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

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

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.

 

Published: 2011-10-14

Full Oral Papers

Poster Papers

Demonstrations