, Mark O. Riedl |
| Gestural Interactions for Interactive Narrative Co-Creation | |
| Andreya Piplica, Chris Deleon, Brian Magerko |
| A Formal Game for Eliciting Story Structure from Authors | |
| David L. Roberts, Andrew Hansen |
| Character Networks for Narrative Generation | |
| Graham Sack |
| Procedural Game Adaptation: Framing Experience Management as Changing an MDP | |
| David Thue, Vadim Bulitko |
| Towards Adaptive Quest Narrative in Shared, Persistent Virtual Worlds | |
| Emmett Tomai |
| The Intentional Fast-Forward Narrative Planner | |
| Stephen G. Ware |
| Towards an Empathizing and Adaptive Storyteller System | |
| Byung Chull Bae, Alberto Brunete, Usman Malik, Evanthia Dimara, Jermsak Jermsurawong, Nikolaos Mavridis |
| Towards Interest And Engagement, A Framework For Adaptive Storytelling | |
| Michael Garber-Barron, Mei Si |
W2: AI in Adversarial Real-Time Games Workshop
| Organizers | |
| Michael Buro |
| Preface | |
| Michael Buro |
| Incorporating Search Algorithms into RTS Game Agents | |
| David Churchill, Michael Buro |
| CLASSQ-L: A Q-Learning Algorithm for Adversarial Real-Time Strategy Games | |
| Ulit Jaidee, Hector Munoz-Avila |
| Adversarial Policy Switching with Application to RTS Games | |
| Brian King, Alan Fern, Jesse Hostetler |
| Adversarial Planning for Multi-Agent Pursuit-Evasion Games in Partially Observable Euclidean Space | |
| Eric Raboin, Ugur Kuter, Dana Nau, S. K. Gupta |
| A Dataset for StarCraft AI and an Example of Armies Clustering | |
| Gabriel Synnaeve, Pierre Bessière |
| Kiting in RTS Games Using Influence Maps | |
| Alberto Uriarte, Santiago Ontañón |
W3: Musical Metacreation Workshop
| Organizing Committee | |
| Philippe Pasquier |
| Preface | |
| Philippe Pasquier, Arne Eigenfeldt, Oliver Bown |
| Maxine’s Turing Test – A Player-Program as Co-Ethnographer of Socio-Aesthetic Interaction in Improvised Music | |
| Ritwik Banerji |
| Autonomy in Music-Generating Systems | |
| Oliver Roland Bown, Aengus Martin |
| Creative Partnerships with Technology: How Creativity Is Enhanced Through Interactions with Generative Computational Systems | |
| Andrew Robert Brown |
| Quantum Composition and Improvisation | |
| Dale E. Parson |
| Computational Music Theory | |
| Georg Boenn, Martin Brain, Marina De Vos, John Ffitch |
| The Melody Triangle: Exploring Pattern and Predictability in Music | |
| Henrik Ekeus, Samer Abdallah, Mark Plumbley, Peter McOwan |
| Automatic Orchestration for Automatic Composition | |
| Eliot Handelman, Andie Sigler, David Donna |
| Meta-Score, a Novel PWGL Editor Designed for the Structural, Temporal, and Procedural Description of a Musical Composition | |
| Mika Kuuskankare |
| Algorithmically Flexible Style Composition Through Multi-Objective Fitness Functions | |
| Skyler Murray, Dan Ventura |
| Improvising Musical Structure with Hierarchical Neural Nets | |
| Benjamin D. Smith, Guy E. Garnett |
| Mezzo: An Adaptive, Real-Time Composition Program for Game Soundtracks | |
| Daniel Lankford Brown |
| FreshJam: Suggesting Continuations of Melodic Fragments in a Specific Style | |
| Tom Collins, Christian Coulon |
| Music Design with Audio Oracle Using Information Rate | |
| Shlomo Dubnov, Gerard Assayag |
| Embracing the Bias of the Machine: Exploring Non-Human Fitness Functions | |
| Arne Eigenfeldt |
| ‘Xa-lan’: Algorithmic Generation of Expressive Music Scores Based on Signal Analysis and Graphical Transformations | |
| Mauricio E. Rodriguez |
| Demo: A Computer-Assisted Approach to Composing with MaestroGenesis | |
| Paul A. Szerlip, Amy K. Hoover, Kenneth O. Stanley |
W4: Human Computation in Digital Games Workshop
| Organizing Committee | |
| Reid Swanson, James Niehaus |
| Modeling Topics in User Dialog for Interactive Tablet Media | |
| Adrian Boteanu, Sonia Chernova |
| Evaluation of Game Designs for Human Computation | |
| Julie Elizabeth Carranza, Markus Krause |
| Emergent Remix Culture in an Anonymous Collaborative Art System | |
| Kathleen Tuite, Adam M. Smith |
| Location-Based Game Platform for Behavioral Data Collection in Disaster Rescue Scenarios | |
| Spencer Frazier, Chao Huang, Yu-Han Chang, Rajiv Maheswaran |
| Metaphor Computing | |
| Dan Fu, Matt Bishop |
| Limitations of Choice-Based Interactive Evolution for Game Level Design | |
| Antonios Liapis, Georgios N. Yannakakis, Julian Togelius |
| A Collaborative Puzzle Game to Study Situated Dialog | |
| Andrew Danise, Kristina Striegnitz |
| Finding Image Regions with Human Computation and Games with a Purpose | |
| Mathias Lux, Alexander Müller, Mario Guggenberger |
| Supporting STEM Learning With Gaming Technologies: Principles For Effective Design | PDF Revised PDF |
| Marcela Borge, Barbara Y. White |
| Artificial Intelligence and Personalization Opportunities for Serious Games | |
| António Brisson, Gonçalo Pereira, Rui Prada, Ana Paiva, Sandy Louchart, Neil Suttie, Theo Lim, Ricardo Abreu Lopes, Rafael Bidarra, Francesco Bellotti, Milos Kravcik, Manuel Fradinho Oliveira |
| Representing the Human to the Systems That They Use | |
| Joseph V. Cohn, Elizabeth B. O'Neill |
| A Review of Student Modeling Techniques in Intelligent Tutoring Systems | |
| Brent Harrison, David Roberts |