Jhala, Arnav


ProcDefense — A Game Framework for Procedural Player Skill Training

AAAI Conferences

A challenge of game design is in providing affordances to players so that they can learn and improve their skills. Ad- vances in Procedural Content Generation (PCG) suggest this type of game content is a candidate for automatic creation. Some work in PCG has been successful in customizing game difficulty to achieve desired player experience; however, this often involves bringing the difficulty of the game to a level appropriate for the player’s current skills. Players desiring to improve their performance in a particular game may be will- ing to tolerate relatively higher levels of frustration and anx- iety than are targeted in experience-based approaches. As an initial step in this line of inquiry, we introduce ProcDefense, an action game with a modular difficulty control interface, as a platform for future inquiry into the effectiveness of differing PCG techniques for performance-training, dynamic difficulty adjustment.


Proceduralist Readings, Procedurally

AAAI Conferences

While generative approaches to game design offer great promise, systems can only reliably generate what they can “understand,” often limited to what can be handencoded by system authors. Proceduralist readings, a way of deriving meaning for games based on their underlying processes and interactions in conjunction with aesthetic and cultural cues, offer a novel, systematic approach to game understanding. We formalize proceduralist argumentation as a logic program that performs static reasoning over game specifications to derive higher-level meanings (e.g., deriving dynamics from mechanics), opening the door to broader and more culturally-situated game generation.


Reports of the AAAI 2014 Conference Workshops

AI Magazine

The AAAI-14 Workshop program was held Sunday and Monday, July 27–28, 2012, at the Québec City Convention Centre in Québec, Canada. The AAAI-14 workshop program included fifteen workshops covering a wide range of topics in artificial intelligence. The titles of the workshops were AI and Robotics; Artificial Intelligence Applied to Assistive Technologies and Smart Environments; Cognitive Computing for Augmented Human Intelligence; Computer Poker and Imperfect Information; Discovery Informatics; Incentives and Trust in Electronic Communities; Intelligent Cinematography and Editing; Machine Learning for Interactive Systems: Bridging the Gap between Perception, Action and Communication; Modern Artificial Intelligence for Health Analytics; Multiagent Interaction without Prior Coordination; Multidisciplinary Workshop on Advances in Preference Handling; Semantic Cities -- Beyond Open Data to Models, Standards and Reasoning; Sequential Decision Making with Big Data; Statistical Relational AI; and The World Wide Web and Public Health Intelligence. This article presents short summaries of those events.


Reports of the AAAI 2014 Conference Workshops

AI Magazine

The AAAI-14 Workshop program was held Sunday and Monday, July 27–28, 2012, at the Québec City Convention Centre in Québec, Canada. Canada. The AAAI-14 workshop program included fifteen workshops covering a wide range of topics in artificial intelligence. The titles of the workshops were AI and Robotics; Artificial Intelligence Applied to Assistive Technologies and Smart Environments; Cognitive Computing for Augmented Human Intelligence; Computer Poker and Imperfect Information; Discovery Informatics; Incentives and Trust in Electronic Communities; Intelligent Cinematography and Editing; Machine Learning for Interactive Systems: Bridging the Gap between Perception, Action and Communication; Modern Artificial Intelligence for Health Analytics; Multiagent Interaction without Prior Coordination; Multidisciplinary Workshop on Advances in Preference Handling; Semantic Cities — Beyond Open Data to Models, Standards and Reasoning; Sequential Decision Making with Big Data; Statistical Relational AI; and The World Wide Web and Public Health Intelligence. 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.


Learning from Demonstration for Goal-Driven Autonomy

AAAI Conferences

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 when planning failures arise. While this framework enables the development of agents that can operate in complex and dynamic environments, implementing the logic for each of the subtasks in the model requires substantial domain engineering. We present a method using case-based reasoning and intent recognition in order to build GDA agents that learn from demonstrations. Our approach reduces the amount of domain engineering necessary to implement GDA agents and learns expectations, explanations, and goals from expert demonstrations. We have applied this approach to build an agent for the real-time strategy game StarCraft. Our results show that integrating the GDA conceptual model into the agent greatly improves its win rate.


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.