Three states and a plan: the AI of FEAR J Orkin Game developers conference 2006, 4, 2006 | 329 | 2006 |
Applying goal-oriented action planning to games O Jeff AI game programming wisdom 2, 217-228, 2003 | 194 | 2003 |
The restaurant game: Learning social behavior and language from thousands of players online. J Orkin, D Roy J. Game Dev. 3 (1), 39-60, 2008 | 170 | 2008 |
Agent architecture considerations for real-time planning in games J Orkin Proceedings of the AAAI Conference on Artificial Intelligence and …, 2005 | 145 | 2005 |
Crowdsourcing human-robot interaction: New methods and system evaluation in a public environment C Breazeal, N DePalma, J Orkin, S Chernova, M Jung Journal of Human-Robot Interaction 2 (1), 82-111, 2013 | 122 | 2013 |
Symbolic representation of game world state: Toward real-time planning in games J Orkin Proceedings of the AAAI Workshop on Challenges in Game Artificial …, 2004 | 99 | 2004 |
Automatic learning and generation of social behavior from collective human gameplay J Orkin, D Roy Proceedings of the 8th International Conference on Autonomous Agents and …, 2009 | 97 | 2009 |
Crowdsourcing hri through online multiplayer games. S Chernova, J Orkin, C Breazeal AAAI Fall Symposium: Dialog with Robots, 14-19, 2010 | 57 | 2010 |
Semi-automated dialogue act classification for situated social agents in games J Orkin, D Roy International Workshop on Agents for Games and Simulations, 148-162, 2010 | 25 | 2010 |
Collective artificial intelligence: simulated role-playing from crowdsourced data JD Orkin Massachusetts Institute of Technology, 2013 | 23 | 2013 |
Learning Meanings of Words and Constructions, Grounded in a Virtual Game. H Reckman, J Orkin, DK Roy KONVENS, 67-75, 2010 | 21 | 2010 |
Understanding speech in interactive narratives with crowdsourced data J Orkin, D Roy Proceedings of the AAAI Conference on Artificial Intelligence and …, 2012 | 18 | 2012 |
Tips from the Trenches J Orkin AI Game Programming Wisdom 1, 12 | 18 | 12 |
Semi-automatic task recognition for interactive narratives with EAT & RUN J Orkin, T Smith, H Reckman, D Roy Proceedings of the intelligent narrative technologies iii workshop, 1-8, 2010 | 17 | 2010 |
Simple techniques for coordinated behavior J Orkin, J Kelly AI Game Programing Wisdom 2, 2004 | 17 | 2004 |
Behavior compilation for ai in games J Orkin, T Smith, D Roy Proceedings of the AAAI Conference on Artificial Intelligence and …, 2010 | 11 | 2010 |
Constraining Autonomous Character Behavior with Human Concepts J Orkin IA Game Programming Wisdom 2, 2003 | 11 | 2003 |
AI Game Programming Wisdom 2 J Orkin Charles River Media Inc, 2004 | 10 | 2004 |
Learning plan networks in conversational video games JD Orkin Massachusetts Institute of Technology, 2007 | 9 | 2007 |
A general purpose trigger system J Orkin AI game programming wisdom, 46-54, 2002 | 9 | 2002 |