{"title":"Intelligent Story Architecture for Training (ISAT)","authors":"Brian S. Stensrud, L. Holt, Brian Magerko","doi":"10.1609/aiide.v3i1.18801","DOIUrl":"https://doi.org/10.1609/aiide.v3i1.18801","url":null,"abstract":"The Interactive Story Architecture for Training (ISAT) is designed to address the limitations of computer games for advanced distributed learning (ADL) and to fully realize the potential of games to become engaging and individualized training environments. The central component of the ISAT architecture is an intelligent director agent responsible for individualizing the training experience. To achieve this, the director tracks the trainee's demonstration of knowledge and skills during the training experience. Using that information, the director plays a role similar to that of a schoolhouse trainer, customizing training scenarios to meet individual trainee needs. The director can react to trainee actions within a scenario, dynamically adapting the environment to the learning needs of trainee as well as the dramatic needs of the scene.","PeriodicalId":249108,"journal":{"name":"Proceedings of the AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment","volume":"2 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2021-09-29","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"128856422","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Chris Brown, G. Ferguson, Peter Barnum, Bo Hu, D. Costello
{"title":"Quagents: A Game Platform for Intelligent Agent","authors":"Chris Brown, G. Ferguson, Peter Barnum, Bo Hu, D. Costello","doi":"10.1609/aiide.v1i1.18708","DOIUrl":"https://doi.org/10.1609/aiide.v1i1.18708","url":null,"abstract":"The Quagents system provides a flexible interface to the functionality of a game engine. The goal is to make interactive games a useful research and teaching vehicle for academics. Quagents is freely available, and runs under Unix/Linux, Windows, and Mac OS X. Intelligent agent controllers may be programmed in any language that supports sockets. A communications protocol between the controller and the bot resembles that between the high-level software and low-level controller of a mobile robot. More complex APIs may be built on the protocol that support complex interactions like trading. We describe the Quagent architecture and research and teaching applications.","PeriodicalId":249108,"journal":{"name":"Proceedings of the AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment","volume":"21 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2021-09-28","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"126597923","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Yun-Gyung Cheong, A. Jhala, Byung-Chull Bae, R. Young
{"title":"Automatically Generating Summary Visualizations from Game Logs","authors":"Yun-Gyung Cheong, A. Jhala, Byung-Chull Bae, R. Young","doi":"10.1609/aiide.v4i1.18692","DOIUrl":"https://doi.org/10.1609/aiide.v4i1.18692","url":null,"abstract":"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 models of summarization. ViGLS is implemented using a service-oriented architecture, de-coupling the summarization methods from any particular game engine being used. The camera code libraries used in visualization are based on constraint based camera control approaches and, in our implementation, make use of the scripting layer of the Unreal game engine.","PeriodicalId":249108,"journal":{"name":"Proceedings of the AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment","volume":"11 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2021-09-27","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"114215349","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Ahmed S. Hefny, Ayat A. Hatem, Mahmoud Shalaby, Amir Atiya
{"title":"Cerberus: Applying Supervised and Reinforcement Learning Techniques to Capture the Flag Games","authors":"Ahmed S. Hefny, Ayat A. Hatem, Mahmoud Shalaby, Amir Atiya","doi":"10.1609/aiide.v4i1.18694","DOIUrl":"https://doi.org/10.1609/aiide.v4i1.18694","url":null,"abstract":"Applying machine learning techniques to real-time computer games is an active research field. In this paper we present Cerberus, a machine learning framework for team-based Capture The Flag (CTF) games. This framework utilizes reinforcement learning to select high-level actions that achieve best team behaviour and utilizes neural networks to control fighting behaviour of team individuals. Our proposed framework also combines waypoints and influence maps for effective path planning","PeriodicalId":249108,"journal":{"name":"Proceedings of the AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment","volume":"74 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2021-09-27","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"127070825","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Automatically-generated Convex Region Decomposition for Real-time Spatial Agent Navigation in Virtual Worlds","authors":"D. Hale, G. Youngblood, P. Dixit","doi":"10.1609/aiide.v4i1.18693","DOIUrl":"https://doi.org/10.1609/aiide.v4i1.18693","url":null,"abstract":"This paper presents a new method for decomposing environments of complex geometry into a navigation mesh represented by bounding geometry and a connectivity graph for real-time agent usage in virtual worlds. This is accomplished by the generation of a well-defined and high-coverage set of convex navigable regions and the connected gateways between them. The focus of this paper is a new automated algorithm developed for decomposing a 2D representation of world-space into arbitrary sided high-order polygons. The DEACCON (Decomposition of Environments for the Creation of Convex-region Navigation-meshes) algorithm works by seeding a 2D polygonal representation of world-space with a series of quads. Each quad is then provided with the opportunity to grow to its maximum extent before encountering an obstruction. DEACCON implements an automatic subdividing system to convert quads into higher-order polygons while still maintaining the convex property. This allows for the generation of navigation meshes with high degrees of coverage while still allowing the use of large navigation regions, providing for easier agent navigation in virtual worlds. Compared to the Space-filling Volumes and Hertel-Mehlhorn navigation mesh decomposition methods, DEACCON provides more complete coverage, controllable mesh sizes, and better overall algorithmic control to desired decomposition quality with an improvement in agent navigation speed due to better decompositions.","PeriodicalId":249108,"journal":{"name":"Proceedings of the AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment","volume":"195 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2021-09-27","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"115056929","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Paulo Abelha, V. Gottin, A. Ciarlini, Eric T. Araujo, A. Furtado, B. Feijó, Fabio A. Guilherme da Silva, C. Pozzer
{"title":"A Nondeterministic Temporal Planning Model for Generating Narratives with Continuous Change in Interactive Storytelling","authors":"Paulo Abelha, V. Gottin, A. Ciarlini, Eric T. Araujo, A. Furtado, B. Feijó, Fabio A. Guilherme da Silva, C. Pozzer","doi":"10.1609/aiide.v9i1.12676","DOIUrl":"https://doi.org/10.1609/aiide.v9i1.12676","url":null,"abstract":"\u0000 \u0000 In this paper, we propose a temporal planning model for real-time generation of narratives in Interactive Storytelling systems. The model takes into account continuous branched time and the specification of constraints defined as temporal formulae over dramatic properties of the narrative (e.g. joy or tension). In order to address real-time generation, dramatic properties are modeled as varying linearly and events go through a preprocessing stage. As proof of concept, the model is incorporated into an existing storytelling system, LOGTELL, which provides a way to logically specify genres; allows user interaction to influence events in the unrolling narrative; and dramatizes the story in a 3D computer graphics world. To illustrate the generation of narratives, we present a simple narrative example in the Swords and Dragons genre.\u0000 \u0000","PeriodicalId":249108,"journal":{"name":"Proceedings of the AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment","volume":"4 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2021-06-30","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"126865894","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"The Human, the Mechanical, and the Spaces in Between: Explorations in Human-Robotic Musical Improvisation","authors":"S. Barton","doi":"10.1609/aiide.v9i5.12657","DOIUrl":"https://doi.org/10.1609/aiide.v9i5.12657","url":null,"abstract":"HARMI (Human and Robotic Musical Improvisation) is a software and hardware system that enables musical robots to improvise with human performers. The goal of the system is not to replicate human musicians, but rather to explore the novel kinds of musical expression that machines can produce. At the same time, the system seeks to create spaces where humans and robots can communicate with each other in a common language. To help achieve the former, ideas from contemporary compositional practice and music theory were used to shape the system’s expressive capabilities. In regard to the latter, research from the field of cognitive psychology was incorporated to enable communication, interaction, and understanding between human and robotic performers. The system was partly developed in conjunction with a residency at High Concept Laboratories in Chicago, IL, where a group of human improvisers performed with the robotic instruments. The system represents an approach to the question of how humans and robots can interact and improvise in musical contexts. This approach purports to highlight the unique expressive spaces of humans, the unique expressive spaces of machines, and the shared spaces between the two.","PeriodicalId":249108,"journal":{"name":"Proceedings of the AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment","volume":"8 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2021-06-30","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"114396677","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Procedural Game Adaptation: Framing Experience Management as Changing an MDP","authors":"D. Thue, V. Bulitko","doi":"10.1609/aiide.v8i2.12535","DOIUrl":"https://doi.org/10.1609/aiide.v8i2.12535","url":null,"abstract":"\u0000 \u0000 In this paper, we present the Procedural Game Adaptation (PGA) framework, a designer-controlled way to change a game's dynamics during end-user play. We formalize a video game as a Markov Decision Process, and frame the problem as maximizing the reward of a given player by modifying the game's transition function. By learning a model of each player to estimate her rewards, PGA managers can change the game's dynamics in a player-informed way. Following a formal definition of the components of the framework, we illustrate its versatility by using it to represent two existing adaptive systems: PaSSAGE, and Left 4 Dead's AI Director.\u0000 \u0000","PeriodicalId":249108,"journal":{"name":"Proceedings of the AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment","volume":"1998 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2021-06-30","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"128232491","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Jazz Drum Machine: A Novel Interface for Data-Driven Remixing of Music","authors":"B. Lacker","doi":"10.1609/aiide.v9i5.12656","DOIUrl":"https://doi.org/10.1609/aiide.v9i5.12656","url":null,"abstract":"\u0000 \u0000 Jazz Drum Machine is a web application written in Javascript that uses the Echo Nest Remix API to intelligently remix music. An input song is segmented into discrete musical events, which are then grouped according to pitch. Users are presented with an interface that allows them to select the number of segments from each group that will be heard in the final mix. The final mix is generated in real time and preserves rhythmic features extracted from the original song while reordering segments based on user input.\u0000 \u0000","PeriodicalId":249108,"journal":{"name":"Proceedings of the AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment","volume":"1 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2021-06-30","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"129741273","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"AIIDE-12 Organization","authors":"Mark O. Riedl, G. Sukthankar","doi":"10.1609/aiide.v8i1.12493","DOIUrl":"https://doi.org/10.1609/aiide.v8i1.12493","url":null,"abstract":"\u0000 \u0000 Organizers of the 2012 AIIDE AAAI Conference.\u0000 \u0000","PeriodicalId":249108,"journal":{"name":"Proceedings of the AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment","volume":"57 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2021-06-30","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"126843135","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}