Abstract is missing.
- Design and Evaluation of Afterthought, A System that Automatically Creates Highlight Cinematics for 3D GamesMike Dominguez, R. Michael Young, Stephen Roller. [doi]
- A Computational Model of Perceived Agency in Video GamesDavid Thue, Vadim Bulitko, Marcia Spetch, Trevon Romanuik. [doi]
- A Sparse Grid Representation for Dynamic Three-Dimensional WorldsNathan R. Sturtevant. [doi]
- Personalized Procedural Content Generation to Minimize Frustration and Boredom Based on Ranking AlgorithmHong Yu, Tyler Trawick. [doi]
- An Object-Oriented Approach to Reinforcement Learning in an Action GameShiwali Mohan, John E. Laird. [doi]
- CAPIR: Collaborative Action Planning with Intention RecognitionTruong-Huy Dinh Nguyen, David Hsu, Wee Sun Lee, Tze-Yun Leong, Leslie Pack Kaelbling, Tomás Lozano-Pérez, Andrew Haydn Grant. [doi]
- A Step Towards the Future of Role-Playing Games: The SpyFeet Mobile RPG ProjectAaron A. Reed, Ben Samuel, Anne Sullivan, Ricky Grant, April Grow, Justin Lazaro, Jennifer Mahal, Sri Kurniawan, Marilyn A. Walker, Noah Wardrip-Fruin. [doi]
- Robust and Authorable Multiplayer Storytelling ExperiencesMark Riedl, Boyang Li, Hua Ai, Ashwin Ram. [doi]
- Ultra-Fast Optimal Pathfinding without Runtime SearchAdi Botea. [doi]
- Learning Probabilistic Behavior Models in Real-Time Strategy GamesEthan W. Dereszynski, Jesse Hostetler, Alan Fern, Thomas G. Dietterich, Thao-Trang Hoang, Mark Udarbe. [doi]
- A Particle Model for State Estimation in Real-Time Strategy GamesBen George Weber, Michael Mateas, Arnav Jhala. [doi]
- Any-Angle Path Planning for Computer GamesPeter Kai Yue Yap, Neil Burch, Robert C. Holte, Jonathan Schaeffer. [doi]
- Comme il Faut: A System for Authoring Playable Social ModelsJoshua McCoy, Mike Treanor, Ben Samuel, Noah Wardrip-Fruin, Michael Mateas. [doi]
- AI for Massive Multiplayer Online Strategy GamesAlexandre Miguel Barata, Pedro Alexandre Santos, Rui Prada. [doi]
- A Demonstration of ScriptEase IIMatthew Church, Eric Graves, Jason Duncan, Adel Lari, Robin Miller, Neesha Desai, Richard Zhao, Mike Carbonaro, Jonathan Schaeffer, Nathan R. Sturtevant, Duane Szafron. [doi]
- Trigram Timmies and Bayesian Johnnies: Probabilistic Models of Personality in DominionKevin Gold. [doi]
- A Bayesian Model for Plan Recognition in RTS Games Applied to StarCraftGabriel Synnaeve, Pierre Bessière. [doi]
- The SAM Algorithm for Analogy-Based Story GenerationSantiago Ontañón, Jichen Zhu. [doi]
- DEXTOR: Reduced Effort Authoring for Template-Based Natural Language GenerationKarthik Sankaran Narayan, Charles Lee Isbell Jr., David L. Roberts. [doi]
- Toward a Rapid Prototyping Environment for Character BehaviorIan D. Horswill. [doi]
- Wasp-Like Scheduling for Unit Training in Real-Time Strategy GamesMarco Santos, Carlos Martinho. [doi]
- All the World's a Stage: Learning Character Models from FilmGrace I. Lin, Marilyn A. Walker. [doi]
- Minstrel Remixed: User Interface and DemonstrationBrandon Robert Tearse, Peter A. Mawhorter, Michael Mateas, Noah Wardrip-Fruin. [doi]
- Tactical Multi-Unit Pathplanning with GCLSAlexander Nareyek, Aditya Kristanto Goenawan. [doi]
- AIPaint: A Sketch-Based Behavior Tree Authoring ToolDavid Becroft, Jesse Bassett, Adrian Mejia, Charles Rich, Candace L. Sidner. [doi]
- Goal Recognition with Markov Logic Networks for Player-Adaptive GamesEunyoung Ha, Jonathan P. Rowe, Bradford W. Mott, James C. Lester. [doi]
- CPOCL: A Narrative Planner Supporting ConflictStephen G. Ware, R. Michael Young. [doi]
- Learning Policies for First Person Shooter Games Using Inverse Reinforcement LearningBulent Tastan, Gita Reese Sukthankar. [doi]
- Employing Fuzzy Concept for Digital Improvisational TheatreBrian Magerko, Peter Dohogne, Christopher DeLeon. [doi]
- Real-Time Adaptive A* with Depression AvoidanceCarlos Hernández, Jorge A. Baier. [doi]
- Learning and Evaluating Human-Like NPC Behaviors in Dynamic GamesYu-Han Chang, Rajiv T. Maheswaran, Tomer Levinboim, Vasudev Rajan. [doi]
- Detecting Real Money Traders in MMORPG by Using Trading NetworkAtsushi Fujita, Hiroshi Itsuki, Hitoshi Matsubara. [doi]
- Behavior Learning-Based Testing of Starcraft Competition EntriesMichael Blackadar, Jörg Denzinger. [doi]
- Build Order Optimization in StarCraftDavid Churchill, Michael Buro. [doi]
- Optimizing Visual Properties of Game Content Through NeuroevolutionAntonios Liapis, Georgios N. Yannakakis, Julian Togelius. [doi]
- A Generative Computational Model for Human Hide and Seek BehaviorAndrew Cenkner, Vadim Bulitko, Marcia Spetch. [doi]