Sciweavers

105
Voted
AIIDE
2008
15 years 2 months ago
Offline Planning with Hierarchical Task Networks in Video Games
Artificial intelligence (AI) technology can have a dramatic impact on the quality of video games. AI planning techniques are useful in a wide range of game components, including m...
John Paul Kelly, Adi Botea, Sven Koenig
82
Voted
AIIDE
2008
15 years 2 months ago
Difficulty Scaling through Incongruity
In this paper we discuss our work on using the incongruity measure from psychological literature to scale the difficulty level of a game online to the capabilities of the human pl...
Giel van Lankveld, Pieter Spronck, Matthias Rauter...
102
Voted
AIPS
2007
15 years 2 months ago
Online Planning for Resource Production in Real-Time Strategy Games
Planning in domains with temporal and numerical properties is an important research problem. One application of this is the resource production problem in real-time strategy (RTS)...
Hei Chan, Alan Fern, Soumya Ray, Nick Wilson, Chri...
AIPS
2007
15 years 2 months ago
FF-Replan: A Baseline for Probabilistic Planning
Sung Wook Yoon, Alan Fern, Robert Givan
96
Voted
AIPS
2007
15 years 2 months ago
Act Local, Think Global: Width Notions for Tractable Planning
Many of the benchmark domains in AI planning are tractable on an individual basis. In this paper, we seek a theoretical, domain-independent explanation for their tractability. We ...
Hubie Chen, Omer Giménez
78
Voted
AIIDE
2008
15 years 2 months ago
IDtension - Highly Interactive Drama
Nicolas Szilas
AIIDE
2008
15 years 2 months ago
Integrating Drama Management into an Adventure Game
Often, video game designers must choose between creating a linear experience, and designing an open world with many different story lines that fail to form a tightly crafted narra...
Anne Sullivan, Sherol Chen, Michael Mateas
100
Voted
AIPS
2007
15 years 2 months ago
Bounding the Resource Availability of Activities with Linear Resource Impact
We introduce the Linear Resource Temporal Network (LRTN), which consists of activities that consume or produce a resource, subject to absolute and relative metric temporal constra...
Jeremy Frank, Paul H. Morris
96
Voted
AIIDE
2008
15 years 2 months ago
An Intelligent IDE for Behavior Authoring in Real-Time Strategy Games
Behavior authoring for computer games involves writing behaviors in a programming language and then iteratively refining them by detecting issues with them. The main bottlenecks a...
Suhas Virmani, Yatin Kanetkar, Manish Mehta, Santi...
AIIDE
2008
15 years 2 months ago
Learning to be a Bot: Reinforcement Learning in Shooter Games
This paper demonstrates the applicability of reinforcement learning for first person shooter bot artificial intelligence. Reinforcement learning is a machine learning technique wh...
Michelle McPartland, Marcus Gallagher