Abstract is missing.
- Precomputing Player Movement in Platformers for Level Generation with Reachability ConstraintsVivian Lee, Nathan Partlan, Seth Cooper. [doi]
- Camelot: A Modular Customizable Sandbox for Visualizing Interactive NarrativesAlireza Shirvani, Stephen G. Ware. [doi]
- Entity Embedding as Game RepresentationNazanin Yousefzadeh Khameneh, Matthew Guzdial. [doi]
- Generative Text using Classical NondeterminismIan Horswill. [doi]
- MCTS Pruning in Turn-Based Strategy GamesYu-Jhen Hsu, Diego Perez Liebana. [doi]
- TAG: A Tabletop Games FrameworkRaluca D. Gaina, Martin Balla, Alexander Dockhorn, Raúl Montoliu, Diego Perez Liebana. [doi]
- Fantastic Strings and Where to Find Them: The Quest for High-Quality Video Game Text CorporaJudith van Stegeren, Mariët Theune. [doi]
- What is a Quest?Kristen K. Yu, Nathan R. Sturtevant, Matthew Guzdial. [doi]
- Grammar Based Modular Level Generator for a Programming Puzzle GameChaima Jemmali, Carter Ithier, Seth Cooper, Magy Seif El-Nasr. [doi]
- Explainability via ResponsibilityFaraz Khadivpour, Matthew Guzdial. [doi]
- Conditional Level Generation and Game BlendingAnurag Sarkar, Zhihan Yang, Seth Cooper. [doi]
- Generating Gameplay-Relevant Art Assets with Transfer LearningAdrian Gonzalez, Matthew Guzdial, Felix Ramos. [doi]
- Towards Automatically Abridging Game LevelsVarun Bhat, Gillian Smith 0001. [doi]
- Benchmarking Imitation and Reinforcement Learning for NPC Players in Casual Video Games (short paper)Gema Parreño Piqueras. [doi]
- Scoring Integrated Meaningful Play in Story-Driven Games with Q-LearningAlan Bettis, Danielle Newberry, Hector Muñoz-Avila. [doi]
- Leveraging Efficient Planning and Lightweight Agent Definition: A Novel Path Towards Emergent NarrativeHenry Raymond, Sven Knobloch, Fabio Zünd, Robert W. Sumner, Stéphane Magnenat. [doi]
- Synthesizing Retro Game Screenshot Datasets for Sprite DetectionChanha Kim, Jaden Kim, Joseph C. Osborn. [doi]
- A Reasoning-Based Defogger for Opponent Army Composition Inference Under Partial ObservabilityHao Pan. [doi]
- Bandit-Based Policy Optimization for Monte Carlo Tree Search in RTS GamesZuozhi Yang, Santiago Ontañón. [doi]
- Transfer Learning Between RTS Combat Scenarios Using Component-Action Deep Reinforcement LearningRichard Kelly, David Churchill. [doi]
- Caves of Qud (short paper)Jason Grinblat, C. Brian Bucklew. [doi]
- Towards a Critical Technical Practice of Narrative IntelligenceChris Martens, Gillian Smith 0001. [doi]
- SMES: Adapting Dexterity-based Games for Deliberative PlayBatu Aytemiz, Hunter Lynch, Carl Erez, Adam M. Smith. [doi]
- Extracting Physics from Blended Platformer Game LevelsAdam Summerville, Anurag Sarkar, Sam Snodgrass, Joseph C. Osborn. [doi]
- Exploring Regression-Based Narrative PlanningStephen G. Ware, Orion Fisher. [doi]
- STRATEGA: A General Strategy Games FrameworkAlexander Dockhorn, Jorge Hurtado Grueso, Dominik Jeurissen, Diego Perez Liebana. [doi]
- Towards Managing Epistemic Complexity in Narrative GamesJennifer Wellnitz, Chris Martens. [doi]
- Tokamak Elementary: Visual Novel Meets Natural Language Understanding (short paper)Dániel Darabos, Gyorgy Lajtai, András Németh. [doi]
- Toward Example-Driven Program Synthesis of Story Sifting PatternsMax Kreminski, Noah Wardrip-Fruin, Michael Mateas. [doi]
- Pathfinding Agents for Platformer Level RepairSeth Cooper, Anurag Sarkar. [doi]