Abstract is missing.
- Keynotes: Data mining and machine learning applications in MMOsGreg Ashe, Nathan R. Sturtevant, Jong-Hwan Kim. [doi]
- NCsoft special session: NCsoft, connecting the world with entertainmentKevin Kim. [doi]
- Tutorials: Cultural Algorithms: Incorporating social intelligence into virtual worldsRobert G. Reynolds, Daniel Ashlock, Georgios N. Yannakakis, Julian Togelius, Mike Preuss. [doi]
- Enhanced cooperation in the N-person iterated snowdrift game through tag mediationGarrison W. Greenwood. 1-8 [doi]
- A Monte-Carlo approach for the endgame of Ms. Pac-ManBruce Kwong-Bun Tong, Chun Man Ma, Chi Wan Sung. 9-15 [doi]
- Incorporating required structure into tilesCameron McGuinness, Daniel Ashlock. 16-23 [doi]
- Optimization of an evaluation function of the 4-sided dominoes game using a genetic algorithmNirvana S. Antonio, Cicero Ferreira Fernandes Costa Filho, Marly Guimarães Fernandes Costa, Rafael Padilla. 24-30 [doi]
- Frame selection using iterative grammatical evolution for automatic comic generation from game logsRuck Thawonmas, Yoshinori Tani. 31-38 [doi]
- Monte-Carlo tree search in Ms. Pac-ManNozomu Ikehata, Takeshi Ito. 39-46 [doi]
- Towards gaze-controlled platform gamesJorge Muñoz, Georgios N. Yannakakis, Fiona Mulvey, Dan Witzner Hansen, Germán Gutiérrez, Araceli Sanchís. 47-54 [doi]
- User-preference-based automated level generation for platform gamesNick Nygren, Jörg Denzinger, Ben Stephenson, John Aycock. 55-62 [doi]
- Hormonal systems for prisoners dilemma agentsDaniel Ashlock, Christopher Kuusela, Nicholas Rogers. 63-70 [doi]
- Neuroevolutionary constrained optimization for content creationAntonios Liapis, Georgios N. Yannakakis, Julian Togelius. 71-78 [doi]
- Discount and speed/execution tradeoffs in Markov Decision Process gamesReinaldo Uribe, Fernando Lozano, Katsunari Shibata, Charles Anderson. 79-86 [doi]
- Determinization and information set Monte Carlo Tree Search for the card game Dou Di ZhuDaniel Whitehouse, Edward J. Powley, Peter I. Cowling. 87-94 [doi]
- Reinforcement learning for the soccer dribbling taskArthur Carvalho, Renato Oliveira. 95-101 [doi]
- Evolving multimodal networks for multitask gamesJacob Schrum, Risto Miikkulainen. 102-109 [doi]
- αβ-based play-outs in Monte-Carlo Tree SearchMark H. M. Winands, Yngvi Björnsson. 110-117 [doi]
- Using a training camp with Genetic Programming to evolve Ms Pac-Man agentsAtif M. Alhejali, Simon M. Lucas. 118-125 [doi]
- Feature analysis for modeling game content qualityNoor Shaker, Georgios N. Yannakakis, Julian Togelius. 126-133 [doi]
- Complexity analysis and playing strategies for Ludo and its variant race gamesFaisal Alvi, Moataz Ahmed. 134-141 [doi]
- EEP - A lightweight emotional model: Application to RPG video game charactersLuis Peña, Sascha Ossowski, José María Peña, José Ángel Sánchez. 142-149 [doi]
- Developments in metaphor inference and context-aware affect sensingLi Zhang. 150-157 [doi]
- Monte-Carlo Tree Search for the game of Scotland YardJ. (Pim) A. M. Nijssen, Mark H. M. Winands. 158-165 [doi]
- Optimal strategies for multi objective games and their search by evolutionary multi objective optimizationGideon Avigad, Erella Eisenstadt, Miri Weiss-Cohen. 166-173 [doi]
- Modelling and evaluation of complex scenarios with the Strategy Game Description LanguageTobias Mahlmann, Julian Togelius, Georgios N. Yannakakis. 174-181 [doi]
- Using the online cross-entropy method to learn relational policies for playing different gamesSamuel Sarjant, Bernhard Pfahringer, Kurt Driessens, Tony Smith. 182-189 [doi]
- A Bayesian model for RTS units control applied to StarCraftGabriel Synnaeve, Pierre Bessière. 190-196 [doi]
- Games as personality profiling toolsGiel van Lankveld, Pieter Spronck, H. Jaap van den Herik, Arnoud Arntz. 197-202 [doi]
- A reactive mutli-agent approach to car driving using artificial potential fieldsTim Uusitalo, Stefan J. Johansson. 203-210 [doi]
- Automated story generation with multiple internal focalizationByung-Chull Bae, Yun-Gyung Cheong, R. Michael Young. 211-218 [doi]
- Learning environment models in car racing using stateful Genetic ProgrammingAlexandros Agapitos, Michael O'Neill, Anthony Brabazon, Theodoros Theodoridis. 219-226 [doi]
- Transfer of driving behaviors across different racing gamesLuigi Cardamone, Antonio Caiazzo, Daniele Loiacono, Pier Luca Lanzi. 227-234 [doi]
- Computational and human intelligence in blind GoPing-Chiang Chou, Hassen Doghmen, Chang-Shing Lee, Fabien Teytaud, Olivier Teytaud, Hui Min Wang, Mei-Hui Wang, Li-Wen Wu, Shi-Jim Yen. 235-242 [doi]
- Lemmas on partial observation, with application to phantom gamesFabien Teytaud, Olivier Teytaud. 243-249 [doi]
- Random positions in GoBernard Helmstetter, Chang-Shing Lee, Fabien Teytaud, Olivier Teytaud, Mei-Hui Wang, Shi-Jim Yen. 250-257 [doi]
- The role of reward structure, coordination mechanism and net return in the evolution of cooperationPadmini Rajagopalan, Aditya Rawal, Risto Miikkulainen, Marc A. Wiseman, Kay E. Holekamp. 258-265 [doi]
- A cheating detection framework for Unreal Tournament III: A machine learning approachLuca Galli, Daniele Loiacono, Luigi Cardamone, Pier Luca Lanzi. 266-272 [doi]
- Reactiveness and navigation in computer games: Different needs, different approachesDiego Perez, Miguel Nicolau, Michael O'Neill, Anthony Brabazon. 273-280 [doi]
- A Bayesian model for opening prediction in RTS games with application to StarCraftGabriel Synnaeve, Pierre Bessière. 281-288 [doi]
- Multi-faceted evolution of simple arcade gamesMichael Cook, Simon Colton. 289-296 [doi]
- Toward supporting stories with procedurally generated game worldsKen Hartsook, Alexander Zook, Sauvik Das, Mark O. Riedl. 297-304 [doi]
- Learning non-random moves for playing Othello: Improving Monte Carlo Tree SearchDavid Robles, Philipp Rohlfshagen, Simon M. Lucas. 305-312 [doi]
- Effects of configuration of agents with different strategy representations on the evolution of cooperative behavior in a spatial IPD gameHisao Ishibuchi, Keisuke Takahashi, Kouichirou Hoshino, Junpei Maeda, Yusuke Nojima. 313-320 [doi]
- Temporal difference learning with interpolated n-tuples: Initial results from a simulated car racing environmentAisha A. Abdullahi, Simon M. Lucas. 321-328 [doi]
- UT⁁2: Human-like behavior via neuroevolution of combat behavior and replay of human tracesJacob Schrum, Igor Karpov, Risto Miikkulainen. 329-336 [doi]
- TORCS sensor noise removal and multi-objective track selection for driving style adaptationMike Preuss, Jan Quadflieg, Günter Rudolph. 337-344 [doi]
- Believable judge bot that learns to select tactics and judge opponentsRuck Thawonmas, Seiji Murakami, Takumi Sato. 345-349 [doi]
- A neuronal global workspace for human-like control of a computer game characterZafeirios Fountas, David Gamez, Andreas Fidjeland. 350-357 [doi]