Archives

  • Sixteenth AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment
    Vol. 16 No. 1 (2020)

    Edited by Levi Lelis and David Thue
    360 pp., references, index, illus.
    ISBN 978-1-57735-849-7
    ISSN 2334-0924 (online)
    ISSN 2326-909X (print)

    The 16th AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment (AIIDE-20) was held October 19-23, 2020 as a virtual, online-only conference. Sponsored by the Association for the Advancement of Artificial Intelligence (AAAI), AIIDE brings together researchers and practitioners who work in AI for entertainment, including game designers, creative technologists, media artists, and academic and industrial AI researchers. This year, AIIDE especially encouraged submissions to respond to the theme of Foundations for Shared Progress.

    AIIDE is intended to be the definitive point of interaction between entertainment software developers interested in AI and academic and industrial AI researchers. The conference is targeted at both the research and commercial communities, promoting AI research and practice in the context of interactive digital entertainment systems with an emphasis on commercial computer and video games. The proceedings of the conference have been published annually since 2005.

  • Fifteenth AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment
    Vol. 15 No. 1 (2019)

    Edited by Gillian Smith and Levi Lelis
    258 pp., references, index, illus.
    ISSN 2334-0924 (online)
    ISSN 2326-909X (print)
    ISBN 978-1-57735-819-0

    The 15th volume of the AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment proceedings (AIIDE’ 2019) contains the papers presented at the Georgia Institute of Technology in Atlanta, Georgia, USA from October 8-12, 2019. Sponsored by the Association for the Advancement of Artificial Intelligence (AAAI), the AIIDE conference brings together researchers and practitioners who work in AI for entertainment, including game designers, creative technologists, and media artists.and academic and industrial AI researchers. In this volume, the papers emphasize the theme of human-centered evaluation.

    AIIDE is intended to be the definitive point of interaction between entertainment software developers interested in AI and academic and industrial AI researchers. The conference is targeted at both the research and commercial communities, promoting AI research and practice in the context of interactive digital entertainment systems with an emphasis on commercial computer and video games. The proceedings of the conference have been published annually since 2005.

  • Fourteenth Artificial Intelligence and Interactive Digital Entertainment Conference
    Vol. 14 No. 1 (2018)

    Edited by Jonathan Rowe and Gillian Smith
    320 pp., references, index, illus.
    ISBN 978-1-57735-804-6
    ISSN 2334-0924 (online)
    ISSN 2326-909X (print)

    The 14th AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment (AIIDE 2018) took place at the University of Alberta in Edmonton, Alberta, Canada, from November 13-17, 2018. Over the past several years, interactive digital media, such as games, have served a critical role in fundamental advances in AI. Similar-ly, AI is essential to the future of interactive digital entertainment, including areas such as procedural content generation, virtual agents, interactive story-telling, augmented or virtual reality, player analytics, and robotics. It is an exciting time to be working at the intersection of AI and interactive digital entertainment, and the AIIDE conference serves a vital role in enabling the exchange of ideas, challenges, and solutions.

    AIIDE has long been a key point of interaction between academic AI researchers and industry soft- ware developers with shared interest in real-world entertainment applications. This year, the AIIDE conference embodies this theme by featuring a special topic of situated entertainment, encouraging researchers to engage directly with the social, cultural, and physical contexts of entertainment-based AI systems. The conference program as a whole embraces this theme by featuring work that addresses and analyzes social and ethical issues, integrates tangible and embodied interaction, and accounts for physical and cultural settings (home, school, theater). 

    AIIDE is intended to be the definitive point of interaction between entertainment software developers interested in AI and academic and industrial AI researchers. The conference is targeted at both the research and commercial communities, promoting AI research and practice in the context of interactive digital entertainment systems with an emphasis on commercial computer and video games. The proceedings of the conference have been published annually since 2005.

  • Thirteenth Artificial Intelligence and Interactive Digital Entertainment Conference
    Vol. 13 No. 1 (2017)

    Edited by Brian Magerko and James Rowe
    336 pp., references, index, illus.
    ISSN 2334-0924 (online)
    ISSN 2326-909X (print)
    ISBN 978-1-57735-791-9

    The 13th AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment took place in Little Cottonwood Canyon at the Snowbird Ski and Summer Resort in Snowbird, Utah, USA from October 5-9, 2017. The program at AIIDE has grown into a diverse offering. The program included three workshops: the Workshop on Artificial Intelligence for Strategy Games, the 4th Experimental AI in Games Workshop, and the 10th Interactive Narrative Technologies Workshop. Two tutorials were offered — one on Answer Set Programming and the other on Deep Learning for Interactive Digital Entertainment. The conference hosted a Doctoral Consortium, with 10 accepted Ph.D students. A total of 19 papers were accepted for full oral presentation in the main conference program with an acceptance rate of 25 percent. Nineteen additional papers were accepted as poster presentations along with two demos. Three invited keynotes were spread across the three days of the main program. These speakers were invited with the intent of representing the traditional core of game AI at AIIDE while also having speakers that push on these traditional boundaries of the conference in service to the theme of beyond games.

    AIIDE is intended to be the definitive point of interaction between entertainment software developers interested in AI and academic and industrial AI researchers. The conference is targeted at both the research and commercial communities, promoting AI research and practice in the context of interactive digital entertainment systems with an emphasis on commercial computer and video games. The proceedings of the conference have been published annually since 2005.

     

  • The Workshops of the Thirteenth AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment
    Vol. 13 No. 2 (2017)

    Technical Reports WS-17-18, WS-17-19, WS-17-20

    The Workshop Program of the Association for the Advancement of Artificial Intelligence’s Thirteenth AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment (AIIDE-17) was held at the beginning of the conference, Thursday and Friday, October 5–6, 2017. Workshop participants met and discussed issues with a selected focus — providing an informal setting for active exchange among researchers, developers and users on topics of current interest. Workshop organizers were highly encouraged to adopt alternative formats beyond paper or poster presentations.

    The three workshops held at AIIDE-17 whose papers were submitted for technical report publication are as follows:

    WS-17-18: Artificial Intelligence for Strategy Games (Michael Buro and Santiago Ontañón, cochairs)
    WS-17-19: Experimental AI in Games (Mike Cook, Antonios Liapis, Jo Mazeika, James Ryan, Tanya X. Short, Kristin Siu, Alex Zook, organizers)
    WS-17-20: Intelligent Narrative Technologies (Julio Bahamón, Rossana Damiano, Riccardo Fassone, Peter Mawhorter, Steven Poulakos, Justus Robertson, and  James Ryanz, organizers)

  • Twelfth Artificial Intelligence and Interactive Digital Entertainment Conference
    Vol. 12 No. 1 (2016)

    Edited by Nathan Sturtevant and Brian Magerko
    283 pp., references, index, illus.
    ISSN 2334-0924 (online)
    ISSN 2326-909X (print)
    ISBN 978-1-57735-772-8

    The Twelfth Annual AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment (AIIDE-16) was held at the Embassy Suites by Hilton San Francisco Airport - Waterfront in Burlingame, California, USA from October 8-12, 2016. Interactive digital media forms, such as games, are an important part of our society. Beyond entertainment, interactive and collaborative digital media creates social bonds between people by providing a shared reality for people separated in time and space. Interactive media is increasingly used in education and in ameliorating the cognitive and physical health of the players. Collaborative media interactions can incentivize crowds of players to solve difficult problems, and researchers now leverage virtual worlds to serve as a research laboratory for understanding human behavior.

    With the increasing amount of data available on human behavior within these systems we have an opportunity to create rich models of various aspects of behavior, such as emotion, skill, and social pref- erences. Generative algorithms have the capability to open up novel design spaces of interaction. This field opens up significant new challenges for AI systems in their quest to achieve human-level intelli- gence. Artificial intelligence in the context of human entertainment reveals difficult challenges for researchers and developers that are not found in other application domains. These challenges include creating believable opponents and companions; interactive storytelling; procedural content generation; player modeling and game analytics; path planning; and developing tools and representa- tions that empower designers to bring their visions to life.

    AIIDE is intended to be the definitive point of interaction between entertainment software developers interested in AI and academic and industrial AI researchers. The conference is targeted at both the research and commercial communities, promoting AI research and practice in the context of interactive digital entertainment systems with an emphasis on commercial computer and video games. The proceedings of the conference have been published annually since 2005.

     

  • The Workshops of the Twelfth AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment
    Vol. 12 No. 2 (2016)

    Artificial Intelligence in Adversarial Real-Time Games: Technical Report WS-16-21

    Experimental AI in Games:  Technical Report WS-16-22

    Player Analytics:  Technical Report WS-16-23

    The Workshop Program of the Association for the Advancement of Artificial Intelligence’s Twelfth AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment (AIIDE-16) was held at the beginning of the conference, October 8–9, 2016. Workshop participants met and discussed issues with a selected focus — providing an informal setting for active exchange among researchers, developers and users on topics of current interest. Workshop organizers were highly encouraged to adopt alternative formats beyond paper or poster presentations.

    The three workshops held at AIIDE-16 whose papers were submitted for technical report publication are as follows:

    WS-16-21: Artificial Intelligence in Adversarial Games (Michael Buro and Santiago Ontañón, cochairs)
    WS-16-22: Experimental AI in Games (Alex Zook, Michael Cook, and Antonios Liapis, cochairs)
    WS-16-23: Player Analytics (Noor Shaker, Christoffer Holmgård, Georgios Yannakakis, Anders Drachen, Nick Ross, Julian Runge, Rafet Sifa, and Pieter Spronck, organizers)

    This volume contains those papers that were submitted to AAAI for publication in the AAAI Technical Report Series.

  • Eleventh Artificial Intelligence and Interactive Digital Entertainment Conference
    Vol. 11 No. 1 (2015)

    Edited by Arnav Jhala and Nathan Sturtevant
    254 pp., references, index, illus.
    ISSN 2334-0924 (online)
    ISSN 2326-909X (print)
    ISBN 978-1-57735-740-7

    The Eleventh Annual AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment (AIIDE-15) was held at the University of California, Santa Cruz, in Santa Cruz, California USA from November 14-18, 2015. Interactive digital media forms such as games are an important part of our society. Beyond entertainment, interactive and collaborative digital media creates social bonds between people by providing a shared reality for people separated in time and space. Interactive media is increasingly used in education and in ameliorating the cognitive and physical health of the players. Collaborative media interactions can incentivize crowds of players to solve difficult problems, and researchers now leverage virtual worlds to serve as a research laboratory for understanding human behavior. The core mission of AIIDE is to provide a venue for industry developers and academic researchers to exchange ideas, challenges, and solutions. The scope of the AIIDE conference ranges from the application of artificial intelligence to computer games all the way to tackling fundamental questions of how intelligent systems can facilitate the entertainment of humans. The 2015 conference program contained a variety of material from the academic to the AAAI industry professional, including invited talks from prominent industry professionals and academic researchers; 15 research paper presentations; 16 poster presentations; 2 demo presentations; and 5 playable experiences.

    AIIDE is intended to be the definitive point of interaction between entertainment software developers interested in AI and academic and industrial AI researchers. The conference is targeted at both the research and commercial communities, promoting AI research and practice in the context of interactive digital entertainment systems with an emphasis on commercial computer and video games. The proceedings of the conference have been published annually since 2005.

    In addition, four workshops were held during the 2015 AIIDE conference. Although they are not a part of the formally published proceedings, these AIIDE workshop technical reports are included in volume 11 as separate issues:

    Volume 11(2): AIIDE Workshop on Artificial Intelligence in Adversarial Real-Time Games (Technical Report WS-15-20)
    Volume 11(3): AIIDE Workshop on Experimental AI in Games (Technical Report WS-15-21)
    Volume 11(4): AIIDE Workshop on Intelligent Narrative Technologies and Social Believability in Games (Technical Report WS-15-22)
    Volume 11(5): AIIDE Workshop on Player Modeling (Technical Report WS-15-23) 

     

  • AIIDE Workshop Technical Report WS-15-20 (Artificial Intelligence in Adversarial Real-Time Games)
    Vol. 11 No. 2 (2015)

    Artificial Intelligence in Adversarial Real-Time Games: Papers from the 2015 AIIDE Workshop

    Michael Buro, Santiago Ontañón, Cochairs

    AAAI Technical Report WS-15-20
    ISBN 978-1-57735-743-8, 40 pp.
    published by The AAAI Press, Palo Alto, California

    The Artificial Intelligence in Adversarial Real-Time Games Workshop was a part of The Eleventh Annual AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment (AIIDE-15), which was held at the University of California, Santa Cruz, in Santa Cruz, California USA from November 14-18, 2015.

  • AIIDE Workshop Technical Report WS-15-21 (Experimental AI in Games)
    Vol. 11 No. 3 (2015)

    Experimental AI in Games: Papers from the 2015 AIIDE Workshop

    Michael Cook, Antonios Liapis, Alex Zook, Cochairs

    AAAI Technical Report WS-15-21
    ISBN 978-1-57735-744-5, 94 pp
    published by The AAAI Press, Palo Alto, California

    The Experimental AI in Games Workshop was a part of The Eleventh Annual AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment (AIIDE-15), which was held at the University of California, Santa Cruz, in Santa Cruz, California USA from November 14-18, 2015.

  • AIIDE Workshop Technical Report WS-15-22 (Intelligent Narrative Technologies and Social Believability in Games)
    Vol. 11 No. 4 (2015)

    Intelligent Narrative Technologies and Social Believability in Games: Papers from the 2015 AIIDE Workshop
    Camille Barot, Boyang Li, Jonathan Rowe, Emmett Tomai, Cochairs

    AAAI Technical Report WS-15-22
    ISBN 978-1-57735-745-2, 114 pp.
    published by The AAAI Press, Palo Alto, California

    The Intelligent Narrative Technologies and Social Believability in Games Workshop was a part of The Eleventh Annual AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment (AIIDE-15), which was held at the University of California, Santa Cruz, in Santa Cruz, California USA from November 14-18, 2015.

  • AIIDE Workshop Technical Report WS-15-23 (Player Modeling)
    Vol. 11 No. 5 (2015)

    Player Modeling: Papers from the 2015 AIIDE Workshop
    Noor Shaker, Georgios Yannakakis, Pieter Spronck, Cochairs

    AAAI Technical Report WS-15-23
    ISBN 978-1-57735-746-9, 54 pp.
    published by The AAAI Press, Palo Alto, California

    The Player Modeling Workshop was a part of The Eleventh Annual AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment (AIIDE-15), which was held at the University of California, Santa Cruz, in Santa Cruz, California USA from November 14-18, 2015.

    The primary focus of this workshop was on the use of CI/AI for understanding players, their actions, decisions, plans, intentions, and their cognitive, behavioural as well as affective manifestations. CI/AI can also be used for capturing, modelling and optimising the player’s experience during gameplay. We argued that the ultimate direct and indirect use of player models is to assess and enhance player experience. On this basis, this workshop encouraged a dialog among researchers in the AI, human-computer interaction, game design, cognitive modelling, affective computing and psychology disciplines who investigate dissimilar methodologies for improving user (player) experiences.

  • Tenth Artificial Intelligence and Interactive Digital Entertainment Conference
    Vol. 10 No. 1 (2014)

    Edited by Ian Horswill and Arnav Jhala
    232 pp., references, index, illus.
    ISSN 2334-0924 (online)
    ISSN 2326-909X (print)
    ISBN 978-1-57735-681-3

    The Tenth Annual AAAI Artificial Intelligence and Interative Digital Entertainment Conference (AIIDE-14) was held at North Carolina State University in Raleigh, North Carolina USA from October 3-7, 2014. Interactive digital media forms, such as games, are an important part of our society. Beyond entertainment, interactive and collaborative digital media creates social bonds between people by providing a shared reality for people separated in time and space. Interactive media is increasingly used in education and in ameliorating the cognitive and physical health of the players. Collaborative media interactions can incentivize crowds of players to solve difficult problems, and researchers now leverage virtual worlds to serve as a research laboratory for understanding human behavior.

    With the increasing amount of data available on human behavior within these systems we have an opportunity to create rich models of various aspects of behavior, such as emotion, skill, and social preferences. Generative algorithms have the capability to open up novel design spaces of interaction. This field opens up significant new challenges for AI systems in their quest to achieve human-level intelligence. Artificial intelligence in the context of human entertainment reveals difficult challenges for researchers and developers that are not found in other application domains. These challenges include  creating believable opponents and companions; interactive storytelling; procedural content generation; player modeling and game analytics; path planning; and developing tools and represen- tations that empower designers to bring their visions to life.

    AIIDE is intended to be the definitive point of interaction between entertainment software developers interested in AI and academic and industrial AI researchers. The conference is targeted at both the research and commercial communities, promoting AI research and practice in the context of interactive digital entertainment systems with an emphasis on commercial computer and video games. The proceedings of the conference have been published annually since 2005.

    In addition, four workshops and a doctoral consortium were held during the 2014 AIIDE conference. Although they are not a part of the formally published proceedings, these AIIDE workshop technical reports are included in volume 11 as separate issues:

    Volume 10(2): AIIDE Workshop on AI for Adversarial Real-Time Games (Technical Report WS-14-15)
    Volume 10(3): AIIDE Workshop on Experimental AI in Games (Technical Report WS-14-16)
    Volume 10(4): AIIDE Workshop on Games and Natural Language Processing (Technical Report WS-14-17)
    Volume 10(5): AIIDE Workshop on Musical Metacreation (Technical Report WS-14-18)
    Volume 10(6): AIIDE Doctoral Consortium  (Technical Report WS-14-19)

  • AIIDE Workshop Technical Report WS-14-15 (Artificial Intelligence for Adversarial Real-Time Games)
    Vol. 10 No. 2 (2014)

    Artificial Intelligence for Adversarial Real-Time Games: Papers from the 2014 AIIDE Workshop

    Michael Buro, Santiago Ontañón, Cochairs

    AAAI Technical Report WS-14-15
    ISBN 978-1-57735-684-4, 34 pp.
    published by The AAAI Press, Palo Alto, California

    The Artificial Intelligence for Adversarial Real-Time Games Workshop was a part of The Tenth Annual AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment (AIIDE-15), which was held at North Carolina State University, in Raleigh, North Carolina, USA from October 3-7, 2014.
    Published: 2014-10-08

  • AIIDE Workshop Technical Report WS-14-16 (Experimental AI in Games)
    Vol. 10 No. 3 (2014)

    Experimental AI in Games: Papers from the 2014 AIIDE Workshop

    Alexander Zook, Michael Cook, Organizers

    AAAI Technical Report WS-14-16
    ISBN 978-1-57735-685-1, 82 pp.
    published by The AAAI Press, Palo Alto, California

    The Experimental AI in Games Workshop was a part of The Tenth Annual AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment (AIIDE-15), which was held at North Carolina State University, in Raleigh, North Carolina, USA from October 3-7, 2014.

    Published: 2014-10-08

  • AIIDE Workshop Technical Report WS-14-17 (Games and Natural Language Processing)
    Vol. 10 No. 4 (2014)

    Games and Natural Language Processing: Papers from the 2014 AIIDE Workshop

    Noriko Tomuro, Kristy Boyer, Yun-Gyung Cheon, Organizers

    AAAI Technical Report WS-14-17
    ISBN 978-1-57735-686-8, 56 pp.
    published by The AAAI Press, Palo Alto, California

    The Games and Natural Language Processing Workshop was a part of The Tenth Annual AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment (AIIDE-15), which was held at North Carolina State University, in Raleigh, North Carolina, USA from October 3-7, 2014.

    Published: 2014-10-08

  • AIIDE Workshop Technical Report WS-14-18 (Musical Metacreation)
    Vol. 10 No. 5 (2014)

    Musical Metacreation: Papers from the 2014 AIIDE Workshop

    Philippe Pasquier, Arne Eigenfeldt, Oliver Bown, Organizers

    AAAI Technical Report WS-14-18
    ISBN 978-1-57735-687-5, 78 pp.
    published by The AAAI Press, Palo Alto, California

    The Musical Metacreation Workshop was a part of The Tenth Annual AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment (AIIDE-15), which was held at North Carolina State University, in Raleigh, North Carolina, USA from October 3-7, 2014.

    Published: 2014-10-08

  • AIIDE Workshop Technical Report WS-14-19 (Doctoral Consortium)
    Vol. 10 No. 6 (2014)

    Doctoral Consortium: Papers from the 2014 AIIDE Workshop

    Noor Shaker, Chair

    AAAI Technical Report WS-14-19
    ISBN 978-1-57735-688-2, 36 pp.
    published by The AAAI Press, Palo Alto, California

    The Doctoral Consortium was a part of The Tenth Annual AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment (AIIDE-15), which was held at North Carolina State University, in Raleigh, North Carolina, USA from October 3-7, 2014.

    Published: 2014-10-08

  • Ninth Artificial Intelligence and Interactive Digital Entertainment Conference
    Vol. 9 No. 1 (2013)

    Edited by Gita Sukthankar and Ian Horswill
    250 pp., references, index, illus.
    ISSN 2334-0924 (online)
    ISSN 2326-909X (print)
    ISBN 978-1-57735-607-3

    The Ninth Artificial Intelligence and Interative Digital Entertainment Conference (AIIDE-13) was held at Northeastern University in Boston, Massachusetts USA from October 14-18, 2013. The computer game industry has become a multibillion-dollar commercial enterprise, comparable in size and scope to the film industry. Game system requirements are an important driver of hardware and software innovation in the computer industry, and games have expanded to fill market niches opened by new platforms such as mobile phones, consoles, tablets, and social media. Artificial intelligence is a major component contributing to this success, creating the conditions for more complex virtual environments, realistic nonplayer characters, and engaging experiences.

    Artificial intelligence in the context of human entertainment also reveals difficult challenges for researchers and developers that are not found in other application domains. These challenges include creating believable opponents and companions; interactive storytelling; procedural content generation; player modeling and game analytics; path planning; and developing tools and represen- tations that empower designers to bring their visions to life. The scope of the AIIDE conference ranges from the application of artificial intelligence to computer games all the way to tackling fundamental questions of how intelligent systems can facilitate the entertainment of humans.

    AIIDE is intended to be the definitive point of interaction between entertainment software developers interested in AI and academic and industrial AI researchers. The conference is targeted at both the research and commercial communities, promoting AI research and practice in the context of interactive digital entertainment systems with an emphasis on commercial computer and video games. The proceedings of the conference have been published annually since 2005.

  • AIIDE Workshop Technical Report WS-13-19 (Artificial Intelligence and Game Aesthetics)
    Vol. 9 No. 2 (2013)

    Artificial Intelligence and Game Aesthetics: Papers from the 2013 AIIDE Workshop
    Antonios Liapis, Michael Cook, Cameron Browne, Organizers

    AAAI Technical Report WS-13-19
    ISBN 978-1-57735-634-9, 38 pp.
    published by The AAAI Press, Palo Alto, California

    The Artificial Intelligence and Game Aesthetics Workshop was a part of The Ninth AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment (AIIDE-13), which was held at Northeastern University in Boston, Massachusetts, USA from October 14-18, 2013.

  • AIIDE Workshop Technical Report WS-13-20 (Artificial Intelligence in the Game Design Process)
    Vol. 9 No. 3 (2013)

    Artificial Intelligence in the Game Design Process: Papers from the 2013 AIIDE Workshop
    Adam M. Smith, Gillian Smith, Cochairs

    AAAI Technical Report WS-13-20
    ISBN 978-1-57735-635-6, 56 pp.
    published by The AAAI Press, Palo Alto, California

    The Artificial Intelligence in the Game Design Process Workshop was a part of The Ninth AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment (AIIDE-13), which was held at Northeastern University in Boston, Massachusetts, USA from October 14-18, 2013.

  • AIIDE Workshop Technical Report WS-13-21 (Intelligent Narrative Technologies)
    Vol. 9 No. 4 (2013)

    Intelligent Narrative Technologies: Papers from the 2013 AIIDE Workshop
    Marc Cavazza, Mei Si, Alexander Zook, Organizers

    AAAI Technical Report WS-13-21
    ISBN 978-1-57735-636-3, 118 pp.
    published by The AAAI Press, Palo Alto, California

    The Intelligent Narrative Technologies Workshop was a part of The Ninth AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment (AIIDE-13), which was held at Northeastern University in Boston, Massachusetts, USA from October 14-18, 2013.

  • AIIDE Workshop Technical Report WS-13-22 (Musical Metacreation)
    Vol. 9 No. 5 (2013)

    Musical Metacreation: Papers from the 2013 AIIDE Workshop
    Philippe Pasquier, Chair; Arne Eigenfeldt, Oliver Bown, Graeme McCaig, Cochairs

    AAAI Technical Report WS-13-22
    ISBN 978-1-57735-637-0, 130 pp.,
    published by The AAAI Press, Palo Alto, California

    The Musical Metacreation Workshop was a part of The Ninth AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment (AIIDE-13), which was held at Northeastern University in Boston, Massachusetts, USA from October 14-18, 2013.

  • AIIDE Workshop Technical Report WS-13-23 (The Doctoral Consortium at AIIDE 2013)
    Vol. 9 No. 6 (2013)

    The Doctoral Consortium at AIIDE 2013: Papers from the 2013 AIIDE Workshop
    Gillian Smith, Adam Smith, Cochairs

    AAAI Technical Report WS-13-23
    ISBN 978-1-57735-638-7, 50 pp.
    published by The AAAI Press, Palo Alto, California

    The Doctoral Consortium at AIIDE 2013 was a part of The Ninth AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment (AIIDE-13), which was held at Northeastern University in Boston, Massachusetts, USA from October 14-18, 2013.

  • Eighth Artificial Intelligence and Interactive Digital Entertainment Conference
    Vol. 8 No. 1 (2012)

    Edited by Mark Riedl and Gita Sukthankar
    240 pp., references, index, illus.
    ISBN 978-1-57735-582-3
    ISSN 2334-0924 (online)
    ISSN 2326-909X (print)

    The Eighth Artificial Intelligence and Interative Digital Entertainment Conference (AIIDE-12) was held on the campus of Stanford University in Palo Alto, California, USA from October 8-12, 2012.

    The goal for the AIIDE conference is to be the premier annual meeting where industry and academe discuss artificial intelligence for interactive digital entertainment. The core mission of AIIDE is to prove a venue for industry developers and academic researchers to exchange ideas, problems, challenges, and solutions. One of the highlights of AIIDE is a series of keynote talks by prominent industry professionals and academic researchers. The 2012 conference featured four invited speakers from industry and academia plus a fifth, interactive session consisting of a panel of game development industry veterans. These talks and panels framed a peer-reviewed group of 16 academic paper presentations (27.1% acceptance rate). In addition, AIIDE featured a poster and demonstration session of 16 peer-reviewed academic papers and one demonstration abstract.

    AIIDE is intended to be the definitive point of interaction between entertainment software developers interested in AI and academic and industrial AI researchers. The conference is targeted at both the research and commercial communities, promoting AI research and practice in the context of interactive digital entertainment systems with an emphasis on commercial computer and video games. The proceedings of the conference have been published annually since 2005.

     

  • AIIDE Workshop Technical Report WS-12-14 (Intelligent Narrative Technologies)
    Vol. 8 No. 2 (2012)

    Intelligent Narrative Technologies: Papers from the 2012 AIIDE Workshop
    Stephen G. Ware, Jichen Zhu, Rania Hodhod, Organizers

    AAAI Technical Report WS-12-14
    ISBN 978-1-57735-585-4, 80 pp.
    published by The AAAI Press, Palo Alto, California

    The Intelligent Narrative Technologies Workshop was a part of The Eighth AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment (AIIDE-12), which was held at Stanford University in Palo Alto, California, USA from October 8-12, 2012.

  • AIIDE Workshop Technical Report WS-12-15 (Artificial Intelligence in Adversarial Real-Time Games)
    Vol. 8 No. 3 (2012)

    Artificial Intelligence in Adversarial Real-Time Games: Papers from the 2012 AIIDE Workshop
    Michael Buro, Organizer

    AAAI Technical Report WS-12-15
    ISBN 978-1-57735-586-1, 48 pp.,
    published by The AAAI Press, Palo Alto, California

    The Artificial Intelligence in Adversarial Real-Time Games Workshop was a part of The Eighth AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment (AIIDE-12), which was held at Stanford University in Palo Alto, California, USA from October 8-12, 2012.

  • AIIDE Workshop Technical Report WS-12-16 (Musical Metacreation)
    Vol. 8 No. 4 (2012)

    Musical Metacreation: Papers from the 2012 AIIDE Workshop
    Philippe Pasquier, Arne Eigenfeldt, Oliver Bown, Organizers

    AAAI Technical Report WS-12-16
    ISBN 978-1-57735-587-8, 100 pp.,
    published by The AAAI Press, Palo Alto, California

    The Musical Metacreations Workshop was a part of The Eighth AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment (AIIDE-12), which was held at Stanford University in Palo Alto, California, USA from October 8-12, 2012.

  • AIIDE Workshop Technical Report WS-12-17 (Human Computation in Digital Entertainment and Artificial Intelligence for Serious
    Vol. 8 No. 5 (2012)

    Human Computation in Digital Entertainment and Artificial Intelligence for Serious Games: Papers from the 2012 AIIDE Workshop
    Reid Swanson, Rajan Vaish, Jeff Orkin, James Niehaus, J. Alex Godwin, Sean Guarino, G. Michael Youngblood, Organizers

    AAAI Technical Report WS-12-1
    ISBN 978-1-57735-588-5, 78 pp.,
    published by The AAAI Press, Palo Alto, California

    The combined Human Computation in Digital Entertainment and Artificial Intelligence for Serious Games Workshop was a part of The Eighth AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment (AIIDE-12), which was held at Stanford University in Palo Alto, California, USA from October 8-12, 2012.

  • AIIDE Workshop Technical Report WS-12-18 (The Doctoral Consortium)
    Vol. 8 No. 6 (2012)

    The Doctoral Consortium: Papers from the 2012 AIIDE Workshop
    Arnav Jhala, Jichen Zhu, Organizers

    AAAI Technical Report WS-12-18
    ISBN 978-1-57735-589-2,  50 pp
    published by The AAAI Press, Palo Alto, California

    The Doctoral Consortium was a part of The Eighth AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment (AIIDE-12), which was held at Stanford University in Palo Alto, California, USA from October 8-12, 2012.

  • Seventh Artificial Intelligence and Interactive Digital Entertainment Conference
    Vol. 7 No. 1 (2011)

    Edited by Vadim Bulitko and Mark Riedl
    240 pp., references, index, illus.
    ISBN 978-1-57735-539-7
    ISSN 2334-0924 (online)
    ISSN 2326-909X (print)

    The 7th AAAI conference on Artificial Intelligence and Interative Digital Entertainment (AIIDE-11) was held October 10-14, 2011 on the campus of Stanford University in Palo Alto, California, USA. The conference program included 17 full academic paper presentations, 17 peer-selected full academic posters and 2 peer-selected abstracts from the demonstration session, where researchers and industry developers showcased implementations of their work.

    Over the past few decades the video games industry has become a multibillion-dollar commercial enterprise. At the same time, video games have driven advances in computer hardware and software. Video games are a staple of today’s popular culture, and have been called the preeminent form of entertainment of the 21st century. Artificial intelligence is a major component contributing to this success, setting the conditions for more immersive virtual environments and more engaging experiences. Artificial intelligence in computer games also reveals difficult challenges for researchers and developers that are not found in other application domains. These challenges include creating interactive and believable opponents and companions; interactive storytelling; procedural content generation; data mining and analytics; player modeling; path planning; and tools to bring designer’s visions to life.

    AIIDE is intended to be the definitive point of interaction between entertainment software developers interested in AI and academic and industrial AI researchers. The conference is targeted at both the research and commercial communities, promoting AI research and practice in the context of interactive digital entertainment systems with an emphasis on commercial computer and video games. The proceedings of the conference have been published annually since 2005.

     

  • AIIDE Workshop Technical Report WS-11-18 (Intelligent Narrative Technologies)
    Vol. 7 No. 2 (2011)

    Intelligent Narrative Technologies: Papers from the 2011 AIIDE Workshop

    Emmett Tomai, David Elson, Jonathan Rowe, Cochairs

    AAAI Technical Report WS-11-18
    ISBN 978-1-57735-541-0, 140 pp.
    published by The AAAI Press, Menlo Park, California

    The Intelligent Narrative Technologies, chaired by Emmett Tomai, David Elson, Jonathan Rowe (AAAI Technical Report WS-11-18), was one of of two workshops held at the Seventh Artificial Intelligence and Interative Digital Entertainment Conference (AIIDE-11) in Stanford University in Palo Alto, California from October 10-11, 2011.

  • AIIDE Workshop Technical Report WS-11-19 (Artificial Intelligence in the Game Design Process)
    Vol. 7 No. 3 (2011)

    Artificial Intelligence in the Game Design Process: Papers from the 2011 AIIDE Workshop

    Adam M. Smith, Gillian Smith, Mark J. Nelson, Cochairs

    AAAI Technical Report WS-11-19
    ISBN 978-1-57735-542-7, 36 pp.
    published by The AAAI Press, Menlo Park, California.

    Artificial Intelligence in the Game Design Process was a part of The Eleventh Annual AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment (AIIDE-15), which was held on the campus of Stanford University in Palo Alto, California, USA, from October 10-14, 2011.

  • Sixth Artificial Intelligence and Interactive Digital Entertainment Conference
    Vol. 6 No. 1 (2010)

    Edited by G. Michael Youngblood and Vadim Bulitko
    248 pp., references, index, illus.
    ISBN 978-1-57735-478-9
    ISSN 2334-0924 (online)
    ISSN 2326-909X (print)

    The 6th AAAI conference on Artificial Intelligence and Digital Entertainment was held October 11-13, 2010 in the campus of Stanford University in Palo Alto, California, USA. The program included 16 full academic paper presentations, 1 peer-selected industry paper, 17 peer-selected full academic posters and 1 peer-selected industry poster, and 4 peer-selected extended abstracts from the demonstration session, where researchers and industry developers showcased implementations of their work.

    Over the past few decades the video games industry has exploded from a technological curiosity into a multibillion dollar commercial enterprise, while at the same time becoming a leader of countless advances in computer hardware and software. Video games are a staple of today's popular culture, and have been called the preeminent form of entertainment of the 21st century. Artificial intelligence is a major component contributing to this success, while creating some of the most difficult challenges facing researchers and developers. These challenges include creating engaging, interactive, and believeable opponents, companions, and entertainment systems as well as supporting knowledge generation, use, and decision-making in digital entertainment. The AAAI AIIDE conference is the primary yearly meeting where industry and academe discuss AI for interactive digital entertainment. The conference was held at Stanford University in Palo Alto, California, making it accessible to industrial developers as well as attractive to all participants.

    AIIDE is intended to be the definitive point of interaction between entertainment software developers interested in AI and academic and industrial AI researchers. The conference is targeted at both the research and commercial communities, promoting AI research and practice in the context of interactive digital entertainment systems with an emphasis on commercial computer and video games. The proceedings of the conference have been published annually since 2005.

     

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

    Edited by Christian J. Darken, and Michael Youngblood
    216 pp., references, index, illus.
    ISBN 978-1-57735-431-4
    ISSN 2334-0924 (online)
    ISSN 2326-909X (print)

    The 5th AAAI conference on Artificial Intelligence and Digital Entertainment was held October 14-16, 2009 in the campus of Stanford University in Palo Alto, California, USA. The program included 18 full academic paper presentations, two peer-selected industry papers, 10 peer-selected full academic posters, and 4 peer-selected extended abstracts from the demonstration session, where researchers and industry developers showcased implementaions of their work.

    Over the past few decades the video games industry has exploded from a technological curiosity into a multibillion dollar commercial enterprise, while at the same time becoming a leader of countless advances in computer hardware and software. Video games are a staple of today's popular culture, and have been called the preeminent form of entertainment of the 21st century. Artificial intelligence is a major component contributing to this success, while creating some of the most difficult challenges facing researchers and developers. These challenges include creating engaging, interactive, and believeable opponents, companions, and entertainment systems as well as supporting knowledge generation, use, and decision-making in digital entertainment. The AAAI AIIDE conference is the primary yearly meeting where industry and academe discuss AI for interactive digital entertainment. The conference in 2009 was held at Stanford University in Palo Alto, California, making it accessible to industrial developers as well as attractive to all participants.