scholarly journals Workshops Held at the Ninth Annual AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment (AIIDE): A Report

AI Magazine ◽  
2014 ◽  
Vol 35 (2) ◽  
pp. 65-68
Author(s):  
Antonios Liapis ◽  
Michael Cook ◽  
Adam M. Smith ◽  
Gillian Smith ◽  
Alexander Zook ◽  
...  

The Ninth Annual AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment (AIIDE) was held October 14–18, 2013, at Northeastern University in Boston, Massachusetts. Workshops were held on the two days prior to the start of the main conference, giving attendees a chance to hold in-depth discussions on topics that complement the themes of the main conference program. This year the workshops included the First Workshop on AI and Game Aesthetics (1 day), The Second Workshop on AI in the Game Design Process (1 day), The Second International Workshop on Musical Metacreation (2 day), The Sixth Workshop on Intelligent Narrative Technologies (2 day).

AI Magazine ◽  
2012 ◽  
Vol 33 (1) ◽  
pp. 55-56
Author(s):  
David Elson ◽  
Jonathan Rowe ◽  
Adam M. Smith ◽  
Gillian Smith ◽  
Emmett Tomai

The Seventh Artificial Intelligence for Interactive Digital Entertainment Conference (AIIDE-11) was held October 11–14, 2011 at Stanford University, Stanford, California. Two one-day workshops were held on October 11: Artificial Intelligence in the Game Design Process, and Intelligent Narrative Technologies. The highlights of each workshop are presented in this report.


AI Magazine ◽  
2014 ◽  
Vol 35 (2) ◽  
pp. 61-64
Author(s):  
Gita Sukthankar ◽  
Ian Horswill

The Ninth Annual AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment (AIIDE) was held October 14–18, 2013, at Northeastern University in Boston, Massachusetts. The mission of the AIIDE conference is to provide a forum for researchers and game developers to discuss ways that AI can enhance games and other forms of interactive entertainment. In addition to presentations on adapting standard AI techniques such as search, planning and machine learning for use within games, key topic areas include creating realistic autonomous characters, interactive narrative, procedural content generation, and integrating AI into game design and production tools.


Author(s):  
Preety Khatri

There are several uses of artificial intelligence in games that are useful for the better game design. With the help of AI, we can improve the games in different ways by simply playing them. In the game industry, when artificial intelligence of the game enhances to the profitable value of the game, this adds to better game reviews, which results to improve the experience of the player. By using AI, we can control both the player as well as non-player characters of the game. AI emphasizes on optimizing the performance of play, which means to measure the degree to which a player comes across the goals of the game, in case of player character. Whereas the role of AI in case of a non-player character emphasizes automatic game balancing mechanisms as well as allow dynamic difficulty adjustment. The use of AI for the empathetic player experience can improve and drive the design process of games. This chapter explores gaming with AI.


CounterText ◽  
2016 ◽  
Vol 2 (2) ◽  
pp. 217-235
Author(s):  
Gordon Calleja

This paper gives an insight into the design process of a game adaptation of Joy Division's Love Will Tear Us Apart (1980). It outlines the challenges faced in attempting to reconcile the diverging qualities of lyrical poetry and digital games. In so doing, the paper examines the design decisions made in every segment of the game with a particular focus on the tension between the core concerns of the lyrical work being adapted and established tenets of game design.


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