AIIDE 2005 News
Conference Program (coming soon)
Wednesday, June 1
8:45 am
Welcome
R. Michael Young, AIIDE-05 Conference Chair, North Carolina State University
9:00 - 10:00 am
Invited Talk: TBA
Doug Church
10:00 - 10:15 am
Break
10:15 - 10:45 am
Towards Learned Anticipation in Complex Stochastic Environments
Christian J. Darken, Naval Postgraduate School
10:45 - 11:15 am
Semi-Automated Gameplay Analysis by Machine Learning
Finnegan Southey, Gang Xiao, Robert C. Holte, Mark Trommelen, University of Alberta; John Buchanan, Electronic Arts
11:15 - 11:30 am
Break
11:30 am - 12:00 pm
Sequence Learning by Backward Chaining in Synthetic Characters
Peter Gorniak and Bruce Blumberg, MIT Media Laboratory
12:00 - 12:30 pm
Retaining Learned Behavior during Real-Time Neuroevolution
Thomas D'Silva, Roy Janik, Michael Chrien, Kenneth O. Stanley, and Risto Miikkulainen, University of Texas at Austin
12:30 - 2:00 pm
Lunch
2:00 - 3:00 pm
Invited Talk: A Design Perspective on AI
Will Wright, Maxis
What value does AI (and associated technology) bring to the overall entertainment experience? Up to now we've primarily used AI to drive behavioral agents in games. Taking two steps back, how can we harness intelligent systems in a broader way to create better games?
3:00 - 3:15 pm
Break
3:15 - 3:45 pm
Scalable Solutions for Interactive Virtual Humans that can Manipulate Objects
Marcelo Kallmann, University of Southern California / Institute for Creative Technologies
3:45 - 4:15 pm
Particle-Based Communication among Game Agents
Michael Klaas, Tristram Southey, and Warren Cheung, University of British Columbia
4:15 - 4:30 pm
Break
4:30 - 5:00 pm
Cooperative Pathfinding
David Silver, University of Alberta
5:00 - 5:30 pm
Applying Constraint Weighting to Autonomous Camera Control
Owen Bourne and Abdul Sattar, Griffith University
7:00 - 8:00 pm
Opening Reception
8:00 - 9:00 pm
Invited Talk: The Turing Test for Game AI
W. Bingham (Bing) Gordon, Electronic Arts
The new "nextgen" of videogame consoles will (finally) have sufficient processing power and memory to change the rules of AI in popular games. But the question is: where will game designers focus their attention?
As Electronic Arts develops sports, shooter, strategy and people games for Xbox 2 and Playstation 3, we are developing techniques to turn the promise of "better AI" into a definable metric, which makes sense to marketing and development leaders alike.
Thursday, June 2
9:00 - 10:00 am
Invited Talk: Interactive Story Writing Using ScriptEase
Jonathan Schaeffer, University of Alberta
ScriptEase is a tool for writing interactive stories in RPG games that frees the author from doing explicit computer programming. Stories are created by selecting and customizing patterns for the plot, encounters, behaviors and conversations. It has been implemented as a front end to BioWare's Neverwinter Nights game. We will describe our experiences using ScriptEase as part of a high school English curriculum.
10:00 - 10:15 am
Break
10:15 - 10:45 am
From Linear Story Generation to Branching Story Graphs
Mark O. Riedl, University of Southern California / Institute for Creative Technologies and R. Michael Young, North Carolina State University
10:45 - 11:15 am
Search-Based Drama Management in the Interactive Fiction Anchorhead
Mark J. Nelson and Michael Mateas, Georgia Institute of Technology
11:15 - 11:30 am
Break
11:30 am - 12:00 pm
Story Representation and Interactive Drama
Brian Magerko, University of Michigan
12:00 - 12:30 pm
Structuring Content within the Façade Interactive Drama Architecture
Michael Mateas, Georgia Institute of Technology and InteractiveStory.net; Andrew Stern, InteractiveStory.net
12:30 - 2:00 pm
Lunch
2:00 - 3:00 pm
Invited Talk: Blending Real Intelligence with Artificial Intelligence
Chris Crawford
There are no algorithms for entertainment; it is at root an artistic endeavor. Digital entertainment, however, requires artists to express themselves algorithmically. This talk will explore the gray zone between the artist and the programmer, offering suggestions for how the two may best work together.
3:00 - 3:15 pm
Break
3:15 - 3:45 pm
Unscripted Narrative for Affectively Driven Characters
Sandy Louchart, University of Salford; Ruth Aylett, Heriot-Watt University; Joao Dias and Ana Paiva, INESC-ID/Instituto Superior Técnico – Tagus Park
3:45 - 4:15 pm
Dialogue Generation in Character-based Interactive Storytelling
Marc Cavazza and Fred Charles, University of Teesside
4:15 - 4:30 pm
Break
4:30 - 5:00 pm
Natural Noun Phrase Variation for Interactive Characters
Donna K. Byron, Aakash Dalwani, Ryan Gerritsen, Mark Keck, Thomas Mampilly, Vinay Sharma, Laura Stoia, Timothy Weale, and Tianfang Xu, The Ohio State University
5:00 - 5:30 pm
Quagents: A Game Platform for Intelligent Agents
Christopher Brown, George Ferguson, Peter Barnum, Bo Hu, and Dave Costello, University of Rochester
7:30 - 9:00 pm
Invited Panel: Artificial Intelligence for Serious Games
Panelists: W. Lewis Johnson, Center for Advanced Research in Technology for Education (CARTE), USC / Information Sciences Institute; Brian Slator, Computer Science and Operations Research, North Dakota State University; and Jan Cannon-Bowers, School of Film and Digital Media, University of Central Florida
Friday, June 3
9:00 - 10:00 am
Invited Talk: Experiments in Crowd Simulation on the Cell Architecture
Craig Reynolds, Sony Computer Entertainment
10:00 - 10:15 am
Break
10:15 - 10:45 am
Hierarchical Parallel Markov Models of Interaction
Robert Zubek
10:45 - 11:15 am
Speaking with your Sidekick: Understanding Situated Speech in Computer Role Playing Games
Peter Gorniak and Deb Roy, MIT Media Laboratory
11:15 - 11:30 am
Break
11:30 am - 12:00 pm
Agent Architecture Considerations for Real-Time Planning in Games
Jeff Orkin, Monolith Productions, Inc.
12:00 - 12:30 pm
Hierarchical Plan Representations for Encoding Strategic Game AI
Hai Hoang, Stephen Lee-Urban, and Héctor Muñoz-Avila, Lehigh University
12:30 - 2:00 pm
Lunch
2:00 - 3:00 pm
Invited Talk: Spatial Competence
Damian Isla, Bungie Studios
Characters that live in a 3d spatial world need to be spatially competent. In this talk we present some of the lessons learned from the development process of Halo2 in the areas of spatial representations, pathfinding, navigation, dynamic obstacle/object interaction and the interaction of all of these with behavior.
3:00 - 3:15 pm
Break
3:15 - 3:45 pm
Increasing Replayability with Deliberative and Reactive Planning
Michael van Lent, Mark O. Riedl, Paul Carpenter, Ryan McAlinden, and Paul Brobst, University of Southern California / Institute for Creative Technologies
3:45 - 4:15 pm
A Goal-Based Architecture for Opposing Player AI
Kevin Dill; Denis Papp, TimeGate Studios, Inc.
4:15 - 4:30 pm
Break
4:30 - 5:00 pm
nuWar: A Prototype Sketch-Based Strategy Game
Greg Dunham, Ken Forbus, and Jeffrey Usher, Northwestern University
5:00 - 5:30 pm
Negative Behavior Space in the Design of Interactive Agents
Bill Tomlinson, University of California, Irvine
Demonstrations
(Schedule to be announced)
Real-time Simulation of Herds Moving over Terrain
Joel Gompert, University of Nebraska-Lincoln
Controlling Unreal Tournament 2004 Bots with the Logic-based Action Language GOLOG
Stefan Jacobs, Alexander Ferrein, and Gerhard Lakemeyer, RWTH Aachen
The Tactical Language Training System
W. Lewis Johnson, Hannes Vilhjalmsson, and Prasan Samtani, USC / Information Sciences Institute
The Interactive Drama Façade
Michael Mateas, Georgia Institute of Technology and InteractiveStory.net; Andrew Stern, InteractiveStory.net
Adding Smart Opponents to a First-Person Shooter Video Game through Evolutionary Design
C. Adam Overholtzer and Simon D. Levy, Washington and Lee University
The Trial The Trail, Act 3: A Virtual Reality Drama Using Intelligent Agents
Stuart C. Shapiro, Josephine Anstey, David E. Pape, Trupti Devdas Nayak, Michael Kandefer, and Orkan Telhan, University of Buffalo, The State University of New York
Real-time Learning in the NERO Video Game
Kenneth O. Stanley, Ryan Cornelius, Risto Miikkulainen, Thomas D’Silva, and Aliza Gold, The University of Texas at Austin
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