Vol. 6 No. 1 (2010): Sixth Artificial Intelligence and Interactive Digital Entertainment Conference
Edited by G. Michael Youngblood and Vadim Bulitko
248 pp., references, index, illus.
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.