2. AIIDE 2006:
Marina del Rey, California, USA
John E. Laird, Jonathan Schaeffer (Eds.):
Proceedings of the Second Artificial Intelligence and Interactive Digital Entertainment Conference, June 20-23, 2006, Marina del Rey, California.
The AAAI Press 2006, ISBN 978-1-57735-235-8
Papers
- Gustavo Andrade, Geber 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, R. 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, R. 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 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 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 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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