| Scheduled Conference | Title | |
| Seventh Artificial Intelligence and Interactive Digital Entertainment Conference | A Bayesian Model for Plan Recognition in RTS Games Applied to StarCraft | Abstract |
| Gabriel Synnaeve, Pierre Bessière | ||
| Eighth Artificial Intelligence and Interactive Digital Entertainment Conference | A Collaborative Puzzle Game to Study Situated Dialog | Abstract |
| Andrew Danise, Kristina Striegnitz | ||
| Sixth Artificial Intelligence and Interactive Digital Entertainment Conference | A Command Language for Taskable Virtual Agents | Abstract |
| Pat Langley, Nishant Trivedi, Matt Banister | ||
| Sixth Artificial Intelligence and Interactive Digital Entertainment Conference | A Comparison of High-Level Approaches for Speeding Up Pathfinding | Abstract |
| Nathan R. Sturtevant, Robert Geisberger | ||
| Seventh Artificial Intelligence and Interactive Digital Entertainment Conference | A Computational Model of Perceived Agency in Video Games | Abstract |
| David Thue, Vadim Bulitko, Marcia Spetch, Trevon Romanuik | ||
| Eighth Artificial Intelligence and Interactive Digital Entertainment Conference | A Dataset for StarCraft AI and an Example of Armies Clustering | Abstract |
| Gabriel Synnaeve, Pierre Bessière | ||
| Seventh Artificial Intelligence and Interactive Digital Entertainment Conference | A Demonstration of ScriptEase II | Abstract |
| Matthew Church, Eric Graves, Jason Duncan, Adel Lari, Robin Miller, Neesha Desai, Richard Zhao, Mike Carbonaro, Jonathan Schaeffer, Nathan Sturtevant, Duane A. Szafron | ||
| Workshops at the Seventh Artificial Intelligence and Interactive Digital Entertainment Conference | A Discrete Event Calculus Implementation of the OCC Theory of Emotion | Abstract |
| Margaret Krystyna Sarlej, Malcolm Ryan | ||
| Eighth Artificial Intelligence and Interactive Digital Entertainment Conference | A Formal Game for Eliciting Story Structure from Authors | Abstract |
| David L. Roberts, Andrew Hansen | ||
| Seventh Artificial Intelligence and Interactive Digital Entertainment Conference | A Generative Computational Model for Human Hide and Seek Behavior | Abstract |
| Andrew Cenkner, Vadim Bulitko, Marcia Spetch | ||
| Sixth Artificial Intelligence and Interactive Digital Entertainment Conference | A Monte Carlo Approach for Football Play Generation | Abstract |
| Kennard Laviers, Gita Sukthankar | ||
| Sixth Artificial Intelligence and Interactive Digital Entertainment Conference | A Non-Modal Approach to Integrating Dialogue and Action | Abstract |
| Philip Hanson, Charles Rich | ||
| Seventh Artificial Intelligence and Interactive Digital Entertainment Conference | A Particle Model for State Estimation in Real-Time Strategy Games | Abstract |
| Ben George Weber, Michael Mateas, Arnav Jhala | ||
| Workshops at the Seventh Artificial Intelligence and Interactive Digital Entertainment Conference | A Phone That Cures Your Flu: Generating Imaginary Gadgets in Fictions with Planning and Analogies | Abstract |
| Boyang Li, Mark O. Riedl | ||
| Workshops at the Seventh Artificial Intelligence and Interactive Digital Entertainment Conference | A Real-Time Concurrent Planning and Execution Framework for Automated Story Planning for Games | Abstract |
| Eric Cesar Jr. Esguerra Vidal, Alexander Nareyek | ||
| Eighth Artificial Intelligence and Interactive Digital Entertainment Conference | A Review of Student Modeling Techniques in Intelligent Tutoring Systems | Abstract |
| Brent Harrison, David Roberts | ||
| Workshops at the Seventh Artificial Intelligence and Interactive Digital Entertainment Conference | A Rule-Based Framework for Modular Development of In-Game Interactive Dialogue Simulation | Abstract |
| Emmett Tomai, David Salinas, Rosendo Salazar | ||
| Sixth Artificial Intelligence and Interactive Digital Entertainment Conference | A Semantic Scene Description Language for Procedural Layout Solving Problems | Abstract |
| Tim Tutenel, Ruben M. Smelik, Rafael Bidarra, Klaas Jan de Kraker | ||
| Seventh Artificial Intelligence and Interactive Digital Entertainment Conference | A Sparse Grid Representation for Dynamic Three-Dimensional Worlds | Abstract |
| Nathan R. Sturtevant | ||
| Seventh Artificial Intelligence and Interactive Digital Entertainment Conference | A Step Towards the Future of Role-Playing Games: The SpyFeet Mobile RPG Project | Abstract |
| Aaron A. Reed, Ben Samuel, Anne Sullivan, Ricky Grant, April Grow, Justin Lazaro, Jennifer Mahal, Sri Kurniawan, Marilyn Walker, Noah Wardrip-Fruin | ||
| Eighth Artificial Intelligence and Interactive Digital Entertainment Conference | A Temporal Data-Driven Player Model for Dynamic Difficulty Adjustment | Abstract |
| Alexander E. Zook, Mark O. Riedl | ||
| Eighth Artificial Intelligence and Interactive Digital Entertainment Conference | Adapting AI Behaviors To Players in Driver San Francisco: Hinted-Execution Behavior Trees | Abstract |
| Sergio Ocio | ||
| Sixth Artificial Intelligence and Interactive Digital Entertainment Conference | Adversarial Navigation Mesh Alteration | Abstract |
| David Hunter Hale, G. Michael Youngblood | ||
| Eighth Artificial Intelligence and Interactive Digital Entertainment Conference | Adversarial Planning for Multi-Agent Pursuit-Evasion Games in Partially Observable Euclidean Space | Abstract |
| Eric Raboin, Ugur Kuter, Dana Nau, S. K. Gupta | ||
| Eighth Artificial Intelligence and Interactive Digital Entertainment Conference | Adversarial Policy Switching with Application to RTS Games | Abstract |
| Brian King, Alan Fern, Jesse Hostetler | ||
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