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

http://home.earthlink.net/~dwaha/research/meetings/ijcai05-rrlcgw
Accepted Papers
- Hazard: A Framework Towards Connecting Artificial Intelligence and Robotics, by
Peter J. Andersson
- Extending Reinforcement Learning to Provide Dynamic Game Balancing, by
Gustavo Andrade, Geber Ramalho, Hugo Santana, & Vincent Corruble
- OASIS: An Open AI Standard Interface Specification to Support Reasoning, Representation
and Learning in Computer Games, by
Clemens N. Berndt, Ian Watson, & Hans Guesgen
- Colored Trails: A Formalism for Investigating Decision-Making in Strategic Environments, by
Ya’akov Gal, Barbara J. Grosz, Sarit Kraus, Avi Pfeffer, & Stuart Shieber
- Unreal GOLOG Bots, by
Stefan Jacobs, Alexander Ferrein, & Gerhard Lakemeyer
- Path Planning in Triangulations, by
Marcelo Kallmann
- Interfacing the D’Artagnan Cognitive Architecture to the Urban Terror First-Person Shooter Game, by
Bharat Kondeti, Maheswar Nallacharu, Michael Youngblood, & Lawrence Holder
- Defeating Novel Opponents in a Real-Time Strategy Game, by
Matthew Molineaux, David W. Aha, & Marc Ponsen
- 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
- Towards Integrating AI Story Controllers and Game Engines: Reconciling World State Representations, by
Mark O. Riedl
- An Intelligent Decision Module based on CBR for C-evo, by
Ruben Sanchez-Pelegrin & Belen Diaz-Agudo
- A Model for Reliable Adaptive Game Intelligence, by
Pieter Spronck
- Knowledge-Intensive Similarity-based Opponent Modeling, by
Timo Steffens
- Writing Stratagus-playing Agents in Concurrent ALisp, by
Bhaskara Marthi, Stuart Russell, & David Latham
- Knowledge-Based Support-Vector Regression for Reinforcement Learning, by
Rich Maclin, Jude Shavlik, Trevor Walker, & Lisa Torrey
- The Design Space of Control Options for AIs in Computer Games, by
Robert E. Wray, Michael van Lent, Jonathan Beard, & Paul Brobst
- Best-Response Learning of Team Behaviour in Quake III, by
Sander Bakkes, Pieter Spronck, & Eric Postma
- Requirements for Resource Management Game AI, by
Steven de Jong, Pieter Spronck, & Nico Roos
- Using Model-Based Reflection to Guide Reinforcement Learning, by
Patrick Ulam, Ashok Goel, Joshua Jones, & William Murdock
- Knowledge Organization and Structural Credit Assignment, by
Joshua Jones & Ashok Goel
- A Scheme for Creating Digital Entertainment with Substance, by
Georgios N. Yannakakis & John Hallam