Abstract is missing.
- Neural Synthesis of Sound Effects Using Flow-Based Deep Generative ModelsSergi Andreu, Monica Villanueva Aylagas. 2-9 [doi]
- Game System Models: Toward Semantic Foundations for Technical Game Analysis, Generation, and DesignRogelio E. Cardona-Rivera, José P. Zagal, Michael S. Debus. 10-17 [doi]
- Aesthetic Bot: Interactively Evolving Game Maps on TwitterMegan Charity, Julian Togelius. 18-25 [doi]
- Sturgeon: Tile-Based Procedural Level Generation via Learned and Designed ConstraintsSeth Cooper. 26-36 [doi]
- Enhancing Multimodal Goal Recognition in Open-World Games with Natural Language Player ReflectionsAnisha Gupta, Dan Carpenter, Wookhee Min, Jonathan P. Rowe, Roger Azevedo, James C. Lester. 37-44 [doi]
- Creative Wand: A System to Study Effects of Communications in Co-creative SettingsZhiyu Lin, Rohan Agarwal, Mark O. Riedl. 45-52 [doi]
- tile2tile: Learning Game Filters for Platformer Style TransferAnurag Sarkar, Seth Cooper. 53-60 [doi]
- Minimizing Coordination in Multi-Agent Path Finding with Dynamic ExecutionAidan Wagner, Rishi Veerapaneni, Maxim Likhachev. 61-69 [doi]
- Adventures of AI Directors Early in the Development of NightingaleKristen K. Yu, Matthew Guzdial, Nathan R. Sturtevant, Morgan Cselinacz, Chris Corfe, Izzy Hubert Lyall, Chris Smith. 70-77 [doi]
- Tiered State Expansion in Optimization CrosswordsAdi Botea, Vadim Bulitko. 79-86 [doi]
- On the Challenges of Generating Pixel Art Character Sprites Using GANsFlávio R. S. Coutinho, Luiz Chaimowicz. 87-94 [doi]
- Salience Vectors for Measuring Distance between StoriesRachelyn Farrell, Mira Fisher, Stephen G. Ware. 95-104 [doi]
- Robust Player Plan Recognition in Digital Games with Multi-Task Multi-Label LearningAlex Goslen, Dan Carpenter, Jonathan P. Rowe, Roger Azevedo, James C. Lester. 105-112 [doi]
- Transformer-Based Value Function Decomposition for Cooperative Multi-Agent Reinforcement Learning in StarCraftMuhammad Junaid Khan, Syed Hammad Ahmed, Gita Sukthankar. 113-119 [doi]
- Loose Ends: A Mixed-Initiative Creative Interface for Playful StorytellingMax Kreminski, Melanie Dickinson, Noah Wardrip-Fruin, Michael Mateas. 120-128 [doi]
- RPGPref: A Planning Heuristic That Uses Playstyle Preferences to Model Player Action and ChoiceEric W. Lang, R. Michael Young. 129-136 [doi]
- Towards AI as a Creative Colleague in Game Level DesignTinea Larsson, José M. Font, Alberto Alvarez 0002. 137-145 [doi]
- Automated Play-Testing through RL Based Human-Like Play-Styles GenerationPierre Le Pelletier de Woillemont, Rémi Labory, Vincent Corruble. 146-154 [doi]
- A Review of Uncertainty for Deep Reinforcement LearningOwen Lockwood, Mei Si. 155-162 [doi]
- Controlling Perceived Emotion in Symbolic Music Generation with Monte Carlo Tree SearchLucas N. Ferreira, Lili Mou, Jim Whitehead, Levi H. S. Lelis. 163-170 [doi]
- HeadSpace: Incorporating Action Failure and Character Beliefs into Narrative PlanningRushit Sanghrajka, R. Michael Young, Brandon R. Thorne. 171-178 [doi]
- Evaluating Reader Comprehension of Plan-Based Stories Containing Failed ActionsRushit Sanghrajka, R. Michael Young. 179-188 [doi]
- Searching for Balanced 2D Brawler Games: Successes and Failures of Automated EvaluationSamuel Shields, Ross Mawhorter, Edward F. Melcer, Michael Mateas. 189-198 [doi]
- Effects of Player-Level Matchmaking Methods in a Live Citizen Science GameAlexander D. Stoneman, Josh Aaron Miller, Seth Cooper. 199-206 [doi]
- Using Multi-Armed Bandits to Dynamically Update Player Models in an Experience Managed EnvironmentAnton Vinogradov, Brent Harrison. 207-214 [doi]
- World Models with an Entity-Based RepresentationNazanin Yousefzadeh Khameneh, Matthew Guzdial. 215-222 [doi]
- Anthology: A Social Simulation FrameworkSasha Azad, Jennifer Wellnitz, Luis Garcia, Chris Martens. 224-231 [doi]
- Puck: A Slow and Personal Automated Game DesignerMichael Cook 0001. 232-239 [doi]
- Step: A Highly Expressive Text Generation LanguageIan Horswill. 240-249 [doi]
- Playing with the Strings: Designing Puppitor as an Acting Interface for Digital GamesNick Junius, Michael Mateas, Noah Wardrip-Fruin, Elín Carstensdóttir. 250-257 [doi]
- Icepool: Efficient Computation of Dice Pool ProbabilitiesAlbert Julius Liu. 258-265 [doi]
- EM-Glue: A Platform for Decoupling Experience Managers and EnvironmentsGiulio Mori, David Thue, Stephan Schiffel. 266-274 [doi]
- Explainable CLIP-Guided 3D-Scene Generation in an AI HolodeckAtefeh Mahdavi Goloujeh, Jason Smith 0005, Brian Magerko. 276-278 [doi]
- Never a Dull Moment: Believable Dynamic Character Beat Generation between Game World EventsKyle Mitchell, Camden Pettijohn, Joshua McCoy. 279-281 [doi]
- A Hybrid Approach to Co-creative Story Authoring Using Grammars and Language ModelsAdam Riddle. 282-284 [doi]
- A Demonstration of Possibilistic Hierarchical Task Networks for Believable Agent BehaviorBraeden Warnick. 285-287 [doi]
- FarmQuest: A Demonstration of an AI Director Video Game Test BedKristen K. Yu, Matthew Guzdial, Nathan R. Sturtevant. 288-290 [doi]
- The Nonsense LaboratoryAllison Parrish, Jenny Goldstick, Tim Szetela. 292-297 [doi]
- Narrative Planning in Large Domains through State Abstraction and Option DiscoveryMira Fisher. 299-302 [doi]
- Reasoning with Ontologies for Non-player Character's Decision-Making in GamesSylvain Lapeyrade. 303-306 [doi]
- Open-World Narrative Generation to Answer Players' QuestionsCory Siler. 307-310 [doi]