Abstract is missing.
- Bringing Stories Alive: Generating Interactive Fiction WorldsPrithviraj Ammanabrolu, Wesley Cheung, Dan Tu, William Broniec, Mark O. Riedl. 3-9 [doi]
- TOAD-GAN: Coherent Style Level Generation from a Single ExampleMaren Awiszus, Frederik Schubert, Bodo Rosenhahn. 10-16 [doi]
- Your Buddy, the Grandmaster: Repurposing the Game-Playing AI Surplus for InclusivityBatu Aytemiz, Xueer Shu, Eric Hu, Adam M. Smith 0001. 17-23 [doi]
- Tree Search versus Optimization Approaches for Map GenerationDebosmita Bhaumik, Ahmed Khalifa, Michael Cerny Green, Julian Togelius. 24-30 [doi]
- Behavioral Evaluation of Hanabi Rainbow DQN Agents and Rule-Based AgentsRodrigo Canaan, Xianbo Gao, Youjin Chung, Julian Togelius, Andy Nealen, Stefan Menzel. 31-37 [doi]
- Using Domain Compilation to Add Belief to Narrative PlannersMatthew Christensen, Jennifer M. Nelson, Rogelio E. Cardona-Rivera. 38-44 [doi]
- Generating Explorable Narrative Spaces with Answer Set ProgrammingChinmaya Dabral, Chris Martens. 45-51 [doi]
- Narrative Planning for Belief and Intention RecognitionRachelyn Farrell, Stephen G. Ware. 52-58 [doi]
- Computer-Generated Music for Tabletop Role-Playing GamesLucas N. Ferreira, Levi H. S. Lelis, Jim Whitehead. 59-65 [doi]
- Using Deep Convolutional Neural Networks to Detect Rendered Glitches in Video GamesCarlos García Ling, Konrad Tollmar, Linus Gisslén. 66-73 [doi]
- Watershed Graphs for Faster Path Planning in Binary Occupancy GridsPatrick Chisan Hew. 74-80 [doi]
- A Declarative PCG Tool for Casual UsersIan Horswill. 81-87 [doi]
- "It's Unwieldy and It Takes a Lot of Time" - Challenges and Opportunities for Creating Agents in Commercial GamesMikhail Jacob, Sam Devlin, Katja Hofmann. 88-94 [doi]
- PCGRL: Procedural Content Generation via Reinforcement LearningAhmed Khalifa, Philip Bontrager, Sam Earle, Julian Togelius. 95-101 [doi]
- Germinate: A Mixed-Initiative Casual Creator for Rhetorical GamesMax Kreminski, Melanie Dickinson, Joseph C. Osborn, Adam Summerville, Michael Mateas, Noah Wardrip-Fruin. 102-108 [doi]
- Generating Game Levels for Multiple Distinct Games with a Common Latent SpaceVikram Kumaran, Bradford W. Mott, James C. Lester. 109-115 [doi]
- A Formalization of Emotional Planning for Strong-Story SystemsAlireza Shirvani, Stephen G. Ware. 116-122 [doi]
- A Good Story Is One in a Million: Solution Density in Narrative Generation ProblemsCory Siler, Stephen G. Ware. 123-129 [doi]
- The Unexpected Consequence of Incremental Design ChangesNathan R. Sturtevant, Nicolas Decroocq, Aaron Tripodi, Matthew Guzdial. 130-136 [doi]
- Game Level Clustering and Generation Using Gaussian Mixture VAEsZhihan Yang, Anurag Sarkar, Seth Cooper. 137-143 [doi]
- Are Strong Policies Also Good Playout Policies? Playout Policy Optimization for RTS GamesZuozhi Yang, Santiago Ontañón. 144-150 [doi]
- Video Game Level Repair via Mixed Integer Linear ProgrammingHejia Zhang, Matthew C. Fontaine, Amy K. Hoover, Julian Togelius, Bistra Dilkina, Stefanos Nikolaidis. 151-158 [doi]
- Dynamic Guard Patrol in Stealth GamesWael Al Enezi, Clark Verbrugge. 160-166 [doi]
- Foundations of a Computational Science of Game Design: Abstractions and TradeoffsRogelio E. Cardona-Rivera. 167-174 [doi]
- Differentia: Visualizing Incremental Game Design ChangesKenneth Chang, Adam M. Smith 0001. 175-181 [doi]
- Say "Sul Sul!" to SimSim, A Sims-Inspired Platform for Sandbox Game AIMegan Charity, Dipika Rajesh, Rachel Ombok, Lisa B. Soros. 182-188 [doi]
- Image-to-Level: Generation and RepairEugene Chen, Christoph Sydora, Brad Burega, Anmol Mahajan, Abdullah, Matthew Gallivan, Matthew Guzdial. 189-195 [doi]
- Chaos Cards: Creating Novel Digital Card Games through Grammatical Content Generation and Meta-Based Card EvaluationTiannan Chen, Stephen J. Guy. 196-202 [doi]
- Co-Generation of Game Levels and Game-Playing AgentsAaron Dharna, Julian Togelius, Lisa B. Soros. 203-209 [doi]
- Murder Mysteries: The White Whale of Narrative Generation?Markus Eger. 210-216 [doi]
- Studying General Agents in Video Games from the Perspective of Player ExperienceCristina Guerrero-Romero, Shringi Kumari, Diego Pérez-Liébana, Sebastian Deterding. 217-223 [doi]
- Multimodal Player Affect Modeling with Auxiliary Classifier Generative Adversarial NetworksNathan L. Henderson, Wookhee Min, Jonathan P. Rowe, James C. Lester. 224-230 [doi]
- Word Autobots: Using Transformers for Word Association in the Game CodenamesCatalina M. Jaramillo, Megan Charity, Rodrigo Canaan, Julian Togelius. 231-237 [doi]
- Towards Action Model Learning for Player ModelingAbhijeet Krishnan, Aaron Williams, Chris Martens. 238-244 [doi]
- Reinforcement Learning with Quantum Variational CircuitOwen Lockwood, Mei Si. 245-251 [doi]
- Tribes: A New Turn-Based Strategy Game for AI ResearchDiego Pérez-Liébana, Yu-Jhen Hsu, Stavros Emmanouilidis, Bobby Dewan Akram Khaleque, Raluca D. Gaina. 252-258 [doi]
- TwitchChat: A Dataset for Exploring Livestream ChatCharles Ringer, Mihalis A. Nicolaou, James Alfred Walker. 259-265 [doi]
- Contrast Motif Discovery in MinecraftSamaneh Saadat, Gita Sukthankar. 266-272 [doi]
- Evaluating and Comparing Skill Chains and Rating Systems for Dynamic Difficulty AdjustmentAnurag Sarkar, Seth Cooper. 273-279 [doi]
- Exploring Level Blending Across Platformers via Paths and AffordancesAnurag Sarkar, Adam Summerville, Sam Snodgrass, Gerard Bentley, Joseph C. Osborn. 280-286 [doi]
- PAIndemic: A Planning Agent for PandemicPablo Sauma Chacón, Markus Eger. 287-293 [doi]
- Trouncing in Dota 2: An Investigation of Blowout MatchesMarkos Viggiato, Cor-Paul Bezemer. 294-300 [doi]
- Combinatorial Q-Learning for Dou Di ZhuYang You, Liangwei Li, Baisong Guo, Weiming Wang, Cewu Lu. 301-307 [doi]
- Learning to Reason in Round-Based Games: Multi-Task Sequence Generation for Purchasing Decision Making in First-Person ShootersYilei Zeng, Deren Lei, Beichen Li, Gangrong Jiang, Emilio Ferrara, Michael Zyda. 308-314 [doi]
- Geometry of Hiding: Generating Visibility ManifoldsAdrian Koretski, Clark Verbrugge. 316-318 [doi]
- A Sketch-Based Tool for Authoring and Analyzing Emergent NarrativesBen A. Kybartas, Clark Verbrugge, Jonathan Lessard. 319-321 [doi]
- Deep Learning Bot for League of LegendsAishwarya Lohokare, Aayush Shah, Michael Zyda. 322-324 [doi]
- A Demonstration of Mechanic Maker: An AI for Mechanics Co-CreationVardan Saini, Matthew Guzdial. 325-327 [doi]
- A Demonstration of Anhinga: A Mixed-Initiative EPCG Tool for SnakebirdNathan R. Sturtevant, Nicolas Decroocq, Aaron Tripodi, Carolyn Yang, Matthew Guzdial. 328-330 [doi]
- Towards Designing Out Helplessness: AI Interventions for Videogame LearnabilityBatu Aytemiz. 332-334 [doi]
- Principles for AI Co-Creative Game Design AssistantsAlex Elton-Pym. 335-336 [doi]
- Artificial Intelligence as an Art DirectorAdrián González-Casillas. 337-339 [doi]
- Towards Transferrable Affective Models for Educational PlaySamuel Spaulding. 340-342 [doi]
- Personalized Procedural Content Generation for Increased Player AgencyKristen K. Yu. 343-345 [doi]
- Playable Experiences at the 16th AAAI Conference on Artificial Intelligence and Interactive Digital EntertainmentMelanie Dickinson, Max Kreminski, Michael Mateas, Noah Wardrip-Fruin, Sabine Wieluch. 347-349 [doi]