Buro, Michael


The AIIDE 2015 Workshop Program

AI Magazine

The workshop program at the Eleventh Annual AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment was held November 14–15, 2015 at the University of California, Santa Cruz, USA. The program included 4 workshops (one of which was a joint workshop): Artificial Intelligence in Adversarial Real-Time Games, Experimental AI in Games, Intelligent Narrative Technologies and Social Believability in Games, and Player Modeling. This article contains the reports of three of the four workshops.


Adversarial Hierarchical-Task Network Planning for Complex Real-Time Games

AAAI Conferences

Real-time strategy (RTS) games are hard from an AI point of view because they have enormous state spaces, combinatorial branching factors, allow simultaneous and durative actions, and players have very little time to choose actions. For these reasons, standard game tree search methods such as alpha- beta search or Monte Carlo Tree Search (MCTS) are not sufficient by themselves to handle these games. This paper presents an alternative approach called Adversarial Hierarchical Task Network (AHTN) planning that combines ideas from game tree search with HTN planning. We present the basic algorithm, relate it to existing adversarial hierarchical planning methods, and present new extensions for simultaneous and durative actions to handle RTS games. We also present empirical results for the μRTS game, comparing it to other state of the art search algorithms for RTS games.


Reports of the Workshops Held at the Tenth AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment

AI Magazine

The AIIDE-14 Workshop program was held Friday and Saturday, October 3–4, 2014 at North Carolina State University in Raleigh, North Carolina. The workshop program included five workshops covering a wide range of topics. The titles of the workshops held Friday were Games and Natural Language Processing, and Artificial Intelligence in Adversarial Real-Time Games. The titles of the workshops held Saturday were Diversity in Games Research, Experimental Artificial Intelligence in Games, and Musical Metacreation.


Reports of the Workshops Held at the Tenth AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment

AI Magazine

The AIIDE-14 Workshop program was held Friday and Saturday, October 3–4, 2014 at North Carolina State University in Raleigh, North Carolina. The workshop program included five workshops covering a wide range of topics. The titles of the workshops held Friday were Games and Natural Language Processing, and Artificial Intelligence in Adversarial Real-Time Games. The titles of the workshops held Saturday were Diversity in Games Research, Experimental Artificial Intelligence in Games, and Musical Metacreation. This article presents short summaries of those events.


The Eighth AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment

AI Magazine

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 demonstration program. The conference featured 16 technical papers, 16 posters, and one demonstration, along with invited speakers, the StarCraft Ai competition, a newly-introduced Doctoral Consortium, and 5 workshops.


The Eighth AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment

AI Magazine

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 demonstration program. The conference featured 16 technical papers, 16 posters, and one demonstration, along with invited speakers, the StarCraft Ai competition, a newly-introduced Doctoral Consortium, and 5 workshops. This report summarizes the activities of the conference.


Real-Time Strategy Game Competitions

AI Magazine

In recent years, real-time strategy (RTS) games have gained attention in the AI research community for their multitude of challenging and relevant real-time decision problems that have to be solved in order to win against human experts or to effectively collaborate with other players in team-games. In this article we motivate research in this area, give an overview of past RTS game AI competitions, and discuss future directions.


Alpha-Beta Pruning for Games with Simultaneous Moves

AAAI Conferences

Alpha-Beta pruning is one of the most powerful and fundamental MiniMax search improvements. It was designed for sequential two-player zero-sum perfect information games. In this paper we introduce an Alpha-Beta-like sound pruning method for the more general class of “stacked matrix games” that allow for simultaneous moves by both players. This is accomplished by maintaining upper and lower bounds for achievable payoffs in states with simultaneous actions and dominated action pruning based on the feasibility of certain linear programs. Empirical data shows considerable savings in terms of expanded nodes compared to naive depth-first move computation without pruning.


Recap of the Seventh AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment (AIIDE)

AI Magazine

The Seventh AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment was held from October 11–14, 2011, on the campus of Stanford University near Palo Alto, California. This report summarizes the conference and related activities.


Recap of the Seventh AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment (AIIDE)

AI Magazine

The Seventh AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment was held from October 11–14, 2011, on the campus of Stanford University near Palo Alto, California. The conference featured a research track, an industry track, a demo program, and three one-day workshops. This report summarizes the conference and related activities.