The Ninth Annual AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment (AIIDE) was held October 14–18, 2013, at Northeastern University in Boston, Massachusetts. The mission of the AIIDE conference is to provide a forum for researchers and game developers to discuss ways that AI can enhance games and other forms of interactive entertainment. In addition to presentations on adapting standard AI techniques such as search, planning and machine learning for use within games, key topic areas include creating realistic autonomous characters, interactive narrative, procedural content generation, and integrating AI into game design and production tools.
Balduccini, Marcello (Eastman Kodak Company) | Baral, Chitta (Arizona State University) | Brodaric, Boyan (Geological Survey of Canada) | Colton, Simon (Imperial College, London) | Fox, Peter (National Center for Atmospheric Research) | Gutelius, David (SRI International) | Hinkelmann, Knut (University of Applied Sciences Northwestern Switzerland) | Horswill, Ian (Northwestern University) | Huberman, Bernardo (HP Labs) | Hudlicka, Eva (Psychometrix Associates) | Lerman, Kristina (USC Information Sciences Institute) | Lisetti, Christine (Florida International University) | McGuinness, Deborah L. (Rensselaer Polytechnic Institute) | Maher, Mary Lou (National Science Foundation) | Musen, Mark A. (Stanford University) | Sahami, Mehran (Stanford University) | Sleeman, Derek (University of Aberdeen) | Thönssen, Barbara (University of Applied Sciences Northwestern Switzerland) | Velasquez, Juan D. (MIT CSAIL) | Ventura, Dan (Brigham Young University)
The titles of the eight symposia were as follows: (1) AI Meets Business Rules and Process Management, (2) Architectures for Intelligent Theory-Based Agents, (3) Creative Intelligent Systems, (4) Emotion, Personality, and Social Behavior, (5) Semantic Scientific Knowledge Integration, (6) Social Information Processing, (7) Symbiotic Relationships between Semantic Web and Knowledge Engineering, (8) Using AI to Motivate Greater Participation in Computer Science The goal of the AI Meets Business Rules and Process Management AAAI symposium was to investigate the various approaches and standards to represent business rules, business process management and the semantic web with respect to expressiveness and reasoning capabilities. The Semantic Scientific Knowledge Symposium was interested in bringing together the semantic technologies community with the scientific information technology community in an effort to build the general semantic science information community. The Social Information Processing's goal was to investigate computational and analytic approaches that will enable users to harness the efforts of large numbers of other users to solve a variety of information processing problems, from discovering high-quality content to managing common resources. The purpose of the Using AI to Motivate Greater Participation in Computer Science symposium was to identify ways that topics in AI may be used to motivate greater student participation in computer science by highlighting fun, engaging, and intellectually challenging developments in AI-related curriculum at a number of educational levels.
Simmons, Reid, Goldberg, Dani, Goode, Adam, Montemerlo, Michael, Roy, Nicholas, Sellner, Brennan, Urmson, Chris, Schultz, Alan, Abramson, Myriam, Adams, William, Atrash, Amin, Bugajska, Magda, Coblenz, Michael, MacMahon, Matt, Perzanowski, Dennis, Horswill, Ian, Zubek, Robert, Kortenkamp, David, Wolfe, Bryn, Milam, Tod, Maxwell, Bruce
In an attempt to solve as much of the AAAI Robot Challenge as possible, five research institutions representing academia, industry, and government integrated their research into a single robot named GRACE. This article describes this first-year effort by the GRACE team, including not only the various techniques each participant brought to GRACE but also the difficult integration effort itself.
The AAAI-2002 Robot Exhibition offered robotics researchers a venue for live demonstrations of their current projects. Researchers ranging from undergraduates working on their own to large multilab groups demonstrated robots that performed tasks ranging from improvisational comedy to urban search and rescue. This article describes their entries.
The Association for the Advancement of Artificial Intelligence presented the 2000 Fall Symposium Series was held on Friday through Sunday, 3 to 5 November, at the Sea Crest Oceanfront Conference Center. The titles of the five symposia were (1) Building Dialogue Systems for Tutorial Applications, (2) Learning How to Do Things, (3) Parallel Cognition for Embodied Agents, (4) Simulating Human Agents, and (5) Socially Intelligent Agents: The Human in the Loop.
The Association for the Advancement of Artificial Intelligence (AAAI) held its 1995 Fall Symposia Series on 10 to 12 November in Cambridge, Massachusetts. This article contains summaries of the eight symposia that were conducted: (1) Active Learning; (2) Adaptation of Knowledge for Reuse; (3) AI Applications in Knowledge Navigation and Retrieval; (4) Computational Models for Integrating Language and Vision; (5) Embodied Language and Action Symposium; (6) Formalizing Context; (7) Genetic Programming; and (8) Rational Agency: Concepts, Theories, Models, and Applications.