CS 387/680: Game AI

Student presentations

Student Presentations

Each student from the 680 sections needs to pick on of the papers from this list, read it, and give a presentation in class.

Presentation preparation information:

Read the paper carefully, and make sure you understand all the concepts. If there are concepts in the paper that you don't understand, either follow the references in the paper to learn more, or ask the instructor for help. The goal of the presentation is not only NOT to demonstrate the instructor that you understood, but to educate the class about the content of the paper. This means that you should not assume people know what you are talking about. Use as many illustrations as possible.

Your presentation should be between 10 to 15 minutes long, and will be followed by a short Q/A. Students of the online section will prepare their presentations as a PowerPoint/Keynote presentation with audio, or as a YouTube video that will be sent to the instructor to be played in class. Since preparing the presentation at home allows you to be more concise when talking, online students presentations should be shorter: between 8 - 10 minutes long.

In order to access PDF version of these papers, please use the BBLearn site.

Paper Title
- A Multi-agent Potential Field based bot for a Full RTS Game Scenario James Chy
- Interactive Navigation of Multiple Agents in Crowded Environments Jianyu Wang
- Near Optimal Hierarchical Path-Finding Zhizhi Liu
- Intelligent Moving of Groups in Real-Time Strategy Games Cao ZhiChao
- Adversarial Planning Through Strategy Simulation Joshua Partlow
- Build Order Optimization in StarCraft Walter Adolph
- On-Line Case-Based Planning Andrew Benton
- The corridor map method: a general framework for real-time high-quality path planning Yuchen Wang
- Structuring Content in the Façade Interactive Drama Architecture Joe Muoio
- From Abstraction to Reality: Integrating Drama Management into a Playable Game Experience Tajik Choudhury
- Computational Approaches to Storytelling and Creativity Louis Manco
- Towards Automated Game Design Ryan Daugherty
- Game AI as Storytelling Travis Dutko
- Procedural Level Design for Platform Games Jarrett Estill
- Towards a Generic Method of Evaluating Game Levels Yaobin Dong
- The 2009 Mario AI Competition Yibo Zhang
- The Combinatorial Multi-Armed Bandit Problem and Its Application to Real-Time Strategy Games Diamond Bishop
- Intuitive Crowd Behaviour in Dense Urban Environments using Local Laws Marc Barrowclift
- Initial Results From Co-operative Co-evolution for Automated Platformer Design Chris Vansco