Abstract is missing.
- Story Quality as a Matter of Perception: Using Word Embeddings to Estimate Cognitive InterestMorteza Behrooz, Justus Robertson, Arnav Jhala. 3-9 [doi]
- "Superstition" in the Network: Deep Reinforcement Learning Plays Deceptive GamesPhilip Bontrager, Ahmed Khalifa, Damien Anderson, Matthew Stephenson, Christoph Salge, Julian Togelius. 10-16 [doi]
- Automatic Abstraction and Refinement for Simulations with Adaptive Level of DetailMichelangelo Diamanti, David Thue. 17-23 [doi]
- On Hard Exploration for Reinforcement Learning: A Case Study in PommermanChao Gao, Bilal Kartal, Pablo Hernandez-Leal, Matthew E. Taylor. 24-30 [doi]
- Agent Modeling as Auxiliary Task for Deep Reinforcement LearningPablo Hernandez-Leal, Bilal Kartal, Matthew E. Taylor. 31-37 [doi]
- Terminal Prediction as an Auxiliary Task for Deep Reinforcement LearningBilal Kartal, Pablo Hernandez-Leal, Matthew E. Taylor. 38-44 [doi]
- Evaluating AI-Based Games through RetellingsMax Kreminski, Ben Samuel, Edward Melcer, Noah Wardrip-Fruin. 45-51 [doi]
- GenerationMania: Learning to Semantically ChoreographZhiyu Lin, Kyle Xiao, Mark Riedl. 52-58 [doi]
- Is Your Game Generator Working? Evaluating Gemini, an Intentional GeneratorJoseph C. Osborn, Melanie Dickinson, Barrett R. Anderson, Adam Summerville, Jill Denner, David Torres, Noah Wardrip-Fruin, Michael Mateas. 59-65 [doi]
- Analysis of Statistical Forward Planning Methods in PommermanDiego Perez Liebana, Raluca D. Gaina, Olve Drageset, Ercüment Ilhan, Martin Balla, Simon M. Lucas. 66-72 [doi]
- Levels from Sketches with Example-Driven Binary Space PartitionSam Snodgrass. 73-79 [doi]
- Pathfinding and Abstraction with Dynamic Terrain CostsNathan R. Sturtevant, Devon Sigurdson, Bjorn Taylor, Tim Gibson. 80-86 [doi]
- Multi-Agent Narrative Experience Management as Story Graph PruningStephen G. Ware, Edward T. Garcia, Alireza Shirvani, Rachelyn Farrell. 87-93 [doi]
- Macro Action Selection with Deep Reinforcement Learning in StarCraftSijia Xu, Hongyu Kuang, Zhuang Zhi, Renjie Hu, Yang Liu, Huyang Sun. 94-99 [doi]
- Guiding Monte Carlo Tree Search by Scripts in Real-Time Strategy GamesZuozhi Yang, Santiago Ontañón. 100-107 [doi]
- Lyra: Simulating Believable Opinionated Virtual CharactersSasha Azad, Chris Martens. 108-115 [doi]
- SCOPE: Selective Cross-Validation over Parameters for EloAlexander J. Bisberg, Rogelio Enrique Cardona-Rivera. 116-122 [doi]
- Augmenting Character Path Planning with Layered Social InfluencesZeyuan Chen, Josh McCoy. 123-129 [doi]
- Role Identification for Accurate Analysis in Dota 2Simon Demediuk, Peter York, Anders Drachen, James Alfred Walker, Florian Block. 130-138 [doi]
- A Study of AI Agent Commitment in One Night Ultimate Werewolf with Human PlayersMarkus Eger, Chris Martens. 139-145 [doi]
- Improving Deep Reinforcement Learning in Minecraft with Action AdviceSpencer Frazier, Mark Riedl. 146-152 [doi]
- Action Guidance with MCTS for Deep Reinforcement LearningBilal Kartal, Pablo Hernandez-Leal, Matthew E. Taylor. 153-159 [doi]
- Cooperation and Codenames: Understanding Natural Language Processing via CodenamesAndrew Kim, Maxim Ruzmaykin, Aaron Truong, Adam Summerville. 160-166 [doi]
- Evaluation of a Recommender System for Assisting Novice Game DesignersTiago Machado, Daniel Gopstein, Angela Wang, Oded Nov, Andrew Nealen, Julian Togelius. 167-173 [doi]
- A Structured Analysis of Experience Management TechniquesGiulio Mori, David Thue, Stephan Schiffel. 174-180 [doi]
- Alignment of Player and Non-Player Character Assertiveness LevelsAntónio C. Pacheco, Carlos Martinho. 181-187 [doi]
- A Plan-Based Personality Model for Story CharactersAlireza Shirvani, Stephen G. Ware. 188-194 [doi]
- Beyond Winning and Losing: Modeling Human Motivations and Behaviors with Vector-Valued Inverse Reinforcement LearningBaoxiang Wang, Tongfang Sun, Xianjun Sam Zheng. 195-201 [doi]
- Knowledge-Powered Inference of Crowd Behaviors in Semantically Rich EnvironmentsXun Zhang, Davide Schaumann, Petros Faloutsos, Mubbasir Kapadia. 202-209 [doi]
- Creativity Support for Story Construction Play ExperiencesMax Kreminski. 210-212 [doi]
- Towards Usable Level PCGEric Lang. 213-215 [doi]
- Adaptive Game Soundtrack Generation Based on Music TranscriptionMunir Makhmutov. 216-218 [doi]
- Learning Strategies for Real-Time Strategy Games with Genetic ProgrammingJulian R. H. Mariño. 219-220 [doi]
- Standardizing the Evaluation of Digital Managers for Better Interactive ExperiencesGiulio Mori. 221-223 [doi]
- Interactive Narrative Authoring Using Cognitive Models in Narrative PlanningRushit Sanghrajka. 224-226 [doi]
- How Actors Can Animate Game Characters: Integrating Performance Theory in the Emotion Model of a Game CharacterSheldon Schiffer. 227-229 [doi]
- Towards More Believable Characters Using Personality and EmotionAlireza Shirvani. 230-232 [doi]
- Playable Experiences at the 15th AAAI Conference on Artificial Intelligence and Interactive Digital EntertainmentRook Liu, Claire Christopher, Chris Martens, Santiago Ontañón, Piotr Mirowski, Kory Wallace Mathewson, Thomas Winters, Shaun Farrugia. 234-238 [doi]