Artificial Intelligence in the Game Design Process 2
Papers from the 2013 AIIDE Workshop
Mark J. Nelson, Adam M. Smith, Gillian Smith, Organizers
AAAI Technical Report WS-13-20
published by The AAAI Press, Palo Alto, California
This technical report is also available in book format.
Contents
Organizers
Mark J. Nelson
Preface
Mark J. Nelson
A Generic Method for Classification of Player Behavior
Marlon Etheredge, Ricardo Lopes, Rafael Bidarra
A Declarative Domain Model Can Serve as Design Document
David Llansó, Pedro Pablo Gómez-Martín, Marco Antonio Gómez-Martín, Pedro Antonio González-Calero
Distance-Based Construction Behaviors for Dynamic Grid-Based Worlds
Charles Emory Myers, Pushpak Arun Karnick
Open Problem: Reusable Gameplay Trace Samplers
Adam M. Smith
An Argument for Large-Scale Breadth-First Search for Game Design and Content Generation via a Case Study of Fling!
Nathan R. Sturtevant
An Exploration Tool for Predicting Stealthy Behaviour
Jonathan Tremblay, Pedro Andrade Torres, Nir Rikovitch, Clark Verbrugge
Designing Procedurally Generated Levels
Roland van der Linden, Ricardo Lopes, Rafael Bidarra
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