IJCAI 2005 Workshop on
Reasoning, Representation, and Learning in Computer Games


Accepted Papers

  1. Hazard: A Framework Towards Connecting Artificial Intelligence and Robotics, by Peter J. Andersson
  2. Extending Reinforcement Learning to Provide Dynamic Game Balancing, by Gustavo Andrade, Geber Ramalho, Hugo Santana, & Vincent Corruble
  3. OASIS: An Open AI Standard Interface Specification to Support Reasoning, Representation and Learning in Computer Games, by Clemens N. Berndt, Ian Watson, & Hans Guesgen
  4. Colored Trails: A Formalism for Investigating Decision-Making in Strategic Environments, by Ya’akov Gal, Barbara J. Grosz, Sarit Kraus, Avi Pfeffer, & Stuart Shieber
  5. Unreal GOLOG Bots, by Stefan Jacobs, Alexander Ferrein, & Gerhard Lakemeyer
  6. Path Planning in Triangulations, by Marcelo Kallmann
  7. Interfacing the D’Artagnan Cognitive Architecture to the Urban Terror First-Person Shooter Game, by Bharat Kondeti, Maheswar Nallacharu, Michael Youngblood, & Lawrence Holder
  8. Defeating Novel Opponents in a Real-Time Strategy Game, by Matthew Molineaux, David W. Aha, & Marc Ponsen
  9. Stratagus: An Open-Source Game Engine for Research in Real-Time Strategy Games, by Marc J.V. Ponsen, Stephen Lee-Urban, Héctor Muñoz-Avila, David W. Aha, & Matthew Molineaux
  10. Towards Integrating AI Story Controllers and Game Engines: Reconciling World State Representations, by Mark O. Riedl
  11. An Intelligent Decision Module based on CBR for C-evo, by Ruben Sanchez-Pelegrin & Belen Diaz-Agudo
  12. A Model for Reliable Adaptive Game Intelligence, by Pieter Spronck
  13. Knowledge-Intensive Similarity-based Opponent Modeling, by Timo Steffens
  14. Writing Stratagus-playing Agents in Concurrent ALisp, by Bhaskara Marthi, Stuart Russell, & David Latham
  15. Knowledge-Based Support-Vector Regression for Reinforcement Learning, by Rich Maclin, Jude Shavlik, Trevor Walker, & Lisa Torrey
  16. The Design Space of Control Options for AIs in Computer Games, by Robert E. Wray, Michael van Lent, Jonathan Beard, & Paul Brobst
  17. Best-Response Learning of Team Behaviour in Quake III, by Sander Bakkes, Pieter Spronck, & Eric Postma
  18. Requirements for Resource Management Game AI, by Steven de Jong, Pieter Spronck, & Nico Roos
  19. Using Model-Based Reflection to Guide Reinforcement Learning, by Patrick Ulam, Ashok Goel, Joshua Jones, & William Murdock
  20. Knowledge Organization and Structural Credit Assignment, by Joshua Jones & Ashok Goel
  21. A Scheme for Creating Digital Entertainment with Substance, by Georgios N. Yannakakis & John Hallam