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Home / Proceedings / Proceedings of the AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment, 5 /

Vol. 5 No. 1 (2009): Fifth Artificial Intelligence and Interactive Digital Entertainment Conference

Papers

  • Prototyping Games with BIPED
    PDF
  • Optimization of Platform Game Levels for Player Experience
    PDF
  • Bringing Interactive Storytelling to Industry: Designing a Reactive Narrative Encounter System
    PDF
  • Case-Based Reasoning for Build Order in Real-Time Strategy Games
    PDF
  • A Unified Spatial Representation for Navigation Systems
    PDF
  • A Synthetic Mind Model for Virtual Actors in Interactive Storytelling Systems
    PDF
  • A Real-Time PDDL-based Planning Component for Video Games
    PDF
  • Evaluating the Authorial Leverage of Drama Management
    PDF
  • Full 3D Spatial Decomposition for the Generation of Navigation Meshes
    PDF
  • Adapting Game-Playing Agents to Game Requirements
    PDF
  • Supporting Dialogue Generation for Story-Based Games
    PDF
  • Generating Story Analogues
    PDF
  • Computational Support for Play Testing Game Sketches
    PDF
  • Concepts for Interactive Digital Storytelling: From Table-top to Game-AI
    PDF
  • Learning Character Behaviors Using Agent Modeling in Games
    PDF
  • CamOn: A Real-Time Autonomous Camera System
    PDF
  • Demonstrating Automatic Content Generation in the Galactic Arms Race Video Game
    PDF
  • Using Semantics to Improve the Design of Game Worlds
    PDF
  • IMPLANT: An Integrated MDP and POMDP Learning AgeNT for Adaptive Games
    PDF
  • Optimizing Motion-Constrained Pathfinding
    PDF
  • A Surprise Triggered Adaptive and Reactive (STAR) Framework for Online Adaptation in Non-stationary Environments
    PDF
  • Examining Extended Dynamic Scripting in a Tactical Game Framework
    PDF
  • Dynamic Artificial Fields for Autonomous Camera Control
    PDF
  • kNN LRTA*: Simple Subgoaling for Real-Time Search
    PDF
  • Bowyer: A Planning Tool for Bridging the Gap between Declarative and Procedural Domains
    PDF
  • An Architecture for Game Behavior AI: Behavior Multi-Queues
    PDF
  • A Multi-Agent Potential Field-based Bot for a Full RTS Game Scenario
    PDF
  • A Method for Acquiring Body Movement Verbs for a Humanoid Robot through Physical Interaction with Humans
    PDF
  • Automatically Choosing Appropriate Gestures for Jokes
    PDF
  • BehaviorShop: An Intuitive Interface for Interactive Character Design
    PDF
  • Investigating the Interplay between Camera Viewpoints, Game Information, and Challenge
    PDF
  • Improving Offensive Performance Through Opponent Modeling
    PDF
  • Constructing Game Agents from Video of Human Behavior
    PDF
  • Self-Validated Behaviour Trees through Reflective Components
    PDF

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