Abstract is missing.
- Preface [doi]
- Utilizing Generative Adversarial Networks for Stable Structure Generation in Angry BirdsFrederic Abraham, Matthew Stephenson. 2-12 [doi]
- Risk Management: Anticipating and Reacting in StarCraftAdam Amos-Binks, Bryan S. Weber. 13-22 [doi]
- Hierarchical WaveFunction CollapseMichael Beukman, Branden Ingram, Ireton Liu, Benjamin Rosman. 23-33 [doi]
- Entropy as a Measure of Puzzle DifficultyEugene You Chen Chen, Adam White 0001, Nathan R. Sturtevant. 34-42 [doi]
- Player Identification and Next-Move Prediction for Collectible Card Games with Imperfect InformationLogan Fields, John Licato. 43-52 [doi]
- Physics-Based Task Generation through Causal Sequence of Physical InteractionsChathura Nagoda Gamage, Vimukthini Pinto, Matthew Stephenson, Jochen Renz. 53-63 [doi]
- There and Back Again: Extracting Formal Domains for Controllable Neurosymbolic Story AuthoringJack Kelly, Alex Calderwood, Noah Wardrip-Fruin, Michael Mateas. 64-74 [doi]
- Language Model-Based Player Goal Recognition in Open World Digital GamesYeo-Jin Kim, Alex Goslen, Jonathan P. Rowe, Bradford W. Mott, James C. Lester. 75-85 [doi]
- SceneCraft: Automating Interactive Narrative Scene Generation in Digital Games with Large Language ModelsVikram Kumaran, Jonathan P. Rowe, Bradford W. Mott, James C. Lester. 86-96 [doi]
- MultiStyle: Characterizing Multiplayer Cooperative Gameplay by Incorporating Distinct Player Playstyles in a Multi-Agent PlannerEric W. Lang, R. Michael Young. 97-106 [doi]
- The Five-Dollar Model: Generating Game Maps and Sprites from Sentence EmbeddingsTimothy Merino, Roman Negri, Dipika Rajesh, Megan Charity, Julian Togelius. 107-115 [doi]
- Beyond the Meta: Leveraging Game Design Parameters for Patch-Agnostic Esport AnaliticsAlan Pedrassoli Chitayat, Florian Block, James Alfred Walker, Anders Drachen. 116-125 [doi]
- Evolving Interactive Narrative WorldsJustus Robertson, John Heiden, Rogelio E. Cardona-Rivera. 126-135 [doi]
- Enhancing Character Depth through Personality Exceptions for Narrative PlannersElinor Rubin-McGregor, Brent Harrison, Cory Siler. 136-144 [doi]
- Automatically Defining Game Action Spaces for Exploration Using Program AnalysisSasha Volokh, William G. J. Halfond. 145-154 [doi]
- Causal Necessity as a Narrative Planning Step Cost FunctionStephen G. Ware, Lasantha Senanayake, Rachelyn Farrell. 155-164 [doi]
- Investigating the Influence of Behaviors and Dialogs on Player Enjoyment in Stealth GamesWael Al Enezi, Clark Verbrugge. 166-174 [doi]
- Evaluating Player Experience in Stealth Games: Dynamic Guard Patrol Behavior StudyWael Al Enezi, Clark Verbrugge. 175-184 [doi]
- Modeling Morality-Based Argumentation for Believable Game Characters: A Design PostmortemRehaf Aljammaz, Michael Mateas, Noah Wardrip-Fruin. 185-194 [doi]
- Observer Rules for Box-Split GrammarsNicholas Baron, Markus Eger. 195-202 [doi]
- Learning of Generalizable and Interpretable Knowledge in Grid-Based Reinforcement Learning EnvironmentsManuel Eberhardinger, Johannes Maucher, Setareh Maghsudi. 203-214 [doi]
- Persona Agents from Playtraces and EmotionPedro M. Fernandes, Manuel Lopes 0001, Rui Prada. 215-223 [doi]
- Playing Various Strategies in Dominion with Deep Reinforcement LearningJasper Gerigk, Steve Engels. 224-232 [doi]
- Distribution Fairness in Multiplayer AI Using Shapley ConstraintsRobert C. Gray, Jichen Zhu, Santiago Ontañón. 233-243 [doi]
- Tree-Based Reconstructive Partitioning: A Novel Low-Data Level Generation ApproachEmily Halina, Matthew Guzdial. 244-254 [doi]
- Creating Diverse Play-Style-Centric Agents through Behavioural CloningBranden Ingram, Clint J. van Alten, Richard Klein, Benjamin Rosman. 255-265 [doi]
- Mechanic Maker 2.0: Reinforcement Learning for Evaluating Generated RulesJohor Jara Gonzalez, Seth Cooper, Matthew Guzdial. 266-275 [doi]
- Reconstructing Existing Levels through Level InpaintingJohor Jara Gonzalez, Matthew Guzdial. 276-283 [doi]
- Expressive Response Curves: Testing Expressive Game Feel with ANic Junius, Elin Carstensdóttir. 284-294 [doi]
- Probabilistic Logic Programming Semantics For Procedural Content GenerationAbdelrahman Madkour, Chris Martens 0001, Steven Holtzen, Casper Harteveld, Stacy Marsella. 295-305 [doi]
- Herd's Eye View: Improving Game AI Agent Learning with Collaborative PerceptionAndrew Nash, Andrew Vardy, Dave Churchill. 306-314 [doi]
- DendryScope: Narrative Designer Support via Symbolic AnalysisJasmine Otto, Autumn Chen, Adam M. Smith. 315-325 [doi]
- Story Shaping: Teaching Agents Human-Like Behavior with StoriesXiangyu Peng, Christopher Cui, Wei Zhou, Renee Jia, Mark O. Riedl. 326-336 [doi]
- FlexComb: A Facial Landmark-Based Model for Expression Combination GenerationBogdan Pikula, Steve Engels. 337-342 [doi]
- Navigation in Adversarial Environments Guided by PRA* and a Local RL PlannerDebraj Ray, Nathan R. Sturtevant. 343-351 [doi]
- A Computational Tool for Recoloring Based on User EmotionsJungah Son, Marko Peljhan, George Legrady, Misha Sra. 352-359 [doi]
- Synthesizing Priority Planning Formulae for Multi-Agent PathfindingShuwei Wang, Vadim Bulitko, Taoan Huang, Sven Koenig, Roni Stern. 360-369 [doi]
- Cautious Curiosity: A Novel Approach to a Human-Like Gameplay AgentChujin Zhou, Tiago Machado, Casper Harteveld. 370-379 [doi]
- CALYPSO: LLMs as Dungeon Master's AssistantsAndrew Zhu, Lara J. Martin, Andrew Head, Chris Callison-Burch. 380-390 [doi]
- Level Building Sidekick: An AI-Assisted Level Editor Package for UnityCamila Aliaga, Cristian Vidal 0001, Gabriel K. Sepulveda, Nicolas Romero, Fernanda González, Nicolas A. Barriga. 392-399 [doi]
- Generally Genius: A Generals.io Agent Development and Data Collection FrameworkAaditya Bhatia, Austin Davis, Soumik Ghosh, Gita Sukthankar. 400-406 [doi]
- Praxish: A Rational Reconstruction of a Logic-Based DSL for Modeling Social PracticesJames Dameris, Rosaura Hernandez Roman, Max Kreminski. 407-415 [doi]
- Are You Talking to Me? A Case Study in Emotional Human-Machine InteractionManuel Flurin Hendry, Norbert Kottmann, Martin Fröhlich, Florian Bruggisser, Marco Quandt, Stella Speziali, Valentin Huber, Chris Salter. 417-424 [doi]
- Language as Reality: A Co-Creative Storytelling Game Experience in 1001 Nights Using Generative AIYuqian Sun, Zhouyi Li, Ke Fang, Chang Hee Lee, Ali Asadipour 0001. 425-434 [doi]
- Dynamic Difficulty Adjustment via Procedural Level Generation Guided by a Markov Decision Process for Platformers and RoguelikesColan F. Biemer. 436-439 [doi]
- Understanding Human-AI Teaming Dynamics through Gaming EnvironmentsQiao Zhang. 440-443 [doi]