BehaviorShop: An Intuitive Interface for Interactive Character Design. - Frederick William Poe Heckel; G. Michael Youngblood; D. Hunter Hale (AIIDE, 2009)

Influence points for tactical information in navigation meshes. - Frederick W. P. Heckel; G. Michael Youngblood; D. Hunter Hale (FDG, 2009)

Making User-Defined Interactive Game Characters BEHAVE. - Frederick W. P. Heckel; G. Michael Youngblood; D. Hunter Hale (FLAIRS, 2009)

A preliminary system for recognizing boredom. - Allison M. Jacobs; Benjamin R. Fransen; J. Malcolm McCurry; Frederick W. P. Heckel; Alan R. Wagner; J. Gregory Trafton (HRI, 2009)

Multi-Agent Coordination Using Dynamic Behavior-Based Subsumption. - Frederick W. P. Heckel; G. Michael Youngblood (AIIDE, 2010)

Rapid Development of Characters in FPS/3PS Games Using Visually-Specified Behavior-based Control. - G. Michael Youngblood; Frederick W. P. Heckel; D. Hunter Hale; Arthur Carroll (AIIDE, 2010)

Representational complexity of reactive agents. - Frederick William Poe Heckel; G. Michael Youngblood; Nikhil S. Ketkar (CIG, 2010)

Reactive Teaming for Intelligent Game Characters. - Frederick W. P. Heckel; G. Michael Youngblood; Nikhil S. Ketkar (FLAIRS, 2010)

Failure Detection and Dynamic Extensions for Behavior-Based Subsumption. - Frederick W. P. Heckel; G. Michael Youngblood (FLAIRS, 2011)

Contextual Affordances for Intelligent Virtual Characters. - Frederick W. P. Heckel; G. Michael Youngblood (IVA, 2011)

Failure Detection and Reactive Teaming for Behavior-Based Subsumption. - Frederick W. P. Heckel; G. Michael Youngblood (IVA, 2011)