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9. AIIDE 2013: Boston, Massachusetts, USA
- Gita Sukthankar, Ian Horswill:
Proceedings of the Ninth AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment, AIIDE-13, Boston, Massachusetts, USA, October 14-18, 2013. AAAI 2013
Contents
- AIIDE-13 Organization.
- Sponsors.
- Preface.
- Michael Buro, David Churchill:
AIIDE 2013 StarCraft Competition. - Richard Evans, D. Fox Harrell, Aleissia Laidacker, John Abercrombie:
Invited Talks.
Research Papers - Oral Presentation
- Tetske Avontuur, Pieter Spronck, Menno van Zaanen:
Player Skill Modeling in Starcraft II. - Sara Bernardini, Kaska Porayska-Pomsta, Harini Sampath:
Designing an Intelligent Virtual Agent for Social Communication in Autism. - Mikhail Jacob, Gaëtan Coisne, Akshay Gupta, Ivan Sysoev, Gaurav Gav Verma, Brian Magerko:
Viewpoints AI. - Andrew Kope, Caroline Rose, Michael Katchabaw:
Modeling Autobiographical Memory for Believable Agents. - Antonios Liapis, Georgios N. Yannakakis, Julian Togelius:
Towards a Generic Method of Evaluating Game Levels. - David Llansó, Pedro Pablo Gómez-Martín, Marco Antonio Gómez-Martín, Pedro Antonio González-Calero:
Empirical Evaluation of the Automatic Generation of a Component-Based Software Architecture for Games. - Linbo Luo, Haiyan Yin, Jinghui Zhong, Wentong Cai, Michael Lees, Suiping Zhou:
Mission-Based Scenario Modeling and Generation for Virtual Training. - Pedro Alves Nogueira, Rui Rodrigues, Eugénio C. Oliveira, Lennart E. Nacke:
Guided Emotional State Regulation: Understanding and Shaping Players' Affective Experiences in Digital Games. - Santiago Ontañón:
The Combinatorial Multi-Armed Bandit Problem and Its Application to Real-Time Strategy Games. - Alejandro Jose Ramirez, Vadim Bulitko, Marcia Spetch:
Evaluating Planning-Based Experience Managers for Agency and Fun in Text-Based Interactive Narrative. - Noor Shaker, Mohammad Shaker, Julian Togelius:
Evolving Playable Content for Cut the Rope through a Simulation-Based Approach. - Daniel G. Shapiro, Joshua McCoy, April Grow, Ben Samuel, Andrew Stern, Reid Swanson, Mike Treanor, Michael Mateas:
Creating Playable Social Experiences through Whole-Body Interaction with Virtual Characters. - Marius Stanescu, Sergio Poo Hernandez, Graham Erickson, Russell Greiner, Michael Buro:
Predicting Army Combat Outcomes in StarCraft. - Emmett Tomai, Rosendo Salazar, Roberto Flores:
Mimicking Humanlike Movement in Open World Games with Path-Relative Recursive Splines. - Daniel Whitehouse, Peter I. Cowling, Edward Jack Powley, Jeff Rollason:
Integrating Monte Carlo Tree Search with Knowledge-Based Methods to Create Engaging Play in a Commercial Mobile Game.
Research Papers - Poster Presentation
- Paulo Abelha, Vinicius M. Gottin, Angelo E. M. Ciarlini, Eric T. Araujo, António L. Furtado, Bruno Feijó, Fabio A. Guilherme da Silva, Cesar Tadeu Pozzer:
A Nondeterministic Temporal Planning Model for Generating Narratives with Continuous Change in Interactive Storytelling. - Guan-Yi Chen, Edward Chao-Chun Kao, Von-Wun Soo:
Learning Interrogation Strategies while Considering Deceptions in Detective Interactive Stories. - Alexandra Coman, Héctor Muñoz-Avila:
Automated Generation of Diverse NPC-Controlling FSMs Using Nondeterministic Planning Techniques. - Michael Garber-Barron, Mei Si:
Adaptive Storytelling Through User Understanding. - Paulo Fontaínha Gomes, Arnav Jhala:
AI Authoring for Virtual Characters in Conflict. - Christoffer Holmgård, Julian Togelius, Georgios N. Yannakakis:
Decision Making Styles as Deviation from Rational Action: A Super Mario Case Study. - Ulit Jaidee, Héctor Muñoz-Avila:
Modeling Unit Classes as Agents in Real-Time Strategy Games. - Michael A. Leece, Arnav Jhala:
Reinforcement Learning for Spatial Reasoning in Strategy Games. - Joseph Carter Osborn, April Grow, Michael Mateas:
Modular Computational Critics for Games. - Kevin Schenk, Adel Lari, Matthew Church, Eric Graves, Jason Duncan, Robin Miller, Neesha Desai, Richard Zhao, Duane Szafron, Mike Carbonaro, Jonathan Schaeffer:
ScriptEase II: Platform Independent Story Creation Using High-Level Patterns. - Nathan R. Sturtevant:
Incorporating Human Relationships Into Path Planning. - Shoshannah Tekofsky, Pieter Spronck, Martijn Goudbeek, Jan M. Broersen:
Towards a Player Age Model. - Hong Yu, Mark Owen Riedl:
Data-Driven Personalized Drama Management. - Jichen Zhu, Santiago Ontañón:
Evaluating Analogy-Based Story Generation: An Empirical Study.
Playable Experiences
- Damian A. Isla:
Third Eye Crime: Building a Stealth Game Around Occupancy Maps. - Joshua McCoy, Mike Treanor, Ben Samuel, Aaron A. Reed, Michael Mateas, Noah Wardrip-Fruin:
Prom Week. - Gillian Smith, Alexei Othenin-Girard, Jim Whitehead, Noah Wardrip-Fruin:
Endless Web.
Demonstrations
- Christopher Dragert, Jörg Kienzle, Clark Verbrugge:
Scythe AI: A Tool for Modular Reuse of Game AI. - Mikhail Jacob, Gaëtan Coisne, Akshay Gupta, Ivan Sysoev, Gaurav Gav Verma, Brian Magerko:
Viewpoints AI: Demonstration. - Noor Shaker, Mohammad Shaker, Julian Togelius:
Ropossum: An Authoring Tool for Designing, Optimizing and Solving Cut the Rope Levels.

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