AIIDE
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Official account of the AAAI conference on Artificial Intelligence and Interactive Digital Entertainment
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Registration is now open for #AIIDE25 👾! Come join us in Edmonton this coming November.
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AIIDE 2025 - Registration
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Find their bios and the keynote abstract here:
🔗 sites.google.com/ualberta.ca/...

And make sure to register for AIIDE here:
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AIIDE 2025 - Keynote Speakers
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AIIDE 2025 is fast approaching and it’s time to start announcing this year’s keynote speakers! First up are Dr. Luke Dicken and Nadine Perez from Take-Two Interactive. In this session the Take-Two AI team will discuss how to put theory into practice.
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📢 One week left! Early bird registration rates are available until October 10th. Early registration is cheaper and helps us get things organized 👾

sites.google.com/ualberta.ca/...
AIIDE 2025 - Registration
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🏆 Best Paper – 2020
“It’s Unwieldy and It Takes a Lot of Time” —Challenges and Opportunities for Creating Agents in Commercial Games by Jacob et al.

Game research should consider industry best practices; this paper interviews creators to identify challenges in making AI agents.
aiide.bsky.social
🏆 Best Paper – 2020
“It’s Unwieldy and It Takes a Lot of Time” —Challenges and Opportunities for Creating Agents in Commercial Games by Jacob et al.

Game research should consider industry best practices; this paper interviews creators to identify challenges in making AI agents.
aiide.bsky.social
📢 #AIIDE25 schedule has been announced!
sites.google.com/ualberta.ca/...
⏰ Early registration ends Oct 10, Don’t miss out!
AIIDE 2025 - Schedule
Full digital program in-progress
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🏆 Best Paper – 2019
Macro Action Selection with Deep Reinforcement Learning in StarCraft by Xu et al.

To reduce the gap between human players and StarCraft bots, Xu et al. propose using a Deep Reinforcement Learning framework to select macro actions instead of predefined rules.
aiide.bsky.social
🏆 Best Paper – 2019
Macro Action Selection with Deep Reinforcement Learning in StarCraft by Xu et al.

To reduce the gap between human players and StarCraft bots, Xu et al. propose using a Deep Reinforcement Learning framework to select macro actions instead of predefined rules.
aiide.bsky.social
Early bird registration for AIIDE-25 is available until October 10th!

sites.google.com/ualberta.ca/...
AIIDE 2025 - Registration
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🏆 Best Paper – 2018
CatSAT: A Practical, Embedded, SAT Language for Runtime PCG by Ian Douglas Horswill.

Runtime constraints can leave few resources available for constraint-based PCG in games. CatSAT is a solver designed with the reality of runtime resources in mind.
aiide.bsky.social
🏆 Best Paper – 2018
CatSAT: A Practical, Embedded, SAT Language for Runtime PCG by Ian Douglas Horswill.

Runtime constraints can leave few resources available for constraint-based PCG in games. CatSAT is a solver designed with the reality of runtime resources in mind.
Reposted by AIIDE
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🏆 Best Paper – 2017
Memory Bounded Monte Carlo Tree Search by Powley et al.

Information Set MCTS is a modification on MCTS for environments with imperfect information. In this paper, Powley et al. study memory bounding for this algorithm and implement it in a commercial game.
aiide.bsky.social
🏆 Best Paper – 2017
Memory Bounded Monte Carlo Tree Search by Powley et al.

Information Set MCTS is a modification on MCTS for environments with imperfect information. In this paper, Powley et al. study memory bounding for this algorithm and implement it in a commercial game.
aiide.bsky.social
📢 The deadline for submitting proposals to host the next AAAI Conference on Interactive Digital Entertainment (AIIDE 2026) has been extended!
📅 Proposals are now due Sep 19, 2025
🔍 More info here: sites.google.com/ualberta.ca/...
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🏆 Best Paper – 2016
Combining Gameplay Data with Monte CarloTree Search to Emulate Human Play by Devlin et al.

In collaboration with game developers, the authors improve MCTS by biasing decisions based on player data, making the agent more human-like without losing performance.
aiide.bsky.social
🏆 Best Paper – 2016
Combining Gameplay Data with Monte CarloTree Search to Emulate Human Play by Devlin et al.

In collaboration with game developers, the authors improve MCTS by biasing decisions based on player data, making the agent more human-like without losing performance.
Reposted by AIIDE
aiide.bsky.social
🏆 Best Paper – 2015
Predicting Purchase Decisions in Mobile Free-to-Play Games by Sifa et al.

Understanding who is most likely to make purchases in a freemium mobile game is important for many reasons, and Sifa et al. proposed the first regression model to address this problem.
aiide.bsky.social
🏆 Best Paper – 2015
Predicting Purchase Decisions in Mobile Free-to-Play Games by Sifa et al.

Understanding who is most likely to make purchases in a freemium mobile game is important for many reasons, and Sifa et al. proposed the first regression model to address this problem.
Reposted by AIIDE
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🏆 Best Paper–2014
Spice It Up! Enriching Open World NPC Simulation Using Constraint Satisfaction
By Černý et al.
Meaningful NPC interactions make games feel alive! This paper presents a constraint satisfaction method to apply pre-scripted interactions in open-world environments.
aiide.bsky.social
🏆 Best Paper–2014
Spice It Up! Enriching Open World NPC Simulation Using Constraint Satisfaction
By Černý et al.
Meaningful NPC interactions make games feel alive! This paper presents a constraint satisfaction method to apply pre-scripted interactions in open-world environments.
Reposted by AIIDE
aiide.bsky.social
🏆 Best Paper – 2013
The Combinatorial Multi-Armed Bandit Problem and its Application to Real-Time Strategy Games by Santiago Ontañón

The branching factor of some games makes MCTS unsuitable - until you try some of these alternative sampling strategies!
aiide.bsky.social
🏆 Best Paper – 2013
The Combinatorial Multi-Armed Bandit Problem and its Application to Real-Time Strategy Games by Santiago Ontañón

The branching factor of some games makes MCTS unsuitable - until you try some of these alternative sampling strategies!
aiide.bsky.social
#AIIDE25 main track decisions are out 🙌Huge thanks to our authors and reviewers, this year’s proceedings look incredible! Congratulations to those with accepted works, and a reminder that early registration is open until October 10th.

🔗 sites.google.com/ualberta.ca/...
AIIDE 2025 - Registration
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🏆 Best Paper – 2012
POMCoP: Belief Space Planning for Sidekicks in Cooperative Games by Macindoe et al.

The authors present POMCoP, a system for online belief space planning suitable for creating sidekicks for cooperative pursuit games.