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2001 Spring Spymposuim on AI and Interactive Entertainment Papers
- Real-time Cinematic Camera Control for Interactive Narratives
Daniel Amerson and Shaun Kime
- Panel Discussion: Collaboration Between Academia and Industry: A Case Study
Marc Atkin and David Westbrook
- A Blackboard System for Interpreting Agent Messages
Marc Cavazza, Steven Mead, Alexander Strachan, and Alex Whittaker
- Primitives and Behavior-Based Architectures for Interactive Entertainment
Odest Chadwicke Jenkins and Maja Mataric
- Reconciling Autonomy with Narratives in the Event Calculus
L. Chen, K. Bechkoum, and G. Clapworthy
- Behaviors for Virtual Creatures by Constraint-based Adaptive Search
Philippe Codognet
- being-in-the-world
Mark DePristo and Robert Zubek
- How qualitative spatial reasoning can improve strategy game AIs
Kenneth Forbus, James Mahoney, and Kevin Dill
- Playing Chess with Machiavelli: Improving Interactive Entertainment with Explicit
Strategies
Andrew Gordon
- Autonomous Dialogue for Interactive Story Telling
Nancy Green
- Towards an AI Behavior Toolkit for Games
Ryan Houlette, Daniel Fu, and David Ross
- Creating Human-like Synthetic Characters with Multiple Skill Levels: A Case Study using the Soar
Quakebot
John Laird and John Duchi
- Using Nodes to Develop Strategies for Combat with Multiple Enemies
Lars Liden
- Ecs Online: A Venue for Believable Agents
Martin Martin
- Steve Goes to Bosnia: Towards a New Generation of Virtual Humans for Interactive
Experiences
Jeff Rickel, Jonathan Gratch, Randall Hill, Stacy Marsella, and William Swartout
- A New Approach to Interactive Drama: From Intelligent Characters to an Intelligent Virtual
Narrator
Nicolas Szilas
- An Overview of the Mimesis Architecture: Integrating Intelligent Narrative Control into an Existing Gaming
Environment
R. Michael Young
- Authoring the “Intelligence” of an Educational Game
M. Zancanaro, Z. Cappelletti, C. Signorini, and C. Strapparava
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