AIIDE 2011: AI AND INTERACTIVE DIGITAL ENTERTAINMENT CONFERENCE
October 12-14, 2011, Stanford, Palo Alto, California
October 12-14, 2011, Stanford, Palo Alto, California
Monday October 10 | ||
8:45am - 7:00pm | Intelligent Narrative Technologies Workshop and Workshop on Non Player Character AI (Detailed Schedule) | |
Tuesday October 11 | ||
9:00am - 5:00pm | Intelligent Narrative Technologies Workshop and Workshop on Non Player Character AI (Detailed Schedule) | |
9:00am - 5:30pm | Artificial Intelligence in the Game Design Process workshop (Detailed Schedule) | |
Wednesday October 12 | ||
8:45 | Welcome | |
9:00 | Invited Talk #1 - Bob Fitch, Blizzard (Download Talk Slides) | |
10:00 | Break | |
10:30 | 3 Talks - Planning in games | |
12:00 | Lunch | |
1:30 | Invited Talk #2 - Akhil Madhani, Disney R&D | |
2:30 | Starcraft AI competition and man-machine exhibition | |
3:30 | Break | |
4:00 | 3 Talks - Character Agents | |
5:30 | Workshops report | |
6:00 | Adjourn | |
6:30 | Reception | |
Thursday October 13 | ||
9:00 | Invited Talk #3 - Dan Kline and Lauren McHugh, EA/Maxis | |
10:00 | Break | |
10:30 | 3 Talks - Story | |
12:00 | Lunch | |
1:30 | Invited Talk #4 - Louis Gascoigne, EA | |
2:30 | 2 Talks - Learning | |
3:30 | Break | |
4:00 | Panel: Games, Data, and Human Behavior | |
5:00 | Break | |
6:00 | Poster and Demo Session | |
8:00 | Adjourn | |
Friday October 14 | ||
9:00 | Invited Talk #5 - Robert Zubek, Zynga | |
10:00 | Break | |
10:30 | 2 Talks - Authoring | |
11:30 | Starcraft Competition Results & Panel | |
12:00 | Lunch | |
1:30 | 4 Talks - Recognizing Player Activity | |
3:30 | AIIDE organization meeting |
Sessions
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Build Order Optimization in StarCraft
David Churchill, Michael Buro A Particle Model for State Estimation in Real-Time Strategy Games
Ben Weber, Michael Mateas, Arnav Jhala A Sparse Grid Representation for Three-Dimensional Dynamic Worlds
Nathan Sturtevant
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All the World's a Stage: Learning Character Models from Film
Grace Lin, Marilyn Walker Employing Fuzzy Concepts for Digital Improvisational Theatre
Brian Magerko, Christopher DeLeon, Peter Dohogne Learning and Evaluating Human-Like NPC Behaviors in Dynamic Games
Yu-Han Chang, Rajiv Maheswaran, Tomer Levinboim, Vasudev Rajan
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CPOCL: A Narrative Planner Supporting Conflict
Stephen Ware, Michael Young The SAM Algorithm for Analogy-Based Story Generation
Santi Ontañón, Jichen Zhu A Computational Model of Perceived Agency in Video Games
David Thue, Vadim Bulitko, Marcia Spetch, Trevon Romanuik
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Learning Policies for First Person Shooter Games by Demonstration
Bulent Tastan, Gita Sukthankar Learning Probabilistic Behavior Models in Real-time Strategy Games
Jesse Hostetler, Ethan Dereszynski, Tom Dietterich, Alan Fern, Thao-Trang Hoang, Mark Udarbe
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Panel on Player Modeling: Games, Data, and Human Behavior
Panelists: Nick Yee, PARC; Mike Marr, Novel Interactive; Carrie Heeter, MSU
Chair: David Roberts, NCSU
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AIPaint: A Sketch-Based Behavior Tree Authoring Tool
David Becroft, Adrian Mejia, Jesse Bassett, Charles Rich, Candace Sidner Toward a Rapid Prototyping Environment for Character Behavior
Ian Horswill
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Goal Recognition with Markov Logic Networks for Player-Adaptive Games
Eun Ha, Jonathan Rowe, Bradford Mott, James Lester CAPIR: Collaborative Action Planning with Intention Recognition
Truong-Huy Nguyen, Wee-Sun Lee, Tze-Yun Leong, David Hsu, Leslie Kaelbling, Andrew Grant A Bayesian Model for Plan Recognition in RTS Games applied to StarCraft
Gabriel Synnaeve, Pierre Bessière Detecting Real Money Traders in MMORPG by Using Trading Network
Atsushi Fujita, Hiroshi Itsuki, Hitoshi Matsubara