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
Preface | |
Philippe Pasquier, Arne Eigenfeldt, Oliver Bown |
Organizing Committee | |
Philippe Pasquier |
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 |
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