Abstract is missing.
- PlotShot: Generating Discourse-Constrained Stories Around PhotosRogelio Enrique Cardona-Rivera, Boyang Li. 2-8 [doi]
- Co-Creative Drawing Agent with Object RecognitionNicholas Mark Davis, Chih-Pin Hsiao, Kunwar Yashraj Singh, Brian Magerko. 9-15 [doi]
- Combining Gameplay Data with Monte Carlo Tree Search to Emulate Human PlaySam Devlin, Anastasija Anspoka, Nick Sephton, Peter I. Cowling, Jeff Rollason. 16-22 [doi]
- Rapid Prediction of Player Retention in Free-to-Play Mobile GamesAnders Drachen, Eric Thurston Lundquist, Yungjen Kung, Pranav Simha Rao, Rafet Sifa, Julian Runge, Diego Klabjan. 23-29 [doi]
- Demonstration-Based Training of Non-Player Character Tactical BehaviorsJohn Drake, Alla Safonova, Maxim Likhachev. 30-36 [doi]
- Fast and Diverse Narrative Planning through Novelty PruningRachelyn Farrell, Stephen G. Ware. 37-43 [doi]
- Game Level Generation from Gameplay VideosMatthew Guzdial, Mark O. Riedl. 44-50 [doi]
- Implementation of an Automated Fire Support PlannerByron R. Harder, Imre Balogh, Chris Darken. 51-57 [doi]
- Data Driven Sokoban Puzzle Generation with Monte Carlo Tree SearchBilal Kartal, Nick Sohre, Stephen J. Guy. 58-64 [doi]
- A Computational Model Based on Symmetry for Generating Visually Pleasing Maps of Platform GamesJulian R. H. Mariño, Levi H. S. Lelis. 65-71 [doi]
- Staying Hidden: An Analysis of Hiding Strategies in a 2D Level with OcclusionsNavjot Singh, Clark Verbrugge. 72-78 [doi]
- An Approach to Domain Transfer in Procedural Content Generation of Two-Dimensional Videogame LevelsSam Snodgrass, Santiago Ontañón. 79-85 [doi]
- Mystical Tutor: A Magic: The Gathering Design Assistant via Denoising Sequence-to-Sequence LearningAdam James Summerville, Michael Mateas. 86-92 [doi]
- Rock, Paper, StarCraft: Strategy Selection in Real-Time Strategy GamesAnderson R. Tavares, Hector Azpurua, Amanda Santos, Luiz Chaimowicz. 93-99 [doi]
- Improving Monte Carlo Tree Search Policies in StarCraft via Probabilistic Models Learned from Replay DataAlberto Uriarte, Santiago Ontañón. 100-106 [doi]
- Predicting Proppian Narrative Functions from Stories in Natural LanguageJosep Valls-Vargas, Jichen Zhu, Santiago Ontañón. 107-113 [doi]
- Portfolio Online Evolution in StarCraftChe Wang, Pan Chen, Yuanda Li, Christoffer Holmgård, Julian Togelius. 114-121 [doi]
- Matching Games and Algorithms for General Video Game PlayingPhilip Bontrager, Ahmed Khalifa, Andre Mendes, Julian Togelius. 122-128 [doi]
- Analyzing Stealth Games with DistractionsAlexander Borodovski, Clark Verbrugge. 129-135 [doi]
- Object-Model Transfer in the General Video Game DomainAlexander Eric Braylan, Risto Miikkulainen. 136-142 [doi]
- Per-Map Algorithm Selection in Real-Time Heuristic SearchVadim Bulitko. 143-148 [doi]
- Contained: Using Multiplayer Online Games to Quantify Success of Collaborative Group BehaviorDamian Debkowski, Andrew Marrero, Nicole Yson, Li Yin, Yichen Yue, Seth Frey, Mubbasir Kapadia. 149-154 [doi]
- An Environment for Transforming Game Character Animations Based on Nationality and Profession Personality StereotypesFunda Durupinar, Kuan Wang, Ani Nenkova, Norman I. Badler. 155-161 [doi]
- Building Helpful Virtual Agents Using Plan Recognition and PlanningChristopher W. Geib, Janith Weerasinghe, Sergey Matskevich, Pavan Kantharaju, Bart G. W. Craenen, Ronald P. A. Petrick. 162-168 [doi]
- A Generic Approach for Player Modeling Using Event-Trait Mapping and Feature WeightingMehmet Akif Gunes, Gokhan Solak, Ugur Akin, Omer Erden, Sanem Sariel. 169-175 [doi]
- An Expressive Dilemma Generation Model for Players and Artificial AgentsSarah Harmon. 176-182 [doi]
- Learning From Stories: Using Crowdsourced Narratives to Train Virtual AgentsBrent Harrison, Mark O. Riedl. 183-189 [doi]
- Best-Fit Action-Cost Domain Model Acquisition and Its Application to Authorship in Interactive NarrativeThomas Hayton, Peter Gregory, Alan Lindsay, Julie Porteous. 190-196 [doi]
- A Generalized Multidimensional Evaluation Framework for Player Goal RecognitionWookhee Min, Alok Baikadi, Bradford W. Mott, Jonathan P. Rowe, Barry Liu, Eunyoung Ha, James C. Lester. 197-203 [doi]
- Characters Who Speak Their Minds: Dialogue Generation in Talk of the TownJames Owen Ryan, Michael Mateas, Noah Wardrip-Fruin. 204-210 [doi]
- Recognizing Actions in Motion Trajectories Using Deep Neural NetworksKunwar Yashraj Singh, Nicholas M. Davis, Chih-Pin Hsiao, Mikhail Jacob, Krunal Patel, Brian Magerko. 211-217 [doi]
- Generate Believable Causal Plots with User Preferences Using Constrained Monte Carlo Tree SearchVon-Wun Soo, Chi-Mou Lee, Tai-Hsun Chen. 218-224 [doi]
- Procedural Generation of Levels for Angry Birds Style Physics GamesMatthew Stephenson, Jochen Renz. 225-231 [doi]
- A Framework for Playable Social DialogueMike Treanor, Joshue McCoy, Anne Sullivan. 232-238 [doi]
- A Cognitive-Based Model of Flashbacks for Computational NarrativesHui-Yin Wu, Michael Young, Marc Christie. 239-246 [doi]
- Procedural Level Generation for Augmented Reality GamesSasha Azad, Carl Saldanha, Cheng-Hann Gan, Mark O. Riedl. 247-250 [doi]
- Playable Experiences at AIIDE 2016Alexander E. Zook, Michael Cook, Eric Butler, Kristin Siu, Matthew Guzdial, Mark Riedl, James Ryan, Ben Samuel, Adam Summerville, Michael Mateas, Noah Wardrip-Fruin. 251 [doi]