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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