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Found 1146 items.
  • Monte-Carlo Tree Search: A New Framework for Game AI

    Guillaume Chaslot, Sander Bakkes, Istvan Szita, Pieter Spronck
    216-217
    2008-10-22
  • An Intelligent IDE for Behavior Authoring in Real-Time Strategy Games

    Suhas Virmani, Yatin Kanetkar, Manish Mehta, Santiago Ontañón, Ashwin Ram
    209-214
    2008-10-22
  • Integrating Story-Centric and Character-Centric Processes for Authoring Interactive Drama

    Mei Si, Stacy C. Marsella, Mark O. Riedl
    203-208
    2008-10-22
  • A Framework for the Semi-Automatic Testing of Video Games

    Alfredo Nantes, Ross Brown, Frederic Maire
    197-202
    2008-10-22
  • Agent Architecture in Social Games — The Implementation of Subsumption Architecture in Diplomacy

    Aleksander Krzywinski, Weiqin Chen, Arne Helgesen
    191-196
    2008-10-22
  • Direction Maps for Cooperative Pathfinding

    M. Renee Jansen, Nathan R. Sturtevant
    185-190
    2008-10-22
  • Cerberus: Applying Supervised and Reinforcement Learning Techniques to Capture the Flag Games

    Ahmed S. Hefny, Ayat Hatem, Mahmoud Shalaby, Amir Atiya
    179-184
    2008-10-22
  • Automatically-Generated Convex Region Decomposition for Real-Time Spatial Agent Navigation in Virtual Worlds

    D. Hunter Hale, G. Michael Youngblood, Priyesh N. Dixit
    173-178
    2008-10-22
  • Automatically Generating Summary Visualizations from Game Logs

    Yun-Gyung Cheong, Arnav Jhala, Byung-Chull Bae, R. Michael Young
    167-172
    2008-10-22
  • Adaptive Spatial Reasoning for Turn-Based Strategy Games

    Maurice Bergsma, Pieter Spronck
    161-166
    2008-10-22
  • Navigating Detailed Worlds with a Complex, Physically Driven Locomotion: NPC Skateboarder AI in EA’s Skate

    Mark Wesley
    155-159
    2008-10-22
  • Otello: A Next-Generation Reputation System For Humans and NPCs

    Michael Sellers
    149-154
    2008-10-22
  • Implementation Walkthrough of a Homegrown “Abstract State Machine” Style System in a Commercial Sports Game

    Brian Schwab
    145-148
    2008-10-22
  • Explicit Knowledge Programming for Computer Games

    Andreas Witzel, Jonathan Zvesper, Ethan Kennerly
    138-143
    2008-10-22
  • Combining Model-Based Meta-Reasoning and Reinforcement Learning For Adapting Game-Playing Agents

    Patrick Ulam, Joshua Jones, A. Goel
    132-137
    2008-10-22
  • Stochastic Plan Optimization in Real-Time Strategy Games

    Andrew Trusty, Santiago Ontañón, Ashwin Ram
    126-131
    2008-10-22
  • TAP: An Effective Personality Representation for Inter-Agent Adaptation in Games

    Chek Tien Tan, Ho-lun Cheng
    120-125
    2008-10-22
  • Talking with NPCs: Towards Dynamic Generation of Discourse Structures

    Christina R. Strong, Michael Mateas
    114-119
    2008-10-22
  • Constructing Complex NPC Behavior via Multi-Objective Neuroevolution

    Jacob Schrum, Risto Miikkulainen
    108-113
    2008-10-22
  • Intelligent Trading Agents for Massively Multi-Player Game Economies

    J. Reeder, G. Sukthankar, M. Georgiopoulos, G. Anagnostopoulos
    102-107
    2008-10-22
  • Automatic Generation of Game Level Solutions as Storyboards

    David Pizzi, Marc Cavazza, Alex Whittaker, Jean-Luc Lugrin
    96-101
    2008-10-22
  • Modeling the Dynamics of Non-Player Characters' Social Relations in Video Game

    Magalie Ochs, Nicolas Sabouret, Vincent Corruble
    90-95
    2008-10-22
  • Recombinable Game Mechanics for Automated Design Support

    Mark J. Nelson, Michael Mateas
    84-89
    2008-10-22
  • Learning to be a Bot: Reinforcement Learning in Shooter Games

    Michelle McPartland , Marcus Gallagher
    78-83
    2008-10-22
  • Logical Agents for Language and Action

    Martin Magnusson, Patrick Doherty
    72-77
    2008-10-22
  • Learning and Playing in Wubble World

    Wesley Kerr, Paul Cohen, Yu-Han Chang
    66-71
    2008-10-22
  • Offline Planning with Hierarchical Task Networks in Video Games

    John-Paul Kelly, Adi Botea, Sven Koenig
    60-65
    2008-10-22
  • A Cover-Based Approach to Multi-Agent Moving Target Pursuit

    Alejandro Isaza, Jieshan Lu, Vadim Bulitko, Russell Greiner
    54-59
    2008-10-22
  • Lightweight Procedural Animation with Believable Physical Interactions

    Ian Horswill
    48-53
    2008-10-22
  • The Rise of Potential Fields in Real Time Strategy Bots

    Johan Hagelbäck, Stefan J. Johansson
    42-47
    2008-10-22
  • Dynamic Expansion of Behaviour Trees

    Gonzalo Florez-Puga, Marco Gómez-Martín, Belén Díaz-Agudo, Pedro A. González-Calero
    36-41
    2008-10-22
  • Effects of Communication on the Evolution of Squad Behaviours

    Darren Doherty, Colm O’Riordan
    30-35
    2008-10-22
  • Agent Learning Using Action-Dependent Learning Rates in Computer Role-Playing Games

    Maria Cutumisu, Duane Szafron, Michael Bowling, Richard S. Sutton
    22-29
    2008-10-22
  • Simulation-Based Story Generation with a Theory of Mind

    Hsueh-Min Chang, Von-Wun Soo
    16-21
    2008-10-22
  • Modeling Culturally and Emotionally Affected Behavior

    Vadim Bulitko, Steven Solomon, Jonathan Gratch, Michael van Lent
    10-15
    2008-10-22
  • Hierarchical Petri Nets for Story Plots Featuring Virtual Humans

    Daniel Balas, Cyril Brom, Adam Abonyi, Jakub Gemrot
    2-9
    2008-10-22
  • Like a DNA String: Sequence-Based Player Profiling in Tom Clancy’s The Division

    Alessandro Canossa, Sasha Makarovych, Julian Togelius, Anders Drachenn
    152-158
    2018-09-25
  • Modeling Player Engagement with Bayesian Hierarchical Models

    Robert Sawyer, Jonathan Rowe, Roger Azevedo, James Lester
    257-263
    2018-09-25
  • Affect-Based Early Prediction of Player Mental Demand and Engagement for Educational Games

    Joseph Wiggins, Mayank Kulkarni, Wookhee Min, Bradford Mott, Kristy Boyer, Eric Wiebe, James Lester
    243-249
    2018-09-25
  • Mimisbrunnur: AI-Assisted Authoring for Interactive Storytelling

    Ingibergur Stefnisson, David Thue
    236-242
    2018-09-25
  • Design Mining for Minecraft Architecture

    Euisun Yoon, Erik Andersen, Bharath Hariharan, Ross Knepper
    250-256
    2018-09-25
  • A Hybrid Approach to Planning and Execution in Dynamic Environments Through Hierarchical Task Networks and Behavior Trees

    Xenija Neufeld, Sanaz Mostaghim, Sandy Brand
    201-207
    2018-09-25
  • A Design Pattern Approach for Multi-Game Level Generation

    Spencer Beaupre, Thomas Wiles, Sean Briggs, Gillian Smith
    145-151
    2018-09-25
  • CADI — A Conversational Assistive Design Interface for Discovering Pong Variants

    Afshin Mobramaein, Morteza Behrooz, Jim Whitehead
    194-200
    2018-09-25
  • Engaging Turn-Based Combat in the Children of the Galaxy Videogame

    Pavel Šmejkal, Jakub Gemrot
    229-235
    2018-09-25
  • Talin: A Framework for Dynamic Tutorials Based on the Skill Atoms Theory

    Batu Aytemiz, Isaac Karth, Jesse Harder, Adam Smith, Jim Whitehead
    138-144
    2018-09-25
  • Modeling Player Experience with the N-Tuple Bandit Evolutionary Algorithm

    Kamolwan Kunanusont, Simon Lucas, Diego Pérez-Liébana
    215-221
    2018-09-25
  • Tracing Player Knowledge in a Parallel Programming Educational Game

    Pavan Kantharaju, Katelyn Alderfer, Jichen Zhu, Bruce Char, Brian Smith, Santiago Ontanon
    173-179
    2018-09-25
  • Combining Intentionality and Belief: Revisiting Believable Character Plans

    Alireza Shirvani, Rachelyn Farrell, Stephen Ware
    222-228
    2018-09-25
  • A Monte Carlo Approach to Skill-Based Automated Playtesting

    Britton Horn, Josh Miller, Gillian Smith, Seth Cooper
    166-172
    2018-09-25
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