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2. AIIDE 2006: Marina del Rey, California, USA
- John E. Laird, Jonathan Schaeffer:
Proceedings of the Second Artificial Intelligence and Interactive Digital Entertainment Conference, June 20-23, 2006, Marina del Rey, California, USA. The AAAI Press 2006, ISBN 978-1-57735-235-8
Papers
- Gustavo Andrade, Geber L. Ramalho, Alex Sandro Gomes, Vincent Corruble:
Dynamic Game Balancing: An Evaluation of User Satisfaction. 3-8 - Yngvi Björnsson, Kári Halldórsson:
Improved Heuristics for Optimal Path-finding on Game Maps. 9-14 - Shannon Blyth, Howard J. Hamilton:
CrowdMixer: Multiple Agent Types in Situation-Based Crowd Simulations. 15-20 - Anders Dahlbom, Lars Niklasson:
Goal-Directed Hierarchical Dynamic Scripting for RTS Games. 21-28 - Don M. Dini, Michael van Lent, Paul Carpenter, K. Iyer:
Building Robust Planning and Exection Systems for Virtual Worlds. 29-35 - Arnav Jhala, Robert Michael Young:
Representational Requirements for a Plan Based Approach to Automated Camera Control. 36-41 - Stefan J. Johansson, Fredrik Olsson:
Using Multi-Agent System Technology in Risk Bots. 42-47 - Russell Knight:
Lightweight Simulation of Air Traffic Control Using Simple Temporal Networks. 48-53 - David D. McDonald, Alice Leung, William Ferguson, Talib S. Hussain:
An Abstraction Framework for Cooperation Among Agents and People in a Virtual World. 54-59 - Scott W. McQuiggan, Sunyoung Lee, James C. Lester:
Predicting User Physiological Response for Interactive Environments: An Inductive Approach. 60-65 - William R. Murray:
Intelligent Tutoring Systems for Commercial Games: The Virtual Combat Training Center Tutor and Simulation. 66-71 - Seema Patel, William Bosley, David Culyba, Sabrina A. Haskell, Andrew Hosmer, T. J. Jackson, Shane J. M. Liesegang, Peter Stepniewicz, James Valenti, Salim Zayat, Brenda Harger:
A Guided Performance Interface for Augmenting Social Experiences with an Interactive Animatronic Character. 72-79 - Nathan R. Sturtevant, Michael Buro:
Improving Collaborative Pathfinding Using Map Abstraction. 80-85 - David Thue, Vadim Bulitko:
Modeling Goal-Directed Players in Digital Games. 86-91 - Christopher D. White, Dave Brogan:
The Self Organization of Context for Learning in MultiAgent Games. 92-97 - Chern Han Yong, Kenneth O. Stanley, Risto Miikkulainen, Igor Karpov:
Incorporating Advice into Neuroevolution of Adaptive Agents. 98-104
Posters
- Yun-Gyung Cheong, Robert Michael Young:
A Framework for Summarizing Game Experiences as Narratives. 106-108 - Kate Compton, Michael Mateas:
Procedural Level Design for Platform Games. 109-111 - Alborz Geramifard, Pirooz Chubak, Vadim Bulitko:
Biased Cost Pathfinding. 112-114 - Gary Kacmarcik:
Using Natural Language to Manage NPC Dialog. 115-117 - Maxim Likhachev, Sven Koenig:
Incremental Heuristic Search in Games: The Quest for Speed. 118-120 - Charles A. G. Madeira, Vincent Corruble, Geber L. Ramalho:
Designing a Reinforcement Learning-based Adaptive AI for Large-Scale Strategy Games. 121-123 - Samuel Marin:
Modeling Self-Adapting and Multicultural Non-Player Characters in Artificial Worlds. 124-126 - Mark J. Nelson, Calvin Ashmore, Michael Mateas:
Authoring Interactive Narratives with Declarative Optimization-Based Drama Management. 127-129 - Robert G. Price, Scott D. Goodwin:
Plausible Environment Reconstruction Using Bayesian Networks. 130-132 - Tara Teich, Ian Lane Davis:
AI Wall Building in Empire Earth II. 133-135
Demonstrations
- David W. Aha, Matthew Molineaux, Philip Moore:
A Testbed for Evaluating AI Research Systems in Commercial Games. 137-138 - Eric P. S. Baumer, Bill Tomlinson, Man Lok Yau, Thomas A. Alspaugh:
Normative Echoes: Use and Manipulation of Player Generated Content by Communities of NPCs. 139-140 - Maria Cutumisu, Duane Szafron, Jonathan Schaeffer, Kevin Waugh, Curtis Onuczko, Jeff Siegel, Allan Schumacher:
A Demonstration of ScriptEase Ambient and PC-Interactive Behavior Generation for Computer Role-Playing Games. 141-142 - Paul Kruszewski:
Believable and Reactive Crowds in Next Generation Games. 143-144 - Ryan McAlinden, Michael van Lent, William Clevenger, Wen Tien:
Using Environmental Annotations and Affordances to Model Culture. 145-146 - Curtis Onuczko, Duane Szafron, Jonathan Schaeffer, Maria Cutumisu, Jeff Siegel, Kevin Waugh, Allan Schumacher:
Automatic Story Generation for Computer Role-Playing Games. 147-148 - Mark O. Riedl, Andrew Stern, Don M. Dini:
Mixing Story and Simulation in Interactive Narrative. 149-150 - Kenneth O. Stanley, Igor Karpov, Risto Miikkulainen, Aliza Gold:
The NERO Video Game. 151-152 - G. Michael Youngblood, Billy Nolen, Michael Ross, Lawrence B. Holder:
Building Test Beds for AI with the Q3 Mod Base. 153-154
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