ConferenceAamas 2026 Proceedings of the 25th International Conference on Autonomous Agents and Multiagent Systems · May 24, 2026
Alignment of Large Language Models to human preferences is an active and important field of study. Recent work in Reinforcement Learning with Verifiable Rewards (RLVR) aims to bypass the need for costly and imprecise human preference reward data by trainin ...
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ConferenceProceedings of the International Joint Conference on Autonomous Agents and Multiagent Systems Aamas · January 1, 2025
Recent RL research has utilized reward shaping-particularly complex shaping rewards such as intrinsic motivation (IM)-to encourage agent exploration in sparse-reward environments. While often effective, “reward hacking” can lead to the shaping reward being ...
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ConferenceProceedings Aaai Artificial Intelligence and Interactive Digital Entertainment Conference Aiide · January 1, 2025
Games are challenging for Reinforcement Learning (RL) agents due to their reward sparsity, as rewards are only obtainable after long sequences of deliberate actions. Intrinsic Motivation (IM) methods—which introduce exploration rewards—are an effective sol ...
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ConferenceProceedings of Machine Learning Research · January 1, 2025
Recent RL research has utilized reward shaping–particularly complex shaping rewards such as intrinsic motivation (IM)–to encourage agent exploration in sparse-reward environments. While often effective, “reward hacking” can lead to the shaping reward being ...
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ConferenceProceedings Aaai Artificial Intelligence and Interactive Digital Entertainment Conference Aiide · January 1, 2025
Game Tile Net is a dataset designed to provide semantic labels for low-resolution digital game art, advancing procedural content generation (PCG) and related AI research as a visionlanguage alignment task. Large Language Models (LLMs) and image-generative ...
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ConferenceCeur Workshop Proceedings · January 1, 2025
Recent advances in large language models (LLMs) enable compelling story generation, but connecting narrative text to playable visual environments remains an open challenge in procedural content generation (PCG). We present a lightweight pipeline that trans ...
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ConferenceProceedings International Conference on Automated Planning and Scheduling Icaps · May 30, 2024
Narrative planning is the use of automated planning to construct, communicate, and understand stories, a form of information to which human cognition and enaction is predisposed. We review the narrative planning problem in a manner suitable as an introduct ...
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ConferenceCeur Workshop Proceedings · January 1, 2024
This study presents a theory-inspired visual narrative generative system that integrates conceptual principles—comic authoring idioms—with generative and language models to enhance the comic creation process. Our system combines human creativity with AI mo ...
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ConferenceProceedings of the International Joint Conference on Autonomous Agents and Multiagent Systems Aamas · January 1, 2024
Recently there has been a proliferation of intrinsic motivation (IM) reward-shaping methods to learn in complex and sparse-reward environments. These methods can often inadvertently change the set of optimal policies in an environment, leading to suboptima ...
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ConferenceLecture Notes in Computer Science Including Subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics · January 1, 2022
Narrative tropes are repeated patterns of recognizable communicative elements across stories. Tropes are a set of patterns that aid readers in story comprehension. They are also a reflection of socio-cultural norms that are formally or informally present i ...
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ConferenceCeur Workshop Proceedings · January 1, 2021
Behavior cloning (BC) techniques that combine self-play capabilities with imitation learning from experts to refine self-play models have shown performance improvement in robotics simulation domains. In this paper, we investigate the performance of this te ...
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ConferenceLecture Notes in Computer Science · January 1, 2021
There is an increasing demand for rapid content filtering in relation to topics like digital forensics for legal cases, cybersecurity, and social media conduct monitoring. While there have been significant advances in algorithms and frameworks for media pr ...
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ConferenceProceedings of the 43rd Annual Meeting of the Cognitive Science Society Comparative Cognition Animal Minds Cogsci 2021 · January 1, 2021
Understanding a sequence of images as a visual narrative is challenging because it requires not only the understanding of what is shown at a particular moment but also what has changed, been omitted or is out of frame. The human cognitive system makes infe ...
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ConferenceProceedings of the 43rd Annual Meeting of the Cognitive Science Society Comparative Cognition Animal Minds Cogsci 2021 · January 1, 2021
As a step toward computational modeling of cognitive processes and interpretation of creativity, we present an extended theory of computational creative systems that aims to better define the evaluation of creative systems and processes. Previous research ...
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ConferenceComputing in Civil Engineering 2021 Selected Papers from the ASCE International Conference on Computing in Civil Engineering 2021 · January 1, 2021
The North Carolina Department of Transportation (NCDOT) created a new knowledge repository called Communicate Lessons, Exchange Advice, Record (CLEAR) as an official platform for end-users to store and retrieve knowledge. Through the CLEAR program, end-use ...
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ConferenceProceedings of the 20th ACM International Conference on Intelligent Virtual Agents Iva 2020 · October 20, 2020
In this work we test the hypothesis that interacting with an intelligent virtual character in Virtual Reality (VR) has a stronger impact compared to the same interaction in a traditional non-immersive platform, both in terms of presence and believability. ...
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ConferenceACM International Conference Proceeding Series · September 15, 2020
Extensive research has been conducted on using procedural music generation in real-time applications such as accompaniment to musicians, visual narratives, and games. However, less attention has been paid to the enhancement of textual narratives through mu ...
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ConferenceImx 2020 Proceedings of the 2020 ACM International Conference on Interactive Media Experiences · June 17, 2020
Joint attention refers to the shared focal points of attention for occupants in a space. In this work, we introduce a computational definition of joint attention for the automated editing of meetings in multi-camera environments from the AMI corpus. Using ...
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ConferenceProceedings of the 33rd International Florida Artificial Intelligence Research Society Conference Flairs 2020 · January 1, 2020
We propose a categorization of solution-centric evaluation metrics for a class of domain-independent AI challenge tasks known as MacGyver problems. Our definitions formally describe different classes of novel solutions for general creative problem solving ...
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ConferenceProceedings of the 33rd International Florida Artificial Intelligence Research Society Conference Flairs 2020 · January 1, 2020
There is an increasing demand for content filtering and flagging on social media in relation to cybersecurity and social media conduct monitoring. This task is challenging and there is a large body of recent work that addresses it within the Natural Langua ...
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ConferenceLecture Notes in Computer Science Including Subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics · January 1, 2020
This paper describes Adversario, an implemented system for creating interactive narrative games centered around an adversarial planner directing autonomous agents to achieve goals that conflict with player goals. Through our implementation, we present a no ...
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ConferenceACM International Conference Proceeding Series · August 26, 2019
The aim of conflict resolution education is to impart essential strategies and skills for resolving conflicts effectively. While these are important life skills, conflict resolution can be difficult to teach because it requires individuals to interact with ...
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ConferenceACM International Conference Proceeding Series · August 26, 2019
Procedural narrative generation systems often focus on autonomous agent based simulations to create emergent interactions, plan-based approaches to provide guarantees for coherence, or using elements of simulation to guide plan-based approaches. These diff ...
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ConferenceACM International Conference Proceeding Series · August 26, 2019
An open challenge for AI in digital games is narrative experience management, the problem of automatically directing virtual characters in an interactive story to produce specific narrative effects for human participants. One important aspect of interactiv ...
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ConferenceProceedings of the 41st Annual Meeting of the Cognitive Science Society Creativity Cognition Computation Cogsci 2019 · January 1, 2019
Narrative processing is an important skill to model both from a cognitive science perspective and a computational modeling perspective which applies to intelligent agents. Communication between humans often involves storytelling patterns that make the mund ...
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ConferenceProceedings of the 15th Aaai Conference on Artificial Intelligence and Interactive Digital Entertainment Aiide 2019 · January 1, 2019
Storytelling is a capable tool for interactive agents and better stories can enable better interactions. Many existing automated evaluation techniques are either focused on textual features that are not necessarily reflective of perceived interestingness ( ...
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ConferenceCeur Workshop Proceedings · January 1, 2018
We introduce a model of joint attention for the task of automatically editing video recordings of corporate meetings. In a multi-camera setting, we extract pose data of participants from each frame and audio amplitude on individual headsets. These are used ...
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ConferenceCeur Workshop Proceedings · January 1, 2018
We present the Movie Insights Database (MIDB) annotation tool that allows for a web-based upload and annotation of films for efficient film-data collection. MIDB is light-weight and can be installed on a web server for easy access. The tool provides automa ...
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ConferenceProceedings of the 40th Annual Meeting of the Cognitive Science Society Cogsci 2018 · January 1, 2018
Interactive intelligent agents use cognitive models to anticipate and simulate human behavior, and a fundamental pillar of human cognition and interaction is narrative. As a result, agents need to understand human comprehension of various types of narrativ ...
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ConferenceCeur Workshop Proceedings · January 1, 2018
This paper presents ongoing work in investigating the scale at which semantic abstractions are useful in intelligent reasoning about narrative. One method of evaluating narrative reasoning is to use comprehension tests on stories based on question-answerin ...
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ConferenceACM International Conference Proceeding Series · January 30, 2017
Telling stories about our daily lives is one of the most ubiquitous, consequential and seamless ways in which we socialize. Current narrative generation methods mostly require specification of a priori knowledge or comprehensive domain models, which are no ...
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ConferenceProceedings of the International Joint Conference on Autonomous Agents and Multiagent Systems Aamas · January 1, 2017
We present and describe CIF-CK - a social agent architecture that models reasoning about persistent social interactions to improve narrative engagement and play experience for human interactors. The architecture is inspired by McCoy et al's Comme il-Faut ( ...
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ConferenceProceedings of the International Joint Conference on Autonomous Agents and Multiagent Systems Aamas · January 1, 2017
We present an implementation of CIF-CK-a social agent architecture that models reasoning about persistent social interactions to improve narrative engagement and play experience for human interactors. The key contribution of this work is in adapting the ri ...
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ConferenceIEEE Conference on Computatonal Intelligence and Games Cig · January 1, 2017
We present and describe CiF-CK - a social agent architecture that models reasoning about persistent social interactions to improve narrative engagement and play experience for human interactors. The architecture is inspired by McCoy et al's Comme il-Faut ( ...
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ConferenceAaai Workshop Technical Report · January 1, 2017
Procedural content generation (PCG) for videogames relies on a commitment to the semantics of the game. Concepts such as enemies or solidity are required for the creation of levels for platformer games. As humans, we can instantly identify the underlying s ...
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ConferenceAaai Workshop Technical Report · January 1, 2017
A challenge of game design is in providing affordances to players so that they can learn and improve their skills. Advances in Procedural Content Generation (PCG) suggest this type of game content is a candidate for automatic creation. Some work in PCG has ...
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ConferenceProceedings Aaai Artificial Intelligence and Interactive Digital Entertainment Conference Aiide · October 8, 2016
While generative approaches to game design offer great promise, systems can only reliably generate what they can “understand,” often limited to what can be hand-encoded by system authors. Proceduralist readings, a way of deriving meaning for games based on ...
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ConferenceProceedings of the International Joint Conference on Autonomous Agents and Multiagent Systems Aamas · January 1, 2016
Ad hoc multiagent teamwork introduces the challenge of coordinating with a variety of potential teammates, including teammates with unknown behavior. We examine the communication of policy information for enhanced coordination between such agents. The prop ...
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ConferenceAaai Workshop Technical Report · January 1, 2016
Within multiagent teams research, existing approaches commonly assume agents have perfect knowledge regarding the decision process guiding their teammates' actions. More recently, ad hoc teamwork was introduced to address situations where an agent must coo ...
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ConferenceAaai Workshop Technical Report · January 1, 2016
While generative approaches to game design offer great promise, systems can only reliably generate what they can "understand," often limited to what can be hand- encoded by system authors. Proceduralist readings, a way of deriving meaning for games based o ...
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ConferenceOpenaccess Series in Informatics · July 1, 2015
Intelligent storytelling systems either formalize specific narrative structures proposed by narratologists (such as Propp and Bremond), or are founded on formal representations from artificial intelligence (such as plan structures from classical planning). ...
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ConferenceAI Magazine · March 1, 2015
The AAAI-14 Workshop program was held Sunday and Monday, July 27-28, 2014, at the Québec City Convention Centre in Québec, Canada. The AAAI-14 workshop program included 15 workshops covering a wide range of topics in artificial intelligence. The titles of ...
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ConferenceProceedings of the 11th Aaai Conference on Artificial Intelligence and Interactive Digital Entertainment Aiide 2015 · January 1, 2015
Coordination with an unknown human teammate is a notable challenge for cooperative agents. Behavior of human players in games with cooperating AI agents is often sub-optimal and inconsistent leading to choreographed and limited cooperative scenarios in gam ...
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ConferenceLecture Notes in Computer Science Including Subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics · January 1, 2015
Certain story generation systems consider the processes of imaginative recall and adaptation as central to human creativity in storytelling. Researchers have recently compared the output of these systems through the lens of Boden’s types of creativity [9]. ...
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ConferenceAaai Workshop Technical Report · January 1, 2015
Maintaining an accurate set of beliefs in a partially observable scenario, particularly with respect to other agents operating in the same space, is a vital aspect of multiagent planning. We analyze how the beliefs of an agent can be updated for fast adapt ...
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ConferenceLecture Notes in Computer Science Including Subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics · January 1, 2015
Sociability is a human trait that plays a central part in relationships over time. Today, humans are increasingly in long-term interactions with intelligent agents, which have proven most useful when they are sociable. Such sociability requires the agent t ...
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ConferenceIEEE Conference on Computatonal Intelligence and Games Cig · October 21, 2014
One of the critical problems in adversarial and imperfect information domains is modeling an opponent's state from the information available to the acting agent. In the domain of real time strategy games, this information consists of the portion of the map ...
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ConferenceIEEE Conference on Computatonal Intelligence and Games Cig · October 21, 2014
Player models allow search algorithms to account for differences in agent behavior according to player's preferences and goals. However, it is often not until the first actions are taken that an agent can begin assessing which models are relevant to its cu ...
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ConferenceAaai Workshop Technical Report · January 1, 2014
Collaboration between agents and players within games is a ripe area for exploration. As with adversarial AI, collaborative agents are challenged to accurately model players and adapt their behavior accordingly. The task of cooperation, however, allows for ...
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ConferenceAaai Workshop Technical Report · January 1, 2014
This paper introduces a work in progress method for automating camera control in games using gaze tracking. Building on prior work by Burelli et al, we provide characterization of features for the gaze tracker and test a gaze-assisted camera control module ...
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ConferenceAaai Workshop Technical Report · January 1, 2014
Cinematography relies on a rich vocabulary of shots and framing parameters to communicate narrative event structures. This cinematic vocabulary stems from the physical capabilities of camera movement and uses aesthetic aspects to engage the audience and in ...
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ConferenceAaai Workshop Technical Report · January 1, 2014
A wide variety of strategies have been used to create agents in the growing field of real-time strategy AI. However, a frequent problem is the necessity of handcrafting competencies, which becomes prohibitively difficult in a large space with many comer ca ...
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ConferenceAaai Workshop Technical Report · January 1, 2014
This paper examines classification of shots in video streams for indexing and semantic analysis. We describe an approach to obtain shot motion by making use of motion estimation algorithms to estimate camera movement. We improve prior work by using the fou ...
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ConferenceAaai Workshop Technical Report · January 1, 2014
This paper motivates a multi-modal approach for analysis of aesthetic elements of films through integration of visual and auditory features. Prior work in characterizing aesthetic elements of film has predominantly focused on visual features. We present co ...
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ConferenceAaai Workshop Technical Report · January 1, 2014
Sentiment classification provides information about the author's feeling toward a topic through the use of expressive words. However, words indicative of a particular sentiment class can be domain-specific. We train a text classifier for Twitter data relat ...
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ConferenceACM International Conference Proceeding Series · January 1, 2014
The super-exponential growth of digital data world-wide is matched by personal digital archives containing songs, ebooks, audio books, photos, movies, textual documents, and documents of other media types. For many types of media it is usually a lot easier ...
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ConferenceLecture Notes in Computer Science Including Subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics · December 1, 2013
The concept of character believability is often used in interactive narrative research hypothesis. In this paper we define believability metrics using perceived believability dimensions and discuss how they can be accessed. The proposed dimensions are: beh ...
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ConferenceProceedings of the 9th Aaai Conference on Artificial Intelligence and Interactive Digital Entertainment Aiide 2013 · January 1, 2013
Game developers strive to have engaging believable characters in their work. One of the elements that has been pointed out as contributing to believability is social behavior. A category of social behavior is interpersonal conflict. In our current research ...
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ConferenceProceedings of the 9th Aaai Conference on Artificial Intelligence and Interactive Digital Entertainment Aiide 2013 · January 1, 2013
One of the major weaknesses of current real-time strategy (RTS) game agents is handling spatial reasoning at a high level. One challenge in developing spatial reasoning modules for RTS agents is to evaluate the ability of a given agent for this competency ...
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ConferenceAaai Workshop Technical Report · January 1, 2013
Photo ranking algorithms aim to quantify features within photographs to determine aesthetic quality and learn user preferences over these features. However, current benchmark corpora of photographs contain nonquantifiable contextual information. Moreover, ...
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ConferenceAaai Workshop Technical Report · January 1, 2013
In this paper, we describe experiments for inferring the artistic skill of performers by analyzing pose features in a gesture corpus. Poses were generated by having participants play a popular Kinect dance game in a markerless motion capture studio. Skelet ...
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ConferenceProceedings 2013 Humaine Association Conference on Affective Computing and Intelligent Interaction Acii 2013 · January 1, 2013
Confronting conflicts and coping with them is part of social life, since conflicts seem to arise in almost every context and developmental stage of human life. The personal and collective gains that follow conflict resolution have motivated scholars across ...
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ConferenceAI Magazine · January 1, 2013
The Eighth AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment (AIIDE) was held October 8-12, 2012, at Stanford University in Palo Alto, California. The conference included a research and industry track as well as a demonstrati ...
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Conference2012 IEEE Conference on Computational Intelligence and Games Cig 2012 · December 1, 2012
This paper describes a game called Panorama, designed to facilitate data collection to study visual composition preferences. Design considerations for Panorama, implementation of composition rules, and data collection for an experiment to learn individual ...
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ConferenceAnnual International Conference of the American Society for Engineering Management 2012 Asem 2012 Agile Management Embracing Change and Uncertainty in Engineering Management · December 1, 2012
This paper reports on a research agenda and the preliminary work toward understanding how systems engineering processes impact engineering design productivity and outcomes at the individual, team and project level. The research is broken down into five ste ...
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ConferenceProceedings of the 8th Aaai Conference on Artificial Intelligence and Interactive Digital Entertainment Aiide 2012 · December 1, 2012
In this demo we present a visualization of formalized representations of story. Introducing the interactive to storytelling requires the management of experiences that a user creates by their decisions. These sorts of variations can have impact on not only ...
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ConferenceProceedings of the National Conference on Artificial Intelligence · November 7, 2012
Goal-driven autonomy (GDA) is a conceptual model for creating an autonomous agent that monitors a set of expectations during plan execution, detects when discrepancies occur, builds explanations for the cause of failures, and formulates new goals to pursue ...
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ConferenceProceedings of the 12th IEEE International Conference on Advanced Learning Technologies Icalt 2012 · October 8, 2012
Confronting conflicts and coping with them is part of social life, since conflicts seem to arise in almost every context and developmental stage of human life. The personal and collective gains that follow conflict resolution have motivated scholars across ...
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ConferenceLecture Notes in Computer Science Including Subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics · January 1, 2012
Rich interactions with virtual characters in narrative-based environments can be enabled by providing characters with representation of parameters for reasoning about various types of conflict. This paper proposes a model of conflict that includes mechanic ...
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ConferenceProceedings of the 26th Aaai Conference on Artificial Intelligence Aaai 2012 · January 1, 2012
Goal-driven autonomy (GDA) is a conceptual model for creating an autonomous agent that monitors a set of expectations during plan execution, detects when discrepancies occur, builds explanations for the cause of failures, and formulates new goals to pursue ...
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ConferenceAI Magazine · January 1, 2012
The Seventh AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment was held from October 11 to 14, 2011, on the campus of Stanford University near Palo Alto, California. The conference featured a research track, an industry track, ...
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ConferenceLecture Notes in Computer Science Including Subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics · December 1, 2011
We define a Performatology approach as combining performing arts theory with AI to design Performative Embodied Agents (PEAs) that simulate skilled acting. Our position is that NPC characters for interactive drama, in the traditions of theater and cinema, ...
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ConferenceAaai Fall Symposium Technical Report · December 1, 2011
Video games are complex simulation environments with many real-world properties that need to be addressed in order to build robust intelligence. In particular, real-time strategy games provide a multi-scale challenge which requires both deliberative and re ...
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ConferenceProceedings of the 7th Aaai Conference on Artificial Intelligence and Interactive Digital Entertainment Aiide 2011 · December 1, 2011
A big challenge for creating human-level game AI is building agents capable of operating in imperfect information environments. In real-time strategy games the technological progress of an opponent and locations of enemy units are partially observable. To ...
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ConferenceProceedings of the National Conference on Artificial Intelligence · November 2, 2011
Video games are increasingly producing huge datasets available for analysis resulting from players engaging in interactive environments. These datasets enable investigation of individual player behavior at a massive scale, which can lead to reduced product ...
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ConferenceProceedings of the 6th Aaai Conference on Artificial Intelligence and Interactive Digital Entertainment Aiide 2010 · December 1, 2010
One of the main challenges in game AI is building agents that can intelligently react to unforeseen game situations. In real-Time strategy games, players create new strategies and tactics that were not anticipated during development. In order to build agen ...
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ConferenceProceedings of the Intelligent Narrative Technologies III Workshop Int3 10 · August 5, 2010
RoleModel is a novel story generator organized around explicit formal models of character roles. RoleModel expands the expressiveness of stories generated from arbitrary partial domain specification by using a formal model of roles within an abductive logi ...
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ConferenceProceedings of the 2010 IEEE Conference on Computational Intelligence and Games Cig2010 · January 1, 2010
Many modern games provide environments in which agents perform decision making at several levels of granularity. In the domain of real-time strategy games, an effective agent must make high-level strategic decisions while simultaneously controlling individ ...
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Conference4th European Conference on Games Based Learning 2010 Ecgbl 2010 · January 1, 2010
This short paper describes the Siren project, an interdisciplinary European project aimed at creating an adaptive serious game for teaching conflict resolution, and solve the research issues associated with this. We outline the challenges faced in various ...
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ConferenceLecture Notes in Computer Science Including Subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics · December 22, 2009
Computational storytelling systems have mainly focused on the construction and evaluation of textual discourse for communicating stories. Few intelligent camera systems have been built in 3D environments for effective visual communication of stories. The e ...
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ConferenceFdg 2009 4th International Conference on the Foundations of Digital Games Proceedings · December 1, 2009
We propose a novel evaluation methodology for intelligent camera control systems based on established techniques of measuring story comprehension from cognitive psychology. The proposed methodology can be used specifically for evaluating the effectiveness ...
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ConferenceProceedings of the 5th Artificial Intelligence and Interactive Digital Entertainment Conference Aiide 2009 · December 1, 2009
This demonstration presents CamOn, an autonomous camera control system for real-time 3D games. CamOn employs multiple Artificial Potential Fields (APFs), a robot motion planning technique, to control both the location and orientation of the camera. Scene g ...
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ConferenceProceedings of the 5th Artificial Intelligence and Interactive Digital Entertainment Conference Aiide 2009 · December 1, 2009
Camera control in real-time interactive 3D applications is a challenging problem. Developing a generalized system able to produce high quality visual results and smooth camera movements in dynamic environments remains an open problem in the research commun ...
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ConferenceBreaking New Ground Innovation in Games Play Practice and Theory Proceedings of Digra 2009 · December 1, 2009
One of the key questions in the design and development of interactive drama is structuring an experience for participants such that an engaging, coherent narrative is presented while enabling a high degree of perceived meaningful interactivity. This paper ...
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ConferenceProceedings of the 5th Artificial Intelligence and Interactive Digital Entertainment Conference Aiide 2009 · December 1, 2009
Players perceive information about game environments through a virtual camera. While a significant discussion in the industry and in academic research circles has centered around effective camera control, it is focused mainly on occlusion free placement an ...
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ConferenceAaai Spring Symposium Technical Report · November 5, 2009
There are several types of interactive narrative systems that have been developed in recent years. Narrative based games and simulations contain stories and interactions that are designed by human authors. AI based intelligent story generation systems have ...
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ConferenceProceedings 2009 3rd International Conference on Affective Computing and Intelligent Interaction and Workshops Acii 2009 · January 1, 2009
Information about interactive virtual environments, such as games, is perceived by users through a virtual camera. While most interactive applications let the users control the camera, in complex navigation tasks within 3D environments users often get frus ...
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ConferenceLecture Notes in Computer Science Including Subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics · December 1, 2008
Movie scripts are documents that describe the story, stage direction for actors and camera, and dialogue. Script writers, directors, and cinematographers have standardized the format and language that is used in script writing. Scripts contain a wealth of ...
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ConferenceProceedings of the 4th Artificial Intelligence and Interactive Digital Entertainment Conference Aiide 2008 · December 1, 2008
In this paper we describe a system called ViGLS (Visualization of Game Log Summaries) that generates summaries of gameplay sessions from game logs. ViGLS automatically produces visualization of the summarized actions that are extracted based on cognitive m ...
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ConferenceProceedings of the 21th International Florida Artificial Intelligence Research Society Conference Flairs 21 · January 1, 2008
Real-time 3D game environments provide a compelling medium for cinematic storytelling. Professional filmmakers have started using them for pre-visualization. They provide a low-cost learning environment to students. Longboard is an intelligent storyboardin ...
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ConferenceProceedings of the 2nd Artificial Intelligence and Interactive Digital Entertainment Conference Aiide 2006 · December 1, 2006
Automated camera control has been an active area of research for a number of years. The problem has been addressed in the Graphics, AI and Game communities from different perspectives. The main focus of the research in the Graphics community has been frame ...
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ConferenceProceedings of the National Conference on Artificial Intelligence · November 13, 2006
A virtual camera is a powerful communicative tool in virtual environments. It is a window through which a viewer perceives the virtual world, For virtual environments with an underlying narrative component, there is a need for automated camera planning sys ...
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ConferenceProceedings of the National Conference on Artificial Intelligence · December 1, 2005
As the complexity of narrative-based virtual environments grows, the need for effective communication of information to the users of these systems increase. Effective camera control for narrative-oriented virtual worlds involves decision making at three di ...
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ConferenceACM International Conference Proceeding Series · December 1, 2005
We present an intelligent storyboarding tool that takes as an input abstract annotated action specification to generate camera actions and geometric constraints for executing as a dynamic storyboard. ...
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ConferenceProceedings of the National Conference on Artificial Intelligence · January 1, 2004
Simulation-based training is increasingly being used within the military to practice and develop the skills of successful soldiers. For the skills associated with successful military leadership, our inability to model human behavior to the necessary degree ...
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