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Found 1146 items.
  • Preface

    G. Youngblood, Vadim Bulitko
    xiii-xiv
    2010-10-10
  • AIIDE 2010 StarCraft Competition

    Ben Weber
    xv-xvi
    2010-10-10
  • Rapid Development of Characters in FPS/3PS Games Using Visually-Specified Behavior-based Control

    G. Youngblood, Frederick Heckel, D. Hale, Arthur Carroll
    225-226
    2010-10-10
  • The Prom: An Example of Socially-Oriented Gameplay

    Joshua McCoy, Mike Treanor, Ben Samuel, Brandon Tearse, Michael Mateas, Noah Wardrip-Fruin
    221-222
    2010-10-10
  • The Pataphysic Institute

    Mirjam Eladhari
    219-220
    2010-10-10
  • Tanagra: An Intelligent Level Design Assistant for 2D Platformers

    Gillian Smith, Jim Whitehead, Michael Mateas
    223-224
    2010-10-10
  • WeQuest: A Mobile Alternate Reality Gaming Platform and Intelligent End-User Authoring Tool

    Chinmay Barve, Sanjeet Hajarnis, Devika Karnik, Mark Riedl
    217-218
    2010-10-10
  • Evaluating the Authorial Leverage of Drama Management

    Sherol Chen, Mark Nelson, Michael Mateas
    136-141
    2009-10-16
  • Full 3D Spatial Decomposition for the Generation of Navigation Meshes

    D. Hunter Hale, G. Michael Youngblood
    142-147
    2009-10-16
  • A Synthetic Mind Model for Virtual Actors in Interactive Storytelling Systems

    Samir Araujo, Luiz Chaimowicz
    124-129
    2009-10-16
  • Concepts for Interactive Digital Storytelling: From Table-top to Game-AI

    Martin van Velsen, Josh Williams, Gustav Verhulsdonck
    173-178
    2009-10-16
  • Generating Story Analogues

    Mark Riedl, Carlos Leon
    161-166
    2009-10-16
  • Adapting Game-Playing Agents to Game Requirements

    Joshua Jones, Chris Parnin, Avik Sinharoy, Spencer Rugaber, Ashok Goel
    148-153
    2009-10-16
  • Supporting Dialogue Generation for Story-Based Games

    Christopher Kerr, Duane Szafron
    154-160
    2009-10-16
  • A Real-Time PDDL-based Planning Component for Video Games

    Olivier Bartheye, Éric Jacopin
    130-135
    2009-10-16
  • Learning Character Behaviors Using Agent Modeling in Games

    Richard Zhao, Duane Szafron
    179-185
    2009-10-16
  • Computational Support for Play Testing Game Sketches

    Adam Smith, Mark Nelson, Michael Mateas
    167-172
    2009-10-16
  • Bringing Interactive Storytelling to Industry: Designing a Reactive Narrative Encounter System

    Daniel Kline
    113-118
    2009-10-16
  • A Unified Spatial Representation for Navigation Systems

    Michael Ramsey
    119-122
    2009-10-16
  • A Multi-Agent Potential Field-based Bot for a Full RTS Game Scenario

    Johan Hagelback, Stefan Johansson
    28-33
    2009-10-16
  • A Surprise Triggered Adaptive and Reactive (STAR) Framework for Online Adaptation in Non-stationary Environments

    Truong-Huy Nguyen, Tze-Yun Leong
    82-87
    2009-10-16
  • Dynamic Artificial Fields for Autonomous Camera Control

    Paolo Burelli, Arnav Jhala
    8-13
    2009-10-16
  • Optimizing Motion-Constrained Pathfinding

    Nathan Sturtevant
    88-93
    2009-10-16
  • BehaviorShop: An Intuitive Interface for Interactive Character Design

    Frederick Heckel, G. Michael Youngblood, D. Hunter Hale
    46-51
    2009-10-16
  • Case-Based Reasoning for Build Order in Real-Time Strategy Games

    Ben Weber, Michael Mateas
    106-111
    2009-10-16
  • Investigating the Interplay between Camera Viewpoints, Game Information, and Challenge

    Arnav Jhala, Martin Schwartz, Hector Perez Martinez, Georgios Yannakakis
    52-57
    2009-10-16
  • Using Semantics to Improve the Design of Game Worlds

    Tim Tutenel, Ruben Smelik, Rafael Bidarra, Klaas Jan de Kraker
    100-105
    2009-10-16
  • Bowyer: A Planning Tool for Bridging the Gap between Declarative and Procedural Domains

    Steven Cash, R. Young
    14-19
    2009-10-16
  • Constructing Game Agents from Video of Human Behavior

    Nan Li, David Stracuzzi, Gary Cleveland, Tolga Konik, Dan Shapiro, Matthew Molineaux, David Aha, Kamal Ali
    64-69
    2009-10-16
  • A Method for Acquiring Body Movement Verbs for a Humanoid Robot through Physical Interaction with Humans

    Dai Hasegawa, Rafal Rzepka, Kenji Araki
    34-39
    2009-10-16
  • Automatically Choosing Appropriate Gestures for Jokes

    Dai Hasegawa, Jonas Sjobergh, Rafal Rzepka, Kenji Araki
    40-45
    2009-10-16
  • Self-Validated Behaviour Trees through Reflective Components

    David Llansó, Marco Gómez-Martín, Pedro González-Calero
    70-75
    2009-10-16
  • IMPLANT: An Integrated MDP and POMDP Learning AgeNT for Adaptive Games

    Chek Tien Tan, Ho-lun Cheng
    94-99
    2009-10-16
  • Examining Extended Dynamic Scripting in a Tactical Game Framework

    Jeremy Ludwig, Arthur Farley
    76-81
    2009-10-16
  • An Architecture for Game Behavior AI: Behavior Multi-Queues

    Maria Cutumisu, Duane Szafron
    20-27
    2009-10-16
  • kNN LRTA*: Simple Subgoaling for Real-Time Search

    Vadim Bulitko, Yngvi Björnsson
    2-7
    2009-10-16
  • Improving Offensive Performance Through Opponent Modeling

    Kennard Laviers, Gita Sukthankar, David Aha, Matthew Molineaux
    58-63
    2009-10-16
  • CamOn: A Real-Time Autonomous Camera System

    Paolo Burelli, Arnav Jhala
    187-188
    2009-10-16
  • Optimization of Platform Game Levels for Player Experience

    Chris Pedersen, Julian Togelius, Georgios Yannakakis
    191-192
    2009-10-16
  • Demonstrating Automatic Content Generation in the Galactic Arms Race Video Game

    Erin Hastings, Ratan Guha, Kenneth Stanley
    189-190
    2009-10-16
  • Prototyping Games with BIPED

    Adam Smith, Mark Nelson, Michael Mateas
    193-194
    2009-10-14
  • Generating Game Levels for Multiple Distinct Games with a Common Latent Space

    Vikram Kumaran, Bradford W. Mott, James C. Lester
    109-115
    2020-10-01
  • Playable Experiences at the 16th AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment

    Melanie Dickinson, Max Kreminski, Michael Mateas, Noah Wardrip-Fruin, Sabine Wieluch
    347-349
    2020-10-01
  • Personalized Procedural Content Generation for Increased Player Agency

    Kristen K. Yu
    343-345
    2020-10-01
  • Towards Transferrable Affective Models for Educational Play

    Samuel Spaulding
    340-342
    2020-10-01
  • Artificial Intelligence as an Art Director

    Adrian Gonzalez
    337-339
    2020-10-01
  • Principles for AI Co-Creative Game Design Assistants

    Alex Elton-Pym
    335-336
    2020-10-01
  • Towards Designing Out Helplessness: AI Interventions for Videogame Learnability

    Batu Aytemiz
    332-334
    2020-10-01
  • A Demonstration of Anhinga: A Mixed-Initiative EPCG Tool for Snakebird

    Nathan R. Sturtevant, Nicolas Decroocq, Aaron Tripodi, Carolyn Yang, Matthew Guzdial
    328-330
    2020-10-01
  • A Demonstration of Mechanic Maker: An AI for Mechanics Co-Creation

    Vardan Saini, Matthew Guzdial
    325-327
    2020-10-01
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