This is the current schedule for the AAAI 2000 Spring Symposium on AI and Interactive Entertainment. We're looking forward to seeing everyone! If you are a panelist, you are expected to bring NO MORE THAN 7 MINUTES worth of short presentation or comments. You should consider the topic of the panel and/or the topic of your paper when you are choosing your comments. Bring overheads as needed. The panel format will be comments from panelists followed by moderated discussion. A/V: There will be an overhead projector, a VCR, and a VGA connection for laptops. We strongly suggest that you bring overheads if you need slides ; we found setting up electronic slides took up far too much time for little added value. Demos: We will have a demo room this year that is separate from the auditorium that last year's AICG attendees remember. The demo session will be vastly improved! If you have a demo of your latest work, CONTACT WOLFF (wolff@cs.nwu.edu) in advance. You must bring your own equipment; we can only provide power. Special note: Keep Monday night free for now; plans are afoot for a combined dining outing! Day 1 Session 1: Introductions and Invited Speakers: AI in today's games Introductions by the program committee Programmers from Valve and an added guest speaker Session 2: AI Components A discussion of some current and future components used to control AI entities in games and how these components might be integrated. Moderator: Ian Davis Jan Allbeck - Parameterized action representation and natural language instructions for dynamic behavior modification of embodied agents Marc Cavazza - Natural language control and paradigms of interactivity Ian Davis - Path planning for Star Trek: Armada Siome Goldenstein - Dynamic autonomous agents: game applications Yusuf Pisan - Building NPCs Session 3: AI Engine Frameworks A number of frameworks for AI engines will be discussed with particular emphasis on the common ground between them. Moderator: Ken Forbus Marc Atkins - Some issues in AI Engine Design John Funge - Cognitive multi-character systems for interactive entertainment Ken Forbus - General deep thoughts in the area Mark Mortimer - Manageable grouping of artificial intelligence Michael van Lent - General deep thoughts in the area Session 4: Demo session Day 2 Session 5: Invited Speaker Will Wright of Maxis Discussion of the AI aspects of The Sims Ian Davis of Mad Doctor Software/Activision Session 6: Story Driven Characters A discussion of the applications of AI to interactive fiction with particular focus on how the story should influence the behavior of the AI controlled characters. Moderator: Andrew Stern Wolff Dobson - Basketball as theater Magy Seif el-Nasr - Beyond the fighting mentality Lars Liden - Integration of autonomous and scripted behavior Michael Mateas - Neo-Arstotelian theory of interactive drama Michael Young - Computational aspects of interactive narrative Andrew Stern - General deep thoughts in the area Session 7: Making Behavior Interesting A look at some novel approaches to making AI controlled entities in computer games behave in interesting and perhaps unexpected ways including models of emotion, internal reasoning and even Chaos. Moderator: Wolff Dobson Michael Freed - Towards more human like opponents Pitor Gmytrasiewicz - Modeling users emotions during interactive entertainment sessions John Laird - It knows what you're going to do: adding anticipation to a quakebot Gary Ushaw - Shortcuts to Kaos: complex behavior from simple dynamics Ian Wilson - The artificial emotion engine Session 8: Workshop Symposium attendees will be divided into groups and each group will design a new game or game genre that is made possible by improvements in one or more areas of AI. Each group will report on their ideas at the end of the session. Moderator: John Laird Day 3 Session 9: TBA Session 10: Community How can we continue to build the AI and games research community and ensure mutual benefits. Moderator: Michael van Lent Bryan Stout - Report from GDC