Abstract is missing.
- AI Authoring for Virtual Characters in ConflictPaulo Fontaínha Gomes, Arnav Jhala. [doi]
- AIIDE 2013 StarCraft CompetitionMichael Buro, David Churchill. [doi]
- Automated Generation of Diverse NPC-Controlling FSMs Using Nondeterministic Planning TechniquesAlexandra Coman, Héctor Muñoz-Avila. [doi]
- Incorporating Human Relationships Into Path PlanningNathan R. Sturtevant. [doi]
- Towards a Generic Method of Evaluating Game LevelsAntonios Liapis, Georgios N. Yannakakis, Julian Togelius. [doi]
- Player Skill Modeling in Starcraft IITetske Avontuur, Pieter Spronck, Menno van Zaanen. [doi]
- Third Eye Crime: Building a Stealth Game Around Occupancy MapsDamián Isla. [doi]
- Mission-Based Scenario Modeling and Generation for Virtual TrainingLinbo Luo, Haiyan Yin, Jinghui Zhong, Wentong Cai, Michael Lees, Suiping Zhou. [doi]
- Prom WeekJoshua McCoy, Mike Treanor, Ben Samuel, Aaron A. Reed, Michael Mateas, Noah Wardrip-Fruin. [doi]
- Learning Interrogation Strategies while Considering Deceptions in Detective Interactive StoriesGuan-Yi Chen, Edward Chao-Chun Kao, Von-Wun Soo. [doi]
- Viewpoints AIMikhail Jacob, Gaëtan Coisne, Akshay Gupta, Ivan Sysoev, Gaurav Gav Verma, Brian Magerko. [doi]
- Sponsors [doi]
- Viewpoints AI: DemonstrationMikhail Jacob, Gaëtan Coisne, Akshay Gupta, Ivan Sysoev, Gaurav Gav Verma, Brian Magerko. [doi]
- ScriptEase II: Platform Independent Story Creation Using High-Level PatternsKevin Schenk, Adel Lari, Matthew Church, Eric Graves, Jason Duncan, Robin Miller, Neesha Desai, Richard Zhao, Duane Szafron, Mike Carbonaro, Jonathan Schaeffer. [doi]
- Guided Emotional State Regulation: Understanding and Shaping Players' Affective Experiences in Digital GamesPedro Alves Nogueira, Rui Rodrigues, Eugénio Oliveira, Lennart E. Nacke. [doi]
- Evaluating Analogy-Based Story Generation: An Empirical StudyJichen Zhu, Santiago Ontañón. [doi]
- Evaluating Planning-Based Experience Managers for Agency and Fun in Text-Based Interactive NarrativeAlejandro Jose Ramirez, Vadim Bulitko, Marcia Spetch. [doi]
- Ropossum: An Authoring Tool for Designing, Optimizing and Solving Cut the Rope LevelsNoor Shaker, Mohammad Shaker, Julian Togelius. [doi]
- Decision Making Styles as Deviation from Rational Action: A Super Mario Case StudyChristoffer Holmgård, Julian Togelius, Georgios N. Yannakakis. [doi]
- Modeling Autobiographical Memory for Believable AgentsAndrew Kope, Caroline Rose, Michael Katchabaw. [doi]
- Modeling Unit Classes as Agents in Real-Time Strategy GamesUlit Jaidee, Héctor Muñoz-Avila. [doi]
- Integrating Monte Carlo Tree Search with Knowledge-Based Methods to Create Engaging Play in a Commercial Mobile GameDaniel Whitehouse, Peter I. Cowling, Edward J. Powley, Jeff Rollason. [doi]
- Endless WebGillian Smith, Alexei Othenin-Girard, Jim Whitehead, Noah Wardrip-Fruin. [doi]
- Modular Computational Critics for GamesJoseph Carter Osborn, April Grow, Michael Mateas. [doi]
- Adaptive Storytelling Through User UnderstandingMichael Garber-Barron, Mei Si. [doi]
- Creating Playable Social Experiences through Whole-Body Interaction with Virtual CharactersDaniel G. Shapiro, Joshua McCoy, April Grow, Ben Samuel, Andrew Stern, Reid Swanson, Mike Treanor, Michael Mateas. [doi]
- Data-Driven Personalized Drama ManagementHong Yu, Mark Owen Riedl. [doi]
- Towards a Player Age ModelShoshannah Tekofsky, Pieter Spronck, Martijn Goudbeek, Jan Broersen. [doi]
- Scythe AI: A Tool for Modular Reuse of Game AIChristopher Dragert, Jörg Kienzle, Clark Verbrugge. [doi]
- Predicting Army Combat Outcomes in StarCraftMarius Stanescu, Sergio Poo Hernandez, Graham Erickson, Russel Greiner, Michael Buro. [doi]
- Invited TalksRichard Evans, D. Fox Harrell, Aleissia Laidacker, John Abercrombie. [doi]
- Mimicking Humanlike Movement in Open World Games with Path-Relative Recursive SplinesEmmett Tomai, Rosendo Salazar, Roberto Flores. [doi]
- Evolving Playable Content for Cut the Rope through a Simulation-Based ApproachNoor Shaker, Mohammad Shaker, Julian Togelius. [doi]
- The Combinatorial Multi-Armed Bandit Problem and Its Application to Real-Time Strategy GamesSantiago Ontañón. [doi]
- Designing an Intelligent Virtual Agent for Social Communication in AutismSara Bernardini, Kaska Porayska-Pomsta, Harini Sampath. [doi]
- AIIDE-13 Organization [doi]
- Empirical Evaluation of the Automatic Generation of a Component-Based Software Architecture for GamesDavid Llansó, Pedro Pablo Gómez-Martín, Marco Antonio Gómez-Martín, Pedro Antonio González-Calero. [doi]
- A Nondeterministic Temporal Planning Model for Generating Narratives with Continuous Change in Interactive StorytellingPaulo Abelha, Vinicius Gottin, Angelo E. M. Ciarlini, Eric T. Araujo, Antonio Furtado, Bruno Feijó, Fabio A. Guilherme da Silva, Cesar Tadeu Pozzer. [doi]
- Preface [doi]
- Reinforcement Learning for Spatial Reasoning in Strategy GamesMichael A. Leece, Arnav Jhala. [doi]