Abstract is missing.
- Prototyping Games with BIPEDAdam M. Smith, Mark J. Nelson, Michael Mateas.
- IMPLANT: An Integrated MDP and POMDP Learning AgeNT for Adaptive GamesChek Tien Tan, Ho-Lun Cheng.
- Using Semantics to Improve the Design of Game WorldsTim Tutenel, Ruben Michaël Smelik, Rafael Bidarra, Klaas Jan de Kraker.
- Automatically Choosing Appropriate Gestures for JokesDai Hasegawa, Jonas Sjöbergh, Rafal Rzepka, Kenji Araki.
- Case-Based Reasoning for Build Order in Real-Time Strategy GamesBen George Weber, Michael Mateas.
- Dynamic Artificial Fields for Autonomous Camera ControlPaolo Burelli, Arnav Jhala.
- A Real-Time PDDL-based Planning Component for Video GamesOlivier Bartheye, Eric Jacopin. [doi]
- Examining Extended Dynamic Scripting in a Tactical Game FrameworkJeremy Ludwig, Arthur Farley.
- Investigating the Interplay between Camera Viewpoints, Game Information, and ChallengeArnav Jhala, Martin Schwartz, Héctor Perez Martínez, Georgios N. Yannakakis.
- A Method for Acquiring Body Movement Verbs for a Humanoid Robot through Physical Interaction with HumansDai Hasegawa, Rafal Rzepka, Kenji Araki.
- Supporting Dialogue Generation for Story-Based GamesChristopher Michael Kerr, Duane Szafron.
- Optimizing Motion-Constrained PathfindingNathan R. Sturtevant.
- Optimization of Platform Game Levels for Player ExperienceChris Pedersen, Julian Togelius, Georgios N. Yannakakis.
- CamOn: A Real-Time Autonomous Camera SystemPaolo Burelli, Arnav Jhala.
- Computational Support for Play Testing Game SketchesAdam M. Smith, Mark J. Nelson, Michael Mateas.
- Generating Story AnaloguesMark Riedl, Carlos Leon.
- BehaviorShop: An Intuitive Interface for Interactive Character DesignFrederick William Poe Heckel, G. Michael Youngblood, D. Hunter Hale.
- Demonstrating Automatic Content Generation in the Galactic Arms Race Video GameErin J. Hastings, Ratan K. Guha, Kenneth O. Stanley.
- Self-Validated Behaviour Trees through Reflective ComponentsDavid Llansó, Marco Antonio Gómez-Martín, Pedro A. González-Calero.
- Improving Offensive Performance Through Opponent ModelingKennard Laviers, Gita Sukthankar, David W. Aha, Matthew Molineaux.
- Adapting Game-Playing Agents to Game RequirementsJoshua Jones, Chris Parnin, Avik Sinharoy, Spencer Rugaber, Ashok K. Goel.
- An Architecture for Game Behavior AI: Behavior Multi-QueuesMaria Cutumisu, Duane Szafron.
- Full 3D Spatial Decomposition for the Generation of Navigation MeshesD. Hunter Hale, G. Michael Youngblood.
- Learning Character Behaviors Using Agent Modeling in GamesRichard Zhao, Duane Szafron.
- Concepts for Interactive Digital Storytelling: From Table-top to Game-AIMartin Van Velsen, Josh Williams, Gustav Verhulsdonck.
- A Synthetic Mind Model for Virtual Actors in Interactive Storytelling SystemsSamir Araujo, Luiz Chaimowicz.
- A Multi-Agent Potential Field-based Bot for a Full RTS Game ScenarioJohan Hagelbäck, Stefan J. Johansson.
- Bowyer: A Planning Tool for Bridging the Gap between Declarative and Procedural DomainsSteven P. Cash, R. Michael Young.
- kNN LRTA*: Simple Subgoaling for Real-Time SearchVadim Bulitko, Yngvi Björnsson.
- Evaluating the Authorial Leverage of Drama ManagementSherol Chen, Mark J. Nelson, Michael Mateas.
- A Surprise Triggered Adaptive and Reactive (STAR) Framework for Online Adaptation in Non-stationary EnvironmentsTruong-Huy Dinh Nguyen, Tze-Yun Leong.
- Constructing Game Agents from Video of Human BehaviorNan Li, David J. Stracuzzi, Gary Cleveland, Tolga Könik, Daniel G. Shapiro, Matthew Molineaux, David W. Aha, Kamal Ali.