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AIIDE 2005 Proceedings Proceedings, The First Artificial Intelligence and Interactive Digital Entertainment Conference R. Michael Young, Conference Chair John Laird, Program Chair Menlo Park, California AAAI Press Copyright © 2005, American Association for Artificial Intelligence AAAI Press 445 Burgess Drive Menlo Park, California 94025 All rights reserved. No part of this book may be reproduced in any form by any electronic or mechanical means (including photocopying, recording, or information storage and retrieval) without permission in writing from the publisher. ISBN 1-57735-235-1 Printed on acid free paper. Manufactured in the United States of America Contents Preface / ix John Laird, Ian Davis, Michael van Lent, and R. Michael Young Organizing Committee / xi Program Committee / xiii Sponsors / xv Full Papers Applying Constraint Weighting to Autonomous Camera Control / 3 Owen Bourne and Abdul Sattar Quagents: A Game Platform for Intelligent Agents / 9 Christopher Brown, George Ferguson, Peter Barnum, Bo Hu, and Dave Costello Natural Noun Phrase Variation for Interactive Characters / 15 Donna K. Byron, Aakash Dalwani, Ryan Gerritsen, Mark Keck, Thomas Mampilly, Vinay Sharma, Laura Stoia, Timothy Weale, and Tianfang Xu Dialogue Generation in Character-based Interactive Storytelling / 21 Marc Cavazza and Fred Charles Towards Learned Anticipation in Complex Stochastic Environments / 27 Christian J. Darken A Goal-Based Architecture for Opposing Player AI / 33 Kevin Dill and Denis Papp Retaining Learned Behavior During Real-Time Neuroevolution / 39 Thomas D’Silva, Roy Janik, Michael Chrien, Kenneth O. Stanley and Risto Miikkulainen nuWar: A Prototype Sketch-based Strategy Game / 45 Greg Dunham, Ken Forbus, and Jeffrey Usher Sequence Learning by Backward Chaining in Synthetic Characters / 51 Peter Gorniak and Bruce Blumberg Speaking with your Sidekick: Understanding Situated Speech in Computer Role Playing Games / 57 Peter Gorniak and Deb Roy Hierarchical Plan Representations for Encoding Strategic Game AI / 63 Hai Hoang, Stephen Lee-Urban, and Héctor Muñoz-Avila Scalable Solutions for Interactive Virtual Humans that Can Manipulate Objects / 69 Marcelo Kallmann v Particle-Based Communication Among Game Agents / 75 Mike Klaas, Tristram Southey, and Warren Cheung Unscripted Narrative for Affectively Driven Characters / 81 Sandy Louchart, Ruth Aylett, Joao Dias, and Ana Paiva Story Representation and Interactive Drama / 87 Brian Magerko Structuring Content in the Façade Interactive Drama Architecture / 93 Michael Mateas and Andrew Stern Search-Based Drama Management in the Interactive Fiction Anchorhead / 99 Mark J. Nelson and Michael Mateas Agent Architecture Considerations for Real-Time Planning in Games / 105 Jeff Orkin From Linear Story Generation to Branching Story Graphs / 111 Mark O. Riedl and R. Michael Young Cooperative Pathfinding / 117 David Silver Semi-Automated Gameplay Analysis by Machine Learning / 123 Finnegan Southey, Gang Xiao, Robert C. Holte, Mark Trommelen, and John Buchanan Negative Behavior Space in the Design of Interactive Agents / 129 Bill Tomlinson Increasing Replayability with Deliberative and Reactive Planning / 135 Michael van Lent, Mark O. Riedl, Paul Carpenter, Ryan McAlinden, and Paul Brobst Hierarchical Parallel Markov Models of Interaction / 141 Robert Zubek and Ian D. Horswill Demo Papers Real-time Simulation of Herds Moving Over Terrain / 149 Joel Gompert Controlling Unreal Tournament 2004 Bots with the Logic-based Action Language GOLOG / 151 Stefan Jacobs, Alexander Ferrein, and Gerhard Lakemeyer The Interactive Drama Façade / 153 Michael Mateas and Andrew Stern Adding Smart Opponents to a First-Person Shooter Video Game through Evolutionary Design / 155 C. Adam Overholtzer and Simon D. Levy The Trial The Trail, Act 3: A Virtual Reality Drama Using Intelligent Agents / 157 Stuart C. Shapiro, Josephine Anstey, David E. Pape, Trupti Devdas Nayak, Michael Kandefer, and Orkan Telhan Real-time Learning in the NERO Video Game / 159 Kenneth O. Stanley, Ryan Cornelius, and Risto Miikkulainen vi Invited Talk Interactive Story Writing Using ScriptEase / 163 Jonathan Schaeffer, Mike Carbonarro, Maria Cutumisu, Matthew McNaughton, Curtis Onuczko, Thomas Roy, and Duane Szafron Index / 165 vii Preface the future of computer games. Damian Isla, of Bungie Studios, will discuss the AI used in the blockbuster hit, Halo 2. Craig Reynolds of Sony, will discuss the use of Sony’s next generation Playstation Cell processors to simulate large crowds in games. Jonathan Schaeffer is an AI game researcher and developer of the world champion checkers program. Finally, Will Wright is a visionary game developer and creator of the Sims from Maxis. This volume contains all of the papers from the conference. The papers cover the breadth of topics from AI and interactive digital entertainment including the use of machine learning to create games that adapt and extend their own capabilities; the creation of game characters that can communicate with the player through speech and natural language; techniques for creating Hollywood-style camera control in games; and the use of AI to create interactive stories where the player is part of an ongoing drama. The volume also includes short papers describing the demonstration sessions where researchers and industry developers showcase implementations of their work. We would like to thank the AAAI Staff, particularly Carol McKenna Hamilton and Keri Harvey, who helped organize the conference and were a pleasure to work with. Without them, this conference would have not been possible. W elcome to the first conference on Artificial Intelligence and Interactive Digital Entertainment. Over the last thirty years, interactive digital entertainment has grown to become a major cultural phenomena and the video game industry is one of the major drivers of advances in computer hardware and software. Artificial intelligence is playing an increasingly important role in games by providing the most engaging challenge of all—playing against and with another intelligent entity. Moreover, interactive digital entertainment provides a fascinating arena for researchers that covers topics central to AI. The goal for the AIIDE conference is to be the place for the yearly confluence of industry and academe on AI for interactive digital entertainment. It is organized and run by a combination of industry developers and academic researchers, built from the community that arose from the AAAI Spring Symposia on AI and Interactive Entertainment. It is being held in Los Angeles, making it accessible to industrial developers as well as attractive to all participants. The conference includes invited speakers, a panel on “AI for Serious Games,” and a full program of peer-reviewed papers from academics and game developers. The invited speakers include Doug Church, Chris Crawford, Bing Gordon, Damian Isla, Craig Reyonds, Jonathan Schaeffer, and Wi l l Wright. Doug Church is developer of the games System Shock & Deus Ex. Chris Crawford is the author of classic books on game design and originator of the idea of interactive drama. Bing Gordon is executive vice president and chief creative officer of Electronic Arts. Bing is the conference’s featured speaker, presenting his vision of the impact of AI on – John Laird University of Michigan – Ian Davis Maddoc Software – Michael van Lent Institute for CreativeTechnology, University of Southern California – R. Michael Young North Carolina State University ix Organizing Committee Conference Chair R. Michael Young, North Carolina State University, USA Program Chair John Laird, University of Michigan, USA Demos and Exhibits Chair Michael van Lent, University of Southern California/ICT, USA Local Arrangements Chair Michael van Lent, University of Southern California/ICT, USA Publicity Chair Ian Lane Davis, Mad Doc Software, USA Finance Chair R. Michael Young, North Carolina State University, USA xi Program Committee David Aha, Naval Research Laboratory Greg Alt, Surreal Software Bruce Blumberg, MIT Media Lab Barry Brumitt, Microsoft Christian Darken, Moves Institute Magy Seif El-Nasr, Pennsylvania State University Will Ferguson, BBN Bill Fisher, Quicksilver Ken Forbus, Northwestern University Evan Forrester, Next Level Games Dan Fu, Stottler Henke John Hiles, NPS Lewis Johnson, University of Southern California / ISI Randy Jones, Colby / Soar Tech Michael Mateas, Georgia Institute of Technology Alexander Nareyek, AI Center Jeff Orkin, Monolith Productions Deb Roy, MIT Media Lab Jonathan Schaffer, University of Alberta Paul Tozour, Retro Studios xiii Sponsors American Association for Artificial Intelligence Electronic Arts Microsoft Intelligent Software Systems Institute for Creative Technologies Soar Technology Mad Doc Software xv