Abstract is missing.
- Applying Constraint Weighting to Autonomous Camera ControlOwen Bourne, Abdul Sattar. 3-8
- Quagents: A Game Platform for Intelligent AgentsChristopher Brown, George Ferguson, Peter Barnum, Bo Hu, Dave Costello. 9-14
- Natural Noun Phrase Variation for Interactive CharactersDonna K. Byron, Aakash Dalwani, Ryan Gerritsen, Mark A. Keck, Thomas Mampilly, Vinay Sharma, Laura Stoia, Timothy Weale, Tianfang Xu. 15-20
- Dialogue Generation in Character-based Interactive StorytellingMarc Cavazza, Fred Charles. 21-26
- Towards Learned Anticipation in Complex Stochastic EnvironmentsChristian Darken. 27-32
- A Goal-Based Architecture for Opposing Player AIKevin Dill, Denis Papp. 33-38
- Retaining Learned Behavior During Real-Time NeuroevolutionThomas D Silva, Roy Janik, Micahel Chrien, Kenneth O. Stanley, Risto Miikkulainen. 39-44
- nuWar: A Prototype Sketch-based Strategy GameGreg Dunham, Kenneth D. Forbus, Jeffrey M. Usher. 45-50
- Sequence Learning by Backward Chaining in Synthetic CharactersPeter Gorniak, Bruce Blumberg. 51-56
- Speaking with your Sidekick: Understanding Situated Speech in Computer Role Playing GamesPeter Gorniak, Deb Roy. 57-62
- Hierarchical Plan Representations for Encoding Strategic Game AIHai Hoang, Stephen Lee-Urban, Héctor Muñoz-Avila. 63-68
- Scalable Solutions for Interactive Virtual Humans that Can Manipulate ObjectsMarcelo Kallmann. 69-75
- Particle-Based Communication Among Game AgentsMike Klaas, Tristram Southey, Warren Cheung. 75-80
- Unscripted Narrative for Affectively Driven CharactersSandy Louchart, Ruth Aylett, João Dias, Ana Paiva. 81-86
- Story Representation and Interactive DramaBrian Magerko. 87-92
- Structuring Content in the Façade Interactive Drama ArchitectureMichael Mateas, Andrew Stern. 93-98
- Search-Based Drama Management in the Interactive Fiction AnchorheadMark J. Nelson, Michael Mateas. 99-104
- Agent Architecture Considerations for Real-Time Planning in GamesJeff Orkin. 105-110
- From Linear Story Generation to Branching Story GraphsMark O. Riedl, R. Michael Young. 111-116
- Cooperative PathfindingDavid Silver. 117-122
- Semi-Automated Gameplay Analysis by Machine LearningFinnegan Southey, Gang Xiao, Robert C. Holte, Mark Trommelen, John W. Buchanan. 123-128
- Negative Behavior Space in the Design of Interactive AgentsBill Tomlinson. 129-134
- Increasing Replayability with Deliberative and Reactive PlanningMichael van Lent, Mark O. Riedl, Paul Carpenter, Ryan McAlinden, Paul Brobst. 135-140
- Hierarchical Parallel Markov Models of InteractionRobert Zubek, Ian Horswill. 141-146
- Real-time Simulation of Herds Moving Over TerrainJoel M. Gompert. 149-150
- Controlling Unreal Tournament 2004 Bots with the Logic-based Action Language GOLOGStefan Jacobs, Alexander Ferrein, Gerhard Lakemeyer. 151-152
- The Interactive Drama FaçadeMichael Mateas, Andrew Stern. 153-154
- Adding Smart Opponents to a First-Person Shooter Video Game through Evolutionary DesignC. Adam Overholtzer, Simon D. Levy. 155-156
- The Trial The Trail, Act 3: A Virtual Reality Drama Using Intelligent AgentsStuart C. Shapiro, Josephine Anstey, David E. Pape, Trupti Devdas Nayak, Michael Kandefer, Orkan Telhan. 157-158
- Real-time Learning in the NERO Video GameKenneth O. Stanley, Ryan Cornelius, Risto Miikkulainen. 159-160
- Interactive Story Writing Using ScriptEaseJonathan Schaeffer, Mike Carbonaro, Maria Cutumisu, Matthew McNaughton, Curtis Onuczko, Thomas Roy, Duane Szafron. 163-164