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AIIDE
2007
15 years 9 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 9 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 9 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 9 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 9 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