Sciweavers

AIIDE
2009
13 years 6 months ago
Adapting Game-Playing Agents to Game Requirements
We examine the problem of self-adaptation in game-playing agents as the game requirements evolve incrementally. The goal of our current work is to develop an interactive environme...
Joshua Jones, Chris Parnin, Avik Sinharoy, Spencer...
AIIDE
2009
13 years 6 months ago
Learning Character Behaviors Using Agent Modeling in Games
Our goal is to provide learning mechanisms to game agents so they are capable of adapting to new behaviors based on the actions of other agents. We introduce a new on-line reinfor...
Richard Zhao, Duane Szafron
AIIDE
2009
13 years 6 months ago
Evaluating the Authorial Leverage of Drama Management
A drama manager (DM) monitors an interactive experience, such as a computer game, and intervenes to shape the global experience so that it satisfies the author's expressive g...
Sherol Chen, Mark J. Nelson, Michael Mateas
AIIDE
2009
13 years 6 months ago
Examining Extended Dynamic Scripting in a Tactical Game Framework
Dynamic scripting is a reinforcement learning algorithm designed specifically to learn appropriate tactics for an agent in a modern computer game, such as Neverwinter Nights. This...
Jeremy Ludwig, Arthur Farley
AIIDE
2009
13 years 6 months ago
Automatically Choosing Appropriate Gestures for Jokes
We examine the problem of automatically selecting gestures that are appropriate to use when telling a joke or a short story. Our current application of this is a joke telling huma...
Dai Hasegawa, Jonas Sjöbergh, Rafal Rzepka, K...
AIIDE
2009
13 years 6 months ago
Supporting Dialogue Generation for Story-Based Games
Providing compelling, realistic, immersive game worlds is one of the major goals in modern game design. The presence of unique and interesting dialogue for all of the characters i...
Christopher Michael Kerr, Duane Szafron
AIIDE
2009
13 years 6 months ago
An Architecture for Game Behavior AI: Behavior Multi-Queues
We describe an AI behavior architecture that supports responsive collaborative interruptible and resumable behaviors using behavior queues. This architecture wraps sets of behavio...
Maria Cutumisu, Duane Szafron
AIIDE
2009
13 years 6 months ago
Computational Support for Play Testing Game Sketches
Early-stage game prototypes need to be informative without requiring excessive commitments. Paper prototypes are frequently used as a way of trying out core mechanics while leavin...
Adam M. Smith, Mark J. Nelson, Michael Mateas
AIIDE
2009
13 years 6 months ago
BehaviorShop: An Intuitive Interface for Interactive Character Design
Artificial Intelligence for interactive characters is held back by the difficulty of actually creating those characters. There is a need for intuitive tools which simplify the pro...
Frederick William Poe Heckel, G. Michael Youngbloo...
AIIDE
2009
13 years 6 months ago
Optimization of Platform Game Levels for Player Experience
We demonstrate an approach to modelling the effects of certain parameters of platform game levels on the players' experience of the game. A version of Super Mario Bros has be...
Chris Pedersen, Julian Togelius, Georgios N. Yanna...