Abstract is missing.
- A Case Study in Learning in Metagames: Super Smash Bros. MeleeJulien Codsi, Adrian Vetta. 2-9 [doi]
- Reinforcement Learning Methods to Evaluate the Impact of AI Changes in Game DesignPablo Gutiérrez-Sánchez, Marco Antonio Gómez-Martín, Pedro A. González-Calero, Pedro Pablo Gómez-Martín. 10-17 [doi]
- The Impact of Visualizing Design Gradients for Human DesignersMatthew Guzdial, Nathan R. Sturtevant, Carolyn Yang. 18-25 [doi]
- Optimizing Profit by Mitigating Recurrent Churn Labeling Issues: Analysis from the Game DomainJoão Felipe Humenhuk, Luiz Bernardo Martins Kummer, Emerson Cabrera Paraiso. 26-33 [doi]
- Tile Embedding: A General Representation for Level GenerationMrunal Jadhav, Matthew Guzdial. 34-41 [doi]
- Challenges in Generating Juice Effects for Automatically Designed GamesMads Johansen, Michael Cook. 42-49 [doi]
- A Force Dynamic Model of Narrative AgentsQuinn Kybartas, Clark Verbrugge, Jonathan Lessard. 50-57 [doi]
- Plug-and-Blend: A Framework for Plug-and-Play Controllable Story Generation with SketchesZhiyu Lin, Mark O. Riedl. 58-65 [doi]
- MappyLand: Fast, Accurate Mapping for Console GamesJoseph C. Osborn, Adam Summerville, Nathan Dailey, Soksamnang Lim. 66-73 [doi]
- Birds in Boots: Learning to Play Angry Birds with Policy-Guided SearchLucas V. S. Pereira, Luiz Chaimowicz, Levi H. S. Lelis. 74-81 [doi]
- Explaining Deep Reinforcement Learning Agents in the Atari Domain through a Surrogate ModelAlexander Sieusahai, Matthew Guzdial. 82-90 [doi]
- Effects of Deep Neural Networks on the Perceived Creative Autonomy of a Generative Musical SystemJason Smith 0005, Jason Freeman 0001. 91-98 [doi]
- Sabre: A Narrative Planner Supporting Intention and Deep Theory of MindStephen G. Ware, Cory Siler. 99-106 [doi]
- The Definition-Context-Purpose Paradigm and Other Insights from Industry Professionals about the Definition of a QuestKristen K. Yu, Matthew Guzdial, Nathan R. Sturtevant. 107-114 [doi]
- Hierarchical Dual Attention-Based Recurrent Neural Networks for Individual and Group Activity Recognition in GamesSabbir Ahmad, Magy Seif El-Nasr, Ehsan Elhamifar. 116-123 [doi]
- Assessing the Effects of Interacting with MAP-ElitesAlberto Alvarez, José M. Font, Steve Dahlskog, Julian Togelius. 124-131 [doi]
- Efficient 2D Sound Propagation in Video GamesNima Davari, Clark Verbrugge. 132-139 [doi]
- Search-Based Exploration and Diagnosis of TOAD-GANMaria Edwards, Ming Jiang, Julian Togelius. 140-147 [doi]
- TAG: Terraforming MarsRaluca D. Gaina, James Goodman, Diego Pérez-Liébana. 148-155 [doi]
- Winnow: A Domain-Specific Language for Incremental Story SiftingMax Kreminski, Melanie Dickinson, Michael Mateas. 156-163 [doi]
- Arachnophobia Exposure Therapy Using Experience-Driven Procedural Content Generation via Reinforcement Learning (EDPCGRL)Athar Mahmoudi-Nejad, Matthew Guzdial, Pierre Boulanger. 164-171 [doi]
- Content Reinjection for Super MetroidRoss Mawhorter, Batu Aytemiz, Isaac Karth, Adam M. Smith 0001. 172-178 [doi]
- Crosston Tavern: Modulating Autonomous Characters Behaviour through Player-NPC ConversationElisabeth Oliver, Michael Mateas. 179-186 [doi]
- Revealing Game Dynamics via Word Embeddings of Gameplay DataYounès Rabii, Michael Cook. 187-194 [doi]
- Can We Infer Player Behavior Tendencies from a Player's Decision-Making Data? Integrating Theory of Mind to Player ModelingMurtuza N. Shergadwala, Zhaoqing Teng, Magy Seif El-Nasr. 195-202 [doi]
- Multi-Agent Cooperation in Games with Goal Oriented Action Planner: Use Case in WONDER Prototype ProjectGautier Boeda. 204-207 [doi]
- Advanced Real-Time Hierarchical Task Network: Long-Term Behavior in Real-Time GamesKousuke Namiki, Tomohiro Mori, Youichiro Miyake, Shinpei Sakata, Gustavo Martins. 208-212 [doi]
- AI Design Lessons for Social Modeling at ScaleEthan Robison, Matthew Viglione, Robert Zubek, Ian Horswill. 213-219 [doi]
- Social Modeling via Logic Programming in City of GangstersRobert Zubek, Ian Horswill, Ethan Robison, Matthew Viglione. 220-226 [doi]
- Generating Tailored Advice in Video Games through Play-Style Identification and Player ModellingBranden Ingram. 228-231 [doi]
- Automated Personalized Exposure Therapy Based on Physiological Measures Using Experience-Driven Procedural Content GenerationAthar Mahmoudi-Nejad. 232-235 [doi]
- A Tool for Generating Monster Silhouettes with a Word-Conditioned Variational AutoencoderAdrián González-Casillas, Matthew Guzdial, Félix Ramos 0001. 237-239 [doi]
- A Demonstration of KiaiTime: A Mixed-Initiative PCGML Rhythm Game EditorEmily Halina, Matthew Guzdial. 240-242 [doi]
- A Demonstration of Blabrecs, an AI-Based WordgameMax Kreminski, Isaac Karth. 243-245 [doi]
- Curve-Based Level Generation for a Full-Body VR Rhythm GameErin J. K. Truesdell. 246-248 [doi]