Spencer Frazier, Chao Huang, Yu-Han Chang, R. Maheswaran
{"title":"Location-Based Game Platform for Behavioral Data Collection in Disaster Rescue Scenarios","authors":"Spencer Frazier, Chao Huang, Yu-Han Chang, R. Maheswaran","doi":"10.1609/aiide.v8i5.12579","DOIUrl":"https://doi.org/10.1609/aiide.v8i5.12579","url":null,"abstract":"\u0000 \u0000 Location-based games are an emerging paradigm for training, simulation, entertainment, health and many other domains. In this paper, we consider the role of location-based games as a platform for data collection and analysis of human behavior. We also examine how human teams perform in a disaster scenario when such a scenario is mapped to a game environment conducted as a location-based augmented reality game. We use a pilot experiment to study human behavior between simulated disaster rescue teams and an integrated commander for the purpose of future research into improving exploitation of local tasks versus exploration of assigned objectives by disaster response teams. We show the results of our pilot experiment, analyze the effectiveness of this game as a data collection platform and then investigate how additional experiments may be conducted to formalize this problem further.\u0000 \u0000","PeriodicalId":249108,"journal":{"name":"Proceedings of the AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment","volume":"123 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":"131166615","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}
O. Bown, Arne Eigenfeldt, Aengus Martin, Benjamin Carey, Philippe Pasquier
{"title":"The Musical Metacreation Weekend: Challenges Arising from the Live Presentation of Musically Metacreative Systems","authors":"O. Bown, Arne Eigenfeldt, Aengus Martin, Benjamin Carey, Philippe Pasquier","doi":"10.1609/aiide.v9i5.12650","DOIUrl":"https://doi.org/10.1609/aiide.v9i5.12650","url":null,"abstract":"\u0000 \u0000 This paper discusses the approach to curation of the MuMe Weekend (held in Sydney, Australia, 2013) and the experience the authors gained from hosting the event. We identify open challenges arising from this applied demonstration of musically metacreative systems. Identified challenges are not technical, but rather methodological, concerning pragmatic aspects of presenting and collaboratively innovating musically metacreative work. The paper presents our approach to curating the event, the categories of performances offered — and responses to these — issues to do with the selection and presentation of the work, and issues to do with the evaluation by audience and performers. \u0000 \u0000","PeriodicalId":249108,"journal":{"name":"Proceedings of the AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment","volume":"48 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":"125312142","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":"Towards Adaptive Quest Narrative in Shared, Persistent Virtual Worlds","authors":"E. Tomai","doi":"10.1609/aiide.v8i2.12540","DOIUrl":"https://doi.org/10.1609/aiide.v8i2.12540","url":null,"abstract":"\u0000 \u0000 In this paper, we discuss motivations for studying interactive narrative in shared, persistent worlds using the established conventions of quest-based MMORPGs. We present a framework for categorizing the various techniques used in these games according to the interaction between the world model and the quest model. Using this framework we generalize recent games to present a more dynamic world model, and investigate extensions to the quest model to support storytelling through adaptive quest narratives.\u0000 \u0000","PeriodicalId":249108,"journal":{"name":"Proceedings of the AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment","volume":"81 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":"126415703","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":"Mezzo: An Adaptive, Real-Time Composition Program for Game Soundtracks","authors":"D. Brown","doi":"10.1609/aiide.v8i4.12566","DOIUrl":"https://doi.org/10.1609/aiide.v8i4.12566","url":null,"abstract":"\u0000 \u0000 Mezzo is a computer program designed that procedurally writes Romantic-Era style music in real-time to accompany computer games. Leitmotivs are associated with game characters and elements, and mapped into various musical forms. These forms are distinguished by different amounts of harmonic tension and formal regularity, which lets them musically convey various states of markedness which correspond to states in the game story. Because the program is not currently attached to any game or game engine, “virtual” gameplays were been used to explore the capabilities of the program; that is, videos of various game traces were used as proxy examples. For each game trace, Leitmotivs were input to be associated with characters and game elements, and a set of ‘cues’ was written, consisting of a set of time points at which a new set of game data would be passed to Mezzo to reflect the action of the game trace. Examples of music composed for one such game trace, a scene from Red Dead Redemption, are given to illustrate the various ways the program maps Leitmotivs into different levels of musical markedness that correspond with the game state.\u0000 \u0000","PeriodicalId":249108,"journal":{"name":"Proceedings of the AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment","volume":"92 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":"124622248","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":"Model-Driven AI for Games: Research Plan","authors":"Christopher Dragert","doi":"10.1609/aiide.v8i6.12483","DOIUrl":"https://doi.org/10.1609/aiide.v8i6.12483","url":null,"abstract":"\u0000 \u0000 The field of game AI is largely industry driven, lacking an agreed upon formalism for AI representation. Ad-hoc scripting languages, simple finite state machines, behaviour trees, and planners are employed, but not in a fashion adhering to any standard. As a result, reuse is sparse between games and formal analysis techniques are undeveloped. As research for a Ph.D. thesis, we propose to show that a layered Statechart-based AI is a suitable formalism for Game AI, enabling the use of model-driven development techniques such as reuse and high-level analysis including model-checking. The fundamentally modular nature of this approach leads naturally to reuse as a fundamental component of the design process. Supported by a clearly defined formalism, useful behavioural analyses become possible, such as testing reactions to various inputs at design time. We also explore transformations at the modelling level to enable procedural generation, allowing rapid deployment of varying AIs. Additionally, such a model allows for the generation of efficient code that can be directly inserted into games. Tool support for reuse, generation, and analysis will be developed, then employed in creating an industrial scale AI, proving that this formalism is appropriate for industrial use.\u0000 \u0000","PeriodicalId":249108,"journal":{"name":"Proceedings of the AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment","volume":"20 5","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2021-06-30","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"113935660","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":"Organizers","authors":"Marcello Cavazza, Mei Si, Alexander Zook","doi":"10.1609/aiide.v9i4.12637","DOIUrl":"https://doi.org/10.1609/aiide.v9i4.12637","url":null,"abstract":"\u0000 \u0000 List of organizers of the Intelligent Narrative Technologies workshop held at the Ninth 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":"60 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":"115539659","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":"Organizers","authors":"P. Pasquier","doi":"10.1609/aiide.v9i5.12660","DOIUrl":"https://doi.org/10.1609/aiide.v9i5.12660","url":null,"abstract":"\u0000 \u0000 List of organizers of the Musical Metacreation workshop held at the Ninth 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":"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":"129091795","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":"Organizers","authors":"Noriko Tomuro, K. Boyer, Yun-Gyung Cheong","doi":"10.1609/aiide.v10i4.12761","DOIUrl":"https://doi.org/10.1609/aiide.v10i4.12761","url":null,"abstract":"\u0000 \u0000 List of organizers of the Games and Natural Language Processing 2014 AIIDE Workshop.\u0000 \u0000","PeriodicalId":249108,"journal":{"name":"Proceedings of the AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment","volume":"20 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":"125167332","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":"Organizers","authors":"Michael Buro","doi":"10.1609/aiide.v8i3.12551","DOIUrl":"https://doi.org/10.1609/aiide.v8i3.12551","url":null,"abstract":"\u0000 \u0000 List of organizers and program committee for the Artificial Intelligence in Adversarial Real-Time Games 2012 AIIDE Workshop.\u0000 \u0000","PeriodicalId":249108,"journal":{"name":"Proceedings of the AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment","volume":"87 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":"117081100","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":"Organizer","authors":"Noor Shaker","doi":"10.1609/aiide.v10i6.12698","DOIUrl":"https://doi.org/10.1609/aiide.v10i6.12698","url":null,"abstract":"\u0000 \u0000 List of organizers of the 2014 AIIDE Doctoral Consortium.\u0000 \u0000","PeriodicalId":249108,"journal":{"name":"Proceedings of the AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment","volume":"277 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":"122934677","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}