6. AIIDE 2011:
Stanford, California, USA
Vadim Bulitko, Mark O. Riedl (Eds.):
Proceedings of the Seventh AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment, AIIDE 2011, October 10-14, 2011, Stanford, California, USA.
The AAAI Press 2011
Full Papers
- David Becroft, Jesse Bassett, Adrian Mejia, Charles Rich, Candace L. Sidner:
AIPaint: A Sketch-Based Behavior Tree Authoring Tool.

- Yu-Han Chang, Rajiv T. Maheswaran, Tomer Levinboim, Vasudev Rajan:
Learning and Evaluating Human-Like NPC Behaviors in Dynamic Games.

- David Churchill, Michael Buro:
Build Order Optimization in StarCraft.

- Ethan W. Dereszynski, Jesse Hostetler, Alan Fern, Thomas G. Dietterich, Thao-Trang Hoang, Mark Udarbe:
Learning Probabilistic Behavior Models in Real-Time Strategy Games.

- Atsushi Fujita, Hiroshi Itsuki, Hitoshi Matsubara:
Detecting Real Money Traders in MMORPG by Using Trading Network.

- Eunyoung Ha, Jonathan P. Rowe, Bradford W. Mott, James C. Lester:
Goal Recognition with Markov Logic Networks for Player-Adaptive Games.

- Ian D. Horswill:
Toward a Rapid Prototyping Environment for Character Behavior.

- Grace I. Lin, Marilyn A. Walker:
All the World's a Stage: Learning Character Models from Film.

- Brian Magerko, Peter Dohogne, Christopher DeLeon:
Employing Fuzzy Concept for Digital Improvisational Theatre.

- Truong-Huy Dinh Nguyen, David Hsu, Wee Sun Lee, Tze-Yun Leong, Leslie Pack Kaelbling, Tomás Lozano-Pérez, Andrew Haydn Grant:
CAPIR: Collaborative Action Planning with Intention Recognition.

- Santiago Ontañón, Jichen Zhu:
The SAM Algorithm for Analogy-Based Story Generation.

- Nathan R. Sturtevant:
A Sparse Grid Representation for Dynamic Three-Dimensional Worlds.

- Gabriel Synnaeve, Pierre Bessière:
A Bayesian Model for Plan Recognition in RTS Games Applied to StarCraft.

- Bulent Tastan, Gita Reese Sukthankar:
Learning Policies for First Person Shooter Games Using Inverse Reinforcement Learning.

- David Thue, Vadim Bulitko, Marcia Spetch, Trevon Romanuik:
A Computational Model of Perceived Agency in Video Games.

- Stephen G. Ware, R. Michael Young:
CPOCL: A Narrative Planner Supporting Conflict.

- Ben George Weber, Michael Mateas, Arnav Jhala:
A Particle Model for State Estimation in Real-Time Strategy Games.

Poster Papers
- Alexandre Miguel Barata, Pedro Alexandre Santos, Rui Prada:
AI for Massive Multiplayer Online Strategy Games.

- Michael Blackadar, Jörg Denzinger:
Behavior Learning-Based Testing of Starcraft Competition Entries.

- Adi Botea:
Ultra-Fast Optimal Pathfinding without Runtime Search.

- Andrew Cenkner, Vadim Bulitko, Marcia Spetch:
A Generative Computational Model for Human Hide and Seek Behavior.

- Mike Dominguez, R. Michael Young, Stephen Roller:
Design and Evaluation of Afterthought, A System that Automatically Creates Highlight Cinematics for 3D Games.

- Kevin Gold:
Trigram Timmies and Bayesian Johnnies: Probabilistic Models of Personality in Dominion.

- Carlos Hernández, Jorge A. Baier:
Real-Time Adaptive A* with Depression Avoidance.

- Antonios Liapis, Georgios N. Yannakakis, Julian Togelius:
Optimizing Visual Properties of Game Content Through Neuroevolution.

- Joshua McCoy, Mike Treanor, Ben Samuel, Noah Wardrip-Fruin, Michael Mateas:
Comme il Faut: A System for Authoring Playable Social Models.

- Shiwali Mohan, John E. Laird:
An Object-Oriented Approach to Reinforcement Learning in an Action Game.

- Karthik Sankaran Narayan, Charles Lee Isbell Jr., David L. Roberts:
DEXTOR: Reduced Effort Authoring for Template-Based Natural Language Generation.

- Alexander Nareyek, Aditya Kristanto Goenawan:
Tactical Multi-Unit Pathplanning with GCLS.

- Aaron A. Reed, Ben Samuel, Anne Sullivan, Ricky Grant, April Grow, Justin Lazaro, Jennifer Mahal, Sri Kurniawan, Marilyn A. Walker, Noah Wardrip-Fruin:
A Step Towards the Future of Role-Playing Games: The SpyFeet Mobile RPG Project.

- Mark Riedl, Boyang Li, Hua Ai, Ashwin Ram:
Robust and Authorable Multiplayer Storytelling Experiences.

- Marco Santos, Carlos Martinho:
Wasp-Like Scheduling for Unit Training in Real-Time Strategy Games.

- Peter Kai Yue Yap, Neil Burch, Robert C. Holte, Jonathan Schaeffer:
Any-Angle Path Planning for Computer Games.

- Hong Yu, Tyler Trawick:
Personalized Procedural Content Generation to Minimize Frustration and Boredom Based on Ranking Algorithm.

Demonstration Papers
- Matthew Church, Eric Graves, Jason Duncan, Adel Lari, Robin Miller, Neesha Desai, Richard Zhao, Mike Carbonaro, Jonathan Schaeffer, Nathan R. Sturtevant, Duane Szafron:
A Demonstration of ScriptEase II.

- Brandon Robert Tearse, Peter A. Mawhorter, Michael Mateas, Noah Wardrip-Fruin:
Minstrel Remixed: User Interface and Demonstration.

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