Sciweavers

AIIDE
2008
13 years 10 months ago
Offline Planning with Hierarchical Task Networks in Video Games
Artificial intelligence (AI) technology can have a dramatic impact on the quality of video games. AI planning techniques are useful in a wide range of game components, including m...
John Paul Kelly, Adi Botea, Sven Koenig
AIIDE
2008
13 years 10 months ago
Difficulty Scaling through Incongruity
In this paper we discuss our work on using the incongruity measure from psychological literature to scale the difficulty level of a game online to the capabilities of the human pl...
Giel van Lankveld, Pieter Spronck, Matthias Rauter...
AIPS
2007
13 years 10 months ago
Online Planning for Resource Production in Real-Time Strategy Games
Planning in domains with temporal and numerical properties is an important research problem. One application of this is the resource production problem in real-time strategy (RTS)...
Hei Chan, Alan Fern, Soumya Ray, Nick Wilson, Chri...
AIPS
2007
13 years 10 months ago
FF-Replan: A Baseline for Probabilistic Planning
Sung Wook Yoon, Alan Fern, Robert Givan
AIPS
2007
13 years 10 months ago
Act Local, Think Global: Width Notions for Tractable Planning
Many of the benchmark domains in AI planning are tractable on an individual basis. In this paper, we seek a theoretical, domain-independent explanation for their tractability. We ...
Hubie Chen, Omer Giménez
AIIDE
2008
13 years 10 months ago
Integrating Drama Management into an Adventure Game
Often, video game designers must choose between creating a linear experience, and designing an open world with many different story lines that fail to form a tightly crafted narra...
Anne Sullivan, Sherol Chen, Michael Mateas
AIPS
2007
13 years 10 months ago
Bounding the Resource Availability of Activities with Linear Resource Impact
We introduce the Linear Resource Temporal Network (LRTN), which consists of activities that consume or produce a resource, subject to absolute and relative metric temporal constra...
Jeremy Frank, Paul H. Morris
AIIDE
2008
13 years 10 months ago
An Intelligent IDE for Behavior Authoring in Real-Time Strategy Games
Behavior authoring for computer games involves writing behaviors in a programming language and then iteratively refining them by detecting issues with them. The main bottlenecks a...
Suhas Virmani, Yatin Kanetkar, Manish Mehta, Santi...
AIIDE
2008
13 years 10 months ago
Learning to be a Bot: Reinforcement Learning in Shooter Games
This paper demonstrates the applicability of reinforcement learning for first person shooter bot artificial intelligence. Reinforcement learning is a machine learning technique wh...
Michelle McPartland, Marcus Gallagher