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Modeling Decision for Artificial Intelligence (MDAI 2006)

AI Magazine

In this document we report on the MDAI 2006 conference that was held in Tarragona (Catalonia, Spain) in April 2006. MDAI 2006, the third in this series of conferences, was held in Tarragona (Catalonia, Spain) from April 3-5. The conference consisted of four plenary talks and about 40 presentations. Regular papers were devoted to the different aspects related to decision: theory, tools, and applications. The papers on tools described methods for model construction (selection of the operators and of their parameters using, for example, analytic hierarchy process [AHP] techniques) as well as measures and indices for evaluating operators (such as orness).


The Artificial Intelligence and Interactive Digital Entertainment (AIIDE 2007) Workshop on Optimizing Player Satisfaction

AI Magazine

This is a report of the second annual workshop on Optimizing Player Satisfaction (OPS), held in conjunction with the Artificial Intelligence and Interactive Digital Entertainment (AIIDE-07) conference. We discuss highlights of this year's workshop and include a discussion for next year's event. This was the second workshop in a series started in conjunction with the Simulation of Adaptive Behavior (SAB) conference in 2006. The primary goal of the OPS workshop series is to encourage a dialogue among researchers in AI, human-computer interaction, affective computing, and psychology disciplines who investigate dissimilar methodologies for improving gameplaying experiences. An additional aim of these events is to yield a better understanding of state-of-the-art approaches for optimizing player satisfaction in interactive entertainment systems.


1965

AI Magazine

Over the past decade, the commercial games industry has come to realize the importance of AI to its next-generation products. Similarly, the academic community now recognizes the interesting research challenges of game AI. AAAI responded to this interest with the creation in 2005 of the Artificial Intelligence and Interactive Digital Entertainment conference series. The third AIIDE conference was held in June 2007 and was a great success. It featured 10 (!) invited speakers and attracted an excellent mix of academic researchers and industry practitioners.


Recap of the 2010 AI and Interactive Digital Entertainment Conference

AI Magazine

The conference is targeted at the research and commercial communities, promoting AI research and practice in the context of interactive digital entertainment systems with an emphasis on commercial video games. AIIDE 2010 was held October 11-13, 2010, at Stanford University ajacent to Palo Alto, California. The conference featured 17 paper presentations, 18 posters, 5 demos, 5 invited speakers, a panel on teaching game AI in academe, and the first StarCraft AI competition. Led by the conference chair, Michael Youngblood (University of North Carolina at Charlotte), and the program chair, Vadim Bulitko (University of Alberta), the three days of AIIDE contained a dense and exciting agenda highlighting new research and revealing how AI is applied in many commercial endeavors. The first day was kicked off with an invited talk from Chris Jurney, lead developer of Double Fine Productions, who detailed his work on the nonplayer character pathfinding of Dawn of War II during his time at Relic Entertainment.


Real-Time Strategy Game Competitions

AI Magazine

In this report we motivate research in this area, give an overview of past RTS game AI competitions, and discuss future directions. TS games -- such as StarCraft by Blizzard Entertainment and Command and Conquer by Electronic Arts -- are popular video games that can be described as real-time war simulations in which players delegate units under their command to gather resources, build structures, combat and support units, scout opponent locations, and attack. The winner of an RTS game usually is the player or team that destroys the opponents' structures first. Unlike abstract board games like chess and go, moves in RTS games are executed simultaneously at a rate of at least eight frames per second. In addition, individual moves in RTS games can consist of issuing simultaneous orders to hundreds of units at any given time.


Reports of the 2012 AIIDE Workshops

AI Magazine

The workshops took place October 8-9, 2012, at Stanford University. This report contains summaries of the activities of those four workshops. With the advent of the BWAPI StarCraft programming interface, interest in real-time strategy (RTS) game AI has increased considerably. At the 2011 AIIDE conference, several papers on the subject were presented, ranging from build order planning, over state estimation, to plan recognition. In addition, a panel discussion on RTS game AI took place, the StarCraft competition was discussed, prizes were awarded, and two exhibition match replays were shown.


The Ninth Annual AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment (AIIDE): A Report

AI Magazine

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. One hundred forty-four participants from 11 countries attended AIIDE 2013. The main program included 16 oral paper presentations, 16 posters, and 3 demonstrations, with an acceptance rate of 27 percent for the main research track. Submissions were reviewed by four program committee members using a new strengths/weaknesses rating system designed to select papers with high potential to influence future game developers.


The Ninth Annual AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment (AIIDE): A Report

AI Magazine

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.


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.


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

AI Magazine

This report summarizes the conference and related activities. For the first time in AIIDE's history, the main program of the conference was preceded by three workshops: Intelligent Narrative Technologies workshop, the workshop on Nonplayer Character AI, and the Artificial Intelligence in the Game Design Process workshop. All three attracted a substantial audience and led to exciting debates and fruitful discussions (figure 1). In total, 24 papers were presented in the three workshops. The Intelligent Narrative Technologies workshop included papers on story representation, dialogue generation, narrative visualization, and authoring interfaces for interactive narrative, and a panel on corpus-based approaches to modeling narrative.