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AIIDE
2007
13 years 7 months ago
Automatic Design of Balanced Board Games
AI techniques are already widely used in game software to provide computer-controlled opponents for human players. However, game design is a more-challenging problem than game pla...
Joe Marks, Vincent Hom
AIIDE
2007
13 years 7 months ago
Navigation Challenges in Massively Destructible Worlds
The creation of life-like believable characters is emerging as the central focus of next-generation game development and is viewed as critical to obtaining true mass-market appeal...
Paul Kruszewski
AIIDE
2007
13 years 7 months ago
SquadSmart: Hierarchical Planning and Coordinated Plan Execution for Squads of Characters
This paper presents an application of Hierarchical Transition Network (HTN) planning to a squad-based military simulation. The hierarchical planner produces collaborative plans fo...
Peter Gorniak, Ian Davis
AIIDE
2007
13 years 7 months ago
Interactive Storytelling: A Player Modelling Approach
In recent years, the fields of Interactive Storytelling and Player Modelling have independently enjoyed increased interest in both academia and the computer games industry. The c...
David Thue, Vadim Bulitko, Marcia Spetch, Eric Was...
AIIDE
2007
13 years 7 months ago
Automatic Rule Ordering for Dynamic Scripting
The goal of adaptive game AI is to enhance computercontrolled game-playing agents with (1) the ability to selfcorrect mistakes, and (2) creativity in responding to new situations....
Timor Timuri, Pieter Spronck, H. Jaap van den Heri...