Proceedings of the AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment最新文献

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A Hierarchical System for Autonomous Musical Creation 自主音乐创作的层次体系
M. Reimer, Guy E. Garnett
{"title":"A Hierarchical System for Autonomous Musical Creation","authors":"M. Reimer, Guy E. Garnett","doi":"10.1609/aiide.v10i5.12769","DOIUrl":"https://doi.org/10.1609/aiide.v10i5.12769","url":null,"abstract":"\u0000 \u0000 We describe work in progress on the development of a new hierarchical model of machine creativity operating in the domain of music. Similar to the way human brains work, our system separates low-level components associated with pattern recognition and analysis from the high-level creative components in two extensible layers. Separating this functionality in different layers of our system provides better visibility into the behavior of the creative component. This increased visibility has led to many improvements over previous iterations including the reward calculation for the creative component. Additionally, the design of an abstract input feature layer allows for greater flexibility in the number and combination of low-level features that can be used within our system.\u0000 \u0000","PeriodicalId":249108,"journal":{"name":"Proceedings of the AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment","volume":"10 5 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2021-06-29","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"132694883","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}
引用次数: 2
Objective 客观的
Noriko Tomuro, K. Boyer, Yun-Gyung Cheong
{"title":"Objective","authors":"Noriko Tomuro, K. Boyer, Yun-Gyung Cheong","doi":"10.1609/aiide.v10i4.12762","DOIUrl":"https://doi.org/10.1609/aiide.v10i4.12762","url":null,"abstract":"\u0000 \u0000 This workshop aims at promoting and exploring the possibilities for research and practical applications involving natural language processing (NLP) and games. \u0000 \u0000","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":"2021-06-29","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"129169779","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}
引用次数: 0
Organization 组织
I. Horswill
{"title":"Organization","authors":"I. Horswill","doi":"10.1609/aiide.v10i1.12699","DOIUrl":"https://doi.org/10.1609/aiide.v10i1.12699","url":null,"abstract":"\u0000 \u0000 List of organizers of the Tenth AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment.\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":"2021-06-29","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"128986609","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}
引用次数: 0
MimicA: A Framework for Self-Learning Companion AI Behavior MimicA:一个自我学习同伴AI行为的框架
Travis Angevine, Foaad Khosmood
{"title":"MimicA: A Framework for Self-Learning Companion AI Behavior","authors":"Travis Angevine, Foaad Khosmood","doi":"10.1609/aiide.v12i2.12908","DOIUrl":"https://doi.org/10.1609/aiide.v12i2.12908","url":null,"abstract":"\u0000 \u0000 We explore fully autonomous companion characters within the context of Real Time Strategy games. Non-player Characters that are controlled by Artificial Intelligence to some degree, have been a feature of Role Playing games for decades. But RTS games rarely have a player avatar, and thus no real companions. The universe of RTS games where both an avatar and a companion character exist is small. Most friendly RTS units are semi-autonomous at best, requiring player micromanagement of their behavior. We present MimicA, a real-time framework to govern AI companion behavior by modeling that of the current player. Built for the Unity engine, MimicA is a learn-by-demonstration framework that differs from existing practices in that the behavior is fully autonomous, does not rely on previous modeling exercises and is designed to be generalized and extensible. We analyze and discuss MimicA through a thirty person user study with our own demonstration game, Lord of Towers. We find that 22 out of 30 participants (73%) indicate they enjoyed the game, and this self-reported enjoyment was on par with “traditional tower defense games”. 63% agree that MimicA controlled NPCs are doing what the player would do while 20% disagree. Similarly, 53% realize the NPCs are learning from the player while 20% do not. We also show that NPC with underlying Decision Tree and Naive Bayes algorithms are better than KNN in making the player realize the learning nature of the NPC.\u0000 \u0000","PeriodicalId":249108,"journal":{"name":"Proceedings of the AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment","volume":"520 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2021-06-25","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"123060816","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}
引用次数: 0
StarCraft Winner Prediction 星际争霸冠军预测
Yaser Norouzzadeh Ravari, S. Bakkes, P. Spronck
{"title":"StarCraft Winner Prediction","authors":"Yaser Norouzzadeh Ravari, S. Bakkes, P. Spronck","doi":"10.1609/aiide.v12i2.12887","DOIUrl":"https://doi.org/10.1609/aiide.v12i2.12887","url":null,"abstract":"\u0000 \u0000 In game-playing, a challenging topic is to investigate an evaluation function that accurately predicts which player will be the winner of a two-player match. Our work investigates to what extent it is possible to predict the winner of a StarCraft match, regardless of the races that are involved. We developed models for individual match types, and also general models for predicting the winner of non-symmetric matches, symmetric matches, and general matches. The contribution of this paper is (1) a generic and relatively accurate model for winner prediction in StarCraft, and (2) a detailed analysis of which features are the principal component in accurately predicting the winner in this complex game. Specially, our results show that we can predict the winner of a match with an accuracy of more than 63% in average over all time slices, regardless of the time slice and the combination of the match types. A study of which features are most important for the prediction of the match results, shows that the economic aspects of StarCraft matches are the strongest predictors for winning, followed by the use micro commands.\u0000 \u0000","PeriodicalId":249108,"journal":{"name":"Proceedings of the AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment","volume":"71 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2021-06-25","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"127161318","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}
引用次数: 15
Single Believe State Generation for Handling Partial Observability with MCTS in StarCraft 在《星际争霸》中使用MCTS处理部分可观测性的单信念状态生成
Alberto Uriarte, Santiago Ontañón
{"title":"Single Believe State Generation for Handling Partial Observability with MCTS in StarCraft","authors":"Alberto Uriarte, Santiago Ontañón","doi":"10.1609/aiide.v13i2.12960","DOIUrl":"https://doi.org/10.1609/aiide.v13i2.12960","url":null,"abstract":"\u0000 \u0000 A significant amount of work exists on handling partial observability for different game genres in the context of game tree search. However, most of those techniques do not scale up to RTS games. In this paper we present an experimental evaluation of a recently proposed technique, \"single believe state generation,\" in the context of StarCraft. We evaluate the proposed approach in the context of a StarCraft playing bot and show that the proposed technique is enough to bring the performance of the bot close to the theoretical optimal where the bot can observe the whole game state.\u0000 \u0000","PeriodicalId":249108,"journal":{"name":"Proceedings of the AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment","volume":"120 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2021-06-25","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"116366614","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}
引用次数: 0
"The Long Walk" From Linear Film to Interactive Narrative 从线性电影到互动叙事的“漫漫长路”
Keshav Prasad, K. Briët, Obiageli Odimegwu, Olivia Connolly, Diego Gonzalez, A. Gordon
{"title":"\"The Long Walk\" From Linear Film to Interactive Narrative","authors":"Keshav Prasad, K. Briët, Obiageli Odimegwu, Olivia Connolly, Diego Gonzalez, A. Gordon","doi":"10.1609/aiide.v13i2.12998","DOIUrl":"https://doi.org/10.1609/aiide.v13i2.12998","url":null,"abstract":"\u0000 \u0000 Advances in hardware and software for virtual reality and 360-degree video afford new opportunities for immersive digital storytelling, but also pose new challenges as players seek an increased sense of meaningful agency in fictional story-worlds. In this paper, we explore the interaction designs afforded by voice-controlled interactive narratives, where players speak their intended actions when prompted at choice points in branching storylines. We describe seven interaction design patterns that balance the player's need for meaningful agency with an author's goal to present an intended storyline. We argue that these structural designs are orthogonal to the content of a story, such that any particular story may be effectively restructured to use different patterns. By way of demonstration, we describe our efforts to remix and restructure a 360-degree film entitled \"The Long Walk\", transforming it from a largely linear narrative with minimal interactivity into a voice-controlled interactive narrative with meaningful player agency.\u0000 \u0000","PeriodicalId":249108,"journal":{"name":"Proceedings of the AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment","volume":"96 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2021-06-25","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"127033293","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}
引用次数: 2
Experiments on Learning Unit-Action Models from Replay Data from RTS Games 基于RTS游戏重玩数据的单位动作模型学习实验
Santiago Ontañón
{"title":"Experiments on Learning Unit-Action Models from Replay Data from RTS Games","authors":"Santiago Ontañón","doi":"10.1609/aiide.v12i2.12888","DOIUrl":"https://doi.org/10.1609/aiide.v12i2.12888","url":null,"abstract":"\u0000 \u0000 Recent work has shown that incorporating action probability models (models that given a game state can predict the probability with which an expert will play each move) into MCTS can lead to significant performance improvements in a variety of adversarial games, including RTS games. This paper presents a collection of experiments aimed at understanding the relation between the amount of training data, the predictive performance of the action models, the effect of these models in the branching factor of the game and the resulting performance gains in MCTS. Experiments are carried out in the context of the microRTS simulator, showing that more accurate predictive models do not necessarily result in better MCTS performance.\u0000 \u0000","PeriodicalId":249108,"journal":{"name":"Proceedings of the AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment","volume":"175 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2021-06-25","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"115793223","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}
引用次数: 1
Toward Automated Story Generation with Markov Chain Monte Carlo Methods and Deep Neural Networks 基于马尔可夫链蒙特卡罗方法和深度神经网络的自动故事生成
Brent Harrison, Chris Purdy, Mark O. Riedl
{"title":"Toward Automated Story Generation with Markov Chain Monte Carlo Methods and Deep Neural Networks","authors":"Brent Harrison, Chris Purdy, Mark O. Riedl","doi":"10.1609/aiide.v13i2.13003","DOIUrl":"https://doi.org/10.1609/aiide.v13i2.13003","url":null,"abstract":"\u0000 \u0000 In this paper, we introduce an approach to automated story generation using Markov Chain Monte Carlo (MCMC) sampling. This approach uses a sampling algorithm based on Metropolis-Hastings to generate a probability distribution which can be used to generate stories via random sampling that adhere to criteria learned by recurrent neural networks. We show the applicability of our technique through a case study where we generate novel stories using an acceptance criteria learned from a set of movie plots taken from Wikipedia. This study shows that stories generated using this approach adhere to this criteria 85%-86% of the time.\u0000 \u0000","PeriodicalId":249108,"journal":{"name":"Proceedings of the AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment","volume":"126 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2021-06-25","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"134046053","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}
引用次数: 31
Predicting Resource Locations in Game Maps Using Deep Convolutional Neural Networks 使用深度卷积神经网络预测游戏地图中的资源位置
Scott Lee, Aaron Isaksen, Christoffer Holmgård, J. Togelius
{"title":"Predicting Resource Locations in Game Maps Using Deep Convolutional Neural Networks","authors":"Scott Lee, Aaron Isaksen, Christoffer Holmgård, J. Togelius","doi":"10.1609/aiide.v12i2.12893","DOIUrl":"https://doi.org/10.1609/aiide.v12i2.12893","url":null,"abstract":"\u0000 \u0000 We describe an application of neural networks to predict the placements of resources in StarCraft II maps. Networks are trained on existing maps taken from databases of maps actively used in online competitions and tested on unseen maps with resources (minerals and vespene gas) removed. This method is potentially useful for AI-assisted game design tools, allowing the suggestion of resource and base placements consonant with implicit StarCraft II design principles for fully or partially sketched heightmaps. By varying the thresholds for the placement of resources, more or fewer resources can be created consistently with the pattern of a single map. We further propose that these networks can be used to help understand the design principles of StarCraft II maps, and by extension other, similar types of game content.\u0000 \u0000","PeriodicalId":249108,"journal":{"name":"Proceedings of the AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment","volume":"10 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2021-06-25","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"132656955","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}
引用次数: 9
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