Conferences in DBLP
(aiide) 2005 (conf/aiide/2005)
Owen Bourne , Abdul Sattar Applying Constraint Weighting to Autonomous Camera Control. [Citation Graph (0, 0)][DBLP ] AIIDE, 2005, pp:3-8 [Conf ] Christopher Brown , George Ferguson , Peter Barnum , Bo Hu , Dave Costello Quagents: A Game Platform for Intelligent Agents. [Citation Graph (0, 0)][DBLP ] AIIDE, 2005, pp:9-14 [Conf ] Donna K. Byron , Aakash Dalwani , Ryan Gerritsen , Mark Keck , Thomas Mampilly , Vinay Sharma , Laura Stoia , Timothy Weale , Tianfang Xu Natural Noun Phrase Variation for Interactive Characters. [Citation Graph (0, 0)][DBLP ] AIIDE, 2005, pp:15-20 [Conf ] Marc Cavazza , Fred Charles Dialogue Generation in Character-based Interactive Storytelling. [Citation Graph (0, 0)][DBLP ] AIIDE, 2005, pp:21-26 [Conf ] Christian Darken Towards Learned Anticipation in Complex Stochastic Environments. [Citation Graph (0, 0)][DBLP ] AIIDE, 2005, pp:27-32 [Conf ] Kevin Dill , Denis Papp A Goal-Based Architecture for Opposing Player AI. [Citation Graph (0, 0)][DBLP ] AIIDE, 2005, pp:33-38 [Conf ] Thomas D'Silva , Roy Janik , Micahel Chrien , Kenneth O. Stanley , Risto Miikkulainen Retaining Learned Behavior During Real-Time Neuroevolution. [Citation Graph (0, 0)][DBLP ] AIIDE, 2005, pp:39-44 [Conf ] Greg Dunham , Kenneth D. Forbus , Jeffrey M. Usher nuWar: A Prototype Sketch-based Strategy Game. [Citation Graph (0, 0)][DBLP ] AIIDE, 2005, pp:45-50 [Conf ] Peter Gorniak , Bruce Blumberg Sequence Learning by Backward Chaining in Synthetic Characters. [Citation Graph (0, 0)][DBLP ] AIIDE, 2005, pp:51-56 [Conf ] Peter Gorniak , Deb Roy Speaking with your Sidekick: Understanding Situated Speech in Computer Role Playing Games. [Citation Graph (0, 0)][DBLP ] AIIDE, 2005, pp:57-62 [Conf ] Hai Hoang , Stephen Lee-Urban , Héctor Muñoz-Avila Hierarchical Plan Representations for Encoding Strategic Game AI. [Citation Graph (0, 0)][DBLP ] AIIDE, 2005, pp:63-68 [Conf ] Marcelo Kallmann Scalable Solutions for Interactive Virtual Humans that Can Manipulate Objects. [Citation Graph (0, 0)][DBLP ] AIIDE, 2005, pp:69-75 [Conf ] Mike Klaas , Tristram Southey , Warren Cheung Particle-Based Communication Among Game Agents. [Citation Graph (0, 0)][DBLP ] AIIDE, 2005, pp:75-80 [Conf ] Sandy Louchart , Ruth Aylett , João Dias , Ana Paiva Unscripted Narrative for Affectively Driven Characters. [Citation Graph (0, 0)][DBLP ] AIIDE, 2005, pp:81-86 [Conf ] Brian Magerko Story Representation and Interactive Drama. [Citation Graph (0, 0)][DBLP ] AIIDE, 2005, pp:87-92 [Conf ] Michael Mateas , Andrew Stern Structuring Content in the Façade Interactive Drama Architecture. [Citation Graph (0, 0)][DBLP ] AIIDE, 2005, pp:93-98 [Conf ] Mark J. Nelson , Michael Mateas Search-Based Drama Management in the Interactive Fiction Anchorhead. [Citation Graph (0, 0)][DBLP ] AIIDE, 2005, pp:99-104 [Conf ] Jeff Orkin Agent Architecture Considerations for Real-Time Planning in Games. [Citation Graph (0, 0)][DBLP ] AIIDE, 2005, pp:105-110 [Conf ] Mark O. Riedl , R. Michael Young From Linear Story Generation to Branching Story Graphs. [Citation Graph (0, 0)][DBLP ] AIIDE, 2005, pp:111-116 [Conf ] David Silver Cooperative Pathfinding. [Citation Graph (0, 0)][DBLP ] AIIDE, 2005, pp:117-122 [Conf ] Finnegan Southey , Gang Xiao , Robert C. Holte , Mark Trommelen , John W. Buchanan Semi-Automated Gameplay Analysis by Machine Learning. [Citation Graph (0, 0)][DBLP ] AIIDE, 2005, pp:123-128 [Conf ] Bill Tomlinson Negative Behavior Space in the Design of Interactive Agents. [Citation Graph (0, 0)][DBLP ] AIIDE, 2005, pp:129-134 [Conf ] Michael van Lent , Mark O. Riedl , Paul Carpenter , Ryan McAlinden , Paul Brobst Increasing Replayability with Deliberative and Reactive Planning. [Citation Graph (0, 0)][DBLP ] AIIDE, 2005, pp:135-140 [Conf ] Robert Zubek , Ian Horswill Hierarchical Parallel Markov Models of Interaction. [Citation Graph (0, 0)][DBLP ] AIIDE, 2005, pp:141-146 [Conf ] Joel M. Gompert Real-time Simulation of Herds Moving Over Terrain. [Citation Graph (0, 0)][DBLP ] AIIDE, 2005, pp:149-150 [Conf ] Stefan Jacobs , Alexander Ferrein , Gerhard Lakemeyer Controlling Unreal Tournament 2004 Bots with the Logic-based Action Language GOLOG. [Citation Graph (0, 0)][DBLP ] AIIDE, 2005, pp:151-152 [Conf ] Michael Mateas , Andrew Stern The Interactive Drama Façade. [Citation Graph (0, 0)][DBLP ] AIIDE, 2005, pp:153-154 [Conf ] C. Adam Overholtzer , Simon D. Levy Adding Smart Opponents to a First-Person Shooter Video Game through Evolutionary Design. [Citation Graph (0, 0)][DBLP ] AIIDE, 2005, pp:155-156 [Conf ] Stuart C. Shapiro , Josephine Anstey , David E. Pape , Trupti Devdas Nayak , Michael Kandefer , Orkan Telhan The Trial The Trail, Act 3: A Virtual Reality Drama Using Intelligent Agents. [Citation Graph (0, 0)][DBLP ] AIIDE, 2005, pp:157-158 [Conf ] Kenneth O. Stanley , Ryan Cornelius , Risto Miikkulainen Real-time Learning in the NERO Video Game. [Citation Graph (0, 0)][DBLP ] AIIDE, 2005, pp:159-160 [Conf ] Jonathan Schaeffer , Mike Carbonaro , Maria Cutumisu , Matthew McNaughton , Curtis Onuczko , Thomas Roy , Duane Szafron Interactive Story Writing Using ScriptEase. [Citation Graph (0, 0)][DBLP ] AIIDE, 2005, pp:163-164 [Conf ]