Abstract is missing.
- Frontmatter [doi]
- 'Journeys in the Dark' - Towards Game Master AI in Complex Board GamesToby Best, Simon Lucas 0001, Raluca D. Gaina. 2-12 [doi]
- Sturgeon-MKIV: Constraint-Based Level and Playthrough Generation with Graph Label Rewrite RulesSeth Cooper, Mahsa Bazzaz. 13-24 [doi]
- Toward Space-Time WaveFunctionCollapse for Level and Solution GenerationKaylah Facey, Seth Cooper. 25-34 [doi]
- A Model for Automating the Abstraction of Planning Problems in a Narrative ContextMira Fisher, Stephen G. Ware. 35-45 [doi]
- Label-Free Subjective Player Experience Modelling via Let's Play VideosDave Goel, Athar Mahmoudi-Nejad, Matthew Guzdial. 46-53 [doi]
- Fast, Declarative, Character Simulation Using Bottom-Up Logic ProgrammingIan Horswill, Samuel Hill. 54-64 [doi]
- Evaluating the Efficacy of LLMs to Emulate Realistic Human PersonalitiesLawrence J. Klinkert, Steph Buongiorno, Corey Clark. 65-75 [doi]
- NarrativeGenie: Generating Narrative Beats and Dynamic Storytelling with Large Language ModelsVikram Kumaran, Jonathan P. Rowe, James C. Lester. 76-86 [doi]
- Making New Connections: LLMs as Puzzle Generators for the New York Times' Connections Word GameTim Merino, Sam Earle, Ryan Sudhakaran, Shyam Sudhakaran, Julian Togelius. 87-96 [doi]
- The Harmony Index: Evaluating, Predicting, and Visualizing Effectiveness in Multi-Agent Team DynamicsDarryl Roman, Noah Ari, Johnathan Mell. 97-106 [doi]
- Enhancing Two-Player Performance Through Single-Player Knowledge Transfer: An Empirical Study on Atari 2600 GamesKimiya Saadat, Richard Zhao. 107-116 [doi]
- Generalized Entropy and Solution Information for Measuring Puzzle DifficultyJunwen Shen, Nathan R. Sturtevant. 117-126 [doi]
- Procedurally Puzzling: On Algorithmic Difficulty and Player Experience in QD-Generated Logic Grid PuzzlesFiona Shyne, Kaylah Facey, Seth Cooper. 127-137 [doi]
- Guided Game Level Repair via Explainable AIMahsa Bazzaz, Seth Cooper. 139-148 [doi]
- Controllable Game Level Generation: Assessing the Effect of Negative Examples in GAN ModelsMahsa Bazzaz, Seth Cooper. 149-155 [doi]
- PANGeA: Procedural Artificial Narrative Using Generative AI for Turn-Based, Role-Playing Video GamesSteph Buongiorno, Lawrence J. Klinkert, Zixin Zhuang, Tanishq Chawla, Corey Clark. 156-166 [doi]
- Procedural Content Generation in Games: A Survey with Insights on Emerging LLM IntegrationMahdi Farrokhi Maleki, Richard Zhao. 167-178 [doi]
- Generating Game Levels by Defining Player ExperiencesPedro M. Fernandes, Manuel Lopes 0001, Rui Prada. 179-188 [doi]
- SCORE: Skill-Conditioned Online Reinforcement LearningSara Karimi, Sahar Asadi, Amir Hossein Payberah. 189-198 [doi]
- Using EPCG for Designing a Hexagon Tangram PuzzleYazeed Mahmoud, Nathan R. Sturtevant. 199-207 [doi]
- Using Natural Language to Improve Hierarchical Reinforcement Learning in GamesDave Mobley, Adrienne Corwin, Brent Harrison. 208-216 [doi]
- Abstraction and Path Computation for Video Game Path Finding with Changing MapsTeresa Saller, Ramon Lawrence, Vadim Bulitko. 217-223 [doi]
- No Player Left Behind: Evolving Dungeons and Dragons Combat to Optimize Difficulty and Player ContributionsFiona Shyne, Seth Cooper. 224-234 [doi]
- Mechanic Maker: Accessible Game Development via Symbolic Learning Program SynthesisMegan Sumner, Vardan Saini, Matthew Guzdial. 235-244 [doi]
- Evaluating the Effects of AI Directors for Quest SelectionKristen K. Yu, Matthew Guzdial, Nathan R. Sturtevant. 245-252 [doi]
- level2image: A Utility for Making 2D Tile-Based Level Images with OverlaysSeth Cooper. 254-255 [doi]
- Shepherd: An Incremental Story Sifting-Based Drama ManagerSage Deo, Jonathan Chung, Joshua McCoy. 256-259 [doi]
- Hexagram Tangram Puzzle ArtifactYazeed Mahmoud, Nathan R. Sturtevant. 260-262 [doi]
- The FarmQuest Player Telemetry Dataset: Playthrough Data of a Cozy Farming GameKristen K. Yu, Matthew Guzdial, Nathan R. Sturtevant. 263-268 [doi]
- Personality ExceptionsElinor Rubin-McGregor. 270-273 [doi]