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AIIDE
2007
15 years 10 months ago
A Demonstration of SQUEGE: A CRPG Sub-Quest Generator
Scripting the plot in a computer role-playing game requires a large number of scripts that are difficult to program, track and maintain. Game adventures often include simple plot...
Curtis Onuczko, Duane Szafron, Jonathan Schaeffer,...
AIIDE
2008
15 years 10 months ago
A Cover-Based Approach to Multi-Agent Moving Target Pursuit
We explore the task of designing an efficient multi-agent system that is capable of capturing a single moving target, assuming that every agent knows the location of all agents on...
Alejandro Isaza, Jieshan Lu, Vadim Bulitko, Russel...
AIIDE
2008
15 years 10 months ago
Talking with NPCs: Towards Dynamic Generation of Discourse Structures
Dialogue in commercial games is largely created by teams of writers and designers who hand-author every line of dialogue and hand-specify the dialogue structure using finite state...
Christina R. Strong, Michael Mateas
AIPS
2008
15 years 10 months ago
Unifying the Causal Graph and Additive Heuristics
Many current heuristics for domain-independent planning, such as Bonet and Geffner's additive heuristic and Hoffmann and Nebel's FF heuristic, are based on delete relaxa...
Malte Helmert, Hector Geffner
AIPS
2008
15 years 10 months ago
The Complexity of Optimal Planning and a More Efficient Method for Finding Solutions
We present a faster method of solving optimal planning problems and show that our solution performs up to an order of magnitude faster than Satplan on a variety of problems from t...
Katrina Ray, Matthew L. Ginsberg