Abstract is missing.
- Keynotes [abstracts of three keynote presentations]Jeff Orkin, Gillian Smith, Michael Bowling. [doi]
- TutorialsMark J. Nelson, Paolo Burelli, Kostas Karpouzis, Simon M. Lucas, Peter I. Cowling. [doi]
- Automatic design of deterministic sequences of decisions for a repeated imitation game with action-state dependencyPablo J. Villacorta, Luis Quesada 0002, David A. Pelta. 1-8 [doi]
- Update rules, reciprocity and weak selection in evolutionary spatial gamesGarrison W. Greenwood, Phillipa M. Avery. 9-16 [doi]
- Deck-based prisoner's dilemmaDaniel Ashlock, Elizabeth Knowles. 17-24 [doi]
- Noise tolerance for real-time evolutionary learning of cooperative predator-prey strategiesMark Wittkamp, Luigi Barone, Philip Hingston, R. Lyndon While. 25-32 [doi]
- From competition to cooperation: Co-evolution in a rewards continuumDaniel Ashlock, Wendy Ashlock, Spyridon Samothrakis, Simon M. Lucas, Colin Lee. 33-40 [doi]
- Win/loss States: An efficient model of success rates for simulation-based functionsJacques Basaldua, J. Marcos Moreno-Vega. 41-46 [doi]
- Evolving both search and strategy for Reversi players using genetic programmingAmit Benbassat, Moshe Sipper. 47-54 [doi]
- Dynamic difficulty for checkers and Chinese chessLaurentiu Ilici, Jiaojian Wang, Olana Missura, Thomas Gärtner. 55-62 [doi]
- Exploring optimization strategies in board game Abalone for Alpha-Beta searchAthanasios Papadopoulos, Konstantinos Toumpas, Anthony C. Chrysopoulos, Pericles A. Mitkas. 63-70 [doi]
- Playing PuyoPuyo: Two search algorithms for constructing chain and tactical heuristicsKokolo Ikeda, Daisuke Tomizawa, Simon Viennot, Yuu Tanaka. 71-78 [doi]
- Imitating play from game trajectories: Temporal difference learning versus preference learningThomas Philip Runarsson, Simon M. Lucas. 79-82 [doi]
- TD(λ) and Q-learning based Ludo playersMajed Alhajry, Faisal Alvi, Moataz Ahmed. 83-90 [doi]
- Comparison of Bayesian move prediction systems for Computer GoMartin Wistuba, Lars Schaefers, Marco Platzner. 91-99 [doi]
- Learning to intercept opponents in first person shooter gamesBulent Tastan, Yuan Chang, Gita Sukthankar. 100-107 [doi]
- Evolving the optimal racing line in a high-end racing gameMatteo Botta, Vincenzo Gautieri, Daniele Loiacono, Pier Luca Lanzi. 108-115 [doi]
- Progressive neural network training for the Open Racing Car SimulatorChristos Athanasiadis, Damianos Galanopoulos, Anastasios Tefas. 116-123 [doi]
- Personality profiles for generating believable bot behaviorsCasey Rosenthal, Clare Bates Congdon. 124-131 [doi]
- Interactively training first person shooter botsMichelle McPartland, Marcus Gallagher. 132-138 [doi]
- How players lose interest in playing a game: An empirical study based on distributions of total playing timesChristian Bauckhage, Kristian Kersting, Rafet Sifa, Christian Thurau, Anders Drachen, Alessandro Canossa. 139-146 [doi]
- In-game action list segmentation and labeling in real-time strategy gamesWei Gong, Ee-Peng Lim, Palakorn Achananuparp, Feida Zhu, David Lo, Freddy Chong Tat Chua. 147-154 [doi]
- A binary classification approach for automatic preference modeling of virtual agents in Civilization IVMarlos C. Machado, Gisele L. Pappa, Luiz Chaimowicz. 155-162 [doi]
- Guns, swords and data: Clustering of player behavior in computer games in the wildAnders Drachen, Rafet Sifa, Christian Bauckhage, Christian Thurau. 163-170 [doi]
- Resource systems in games: An analytical approachTrondur Justinussen, Peter Hald Rasmussen, Alessandro Canossa, Julian Togelius. 171-178 [doi]
- Self-adaptive games for rehabilitation at homeMichele Pirovano, Renato Mainetti, Gabriel Baud-Bovy, Pier Luca Lanzi, N. Alberto Borghese. 179-186 [doi]
- Controlling cooperative and conflicting continuous actions with a Gene Regulatory NetworkSylvain Cussat-Blanc, Stéphane Sanchez, Yves Duthen. 187-194 [doi]
- Learning and evolving combat game controllersLuis Peña, Sascha Ossowski, José María Peña, Simon M. Lucas. 195-202 [doi]
- The huddle: Combining AI techniques to coordinate a player's game charactersTimothy Davison, Jörg Denzinger. 203-210 [doi]
- A Monte-Carlo path planner for dynamic and partially observable environmentsMunir Naveed, Diane E. Kitchin, Andrew Crampton, Lukás Chrpa, Peter Gregory. 211-218 [doi]
- Monte Carlo Tree Search: Long-term versus short-term planningDiego Perez, Philipp Rohlfshagen, Simon M. Lucas. 219-226 [doi]
- Beam Monte-Carlo Tree SearchHendrik Baier, Mark H. M. Winands. 227-233 [doi]
- Monte Carlo Tree Search with macro-actions and heuristic route planning for the Physical Travelling Salesman ProblemEdward J. Powley, Daniel Whitehouse, Peter I. Cowling. 234-241 [doi]
- Comparison of different selection strategies in Monte-Carlo Tree Search for the game of TronPierre Perick, David Lupien St-Pierre, Francis Maes, Damien Ernst. 242-249 [doi]
- Reactive control of Ms. Pac Man using information retrieval based on Genetic ProgrammingMatthias F. Brandstetter, Samad Ahmadi. 250-256 [doi]
- Influence Map-based controllers for Ms. PacMan and the ghostsJohan Svensson, Stefan J. Johansson. 257-264 [doi]
- Enhancements for Monte-Carlo Tree Search in Ms Pac-ManTom Pepels, Mark H. M. Winands. 265-272 [doi]
- FRIGHT: A flexible rule-based intelligent ghost team for Ms. Pac-ManDavid J. Gagne, Clare Bates Congdon. 273-280 [doi]
- A model-based cell decomposition approach to on-line pursuit-evasion path planning and the video game Ms. Pac-ManGreg Foderaro, Ashleigh Swingler, Silvia Ferrari. 281-287 [doi]
- Generating interesting Monopoly boards from open dataMarie Gustafsson Friberger, Julian Togelius. 288-295 [doi]
- Computational creativity in a closed game systemCameron Browne, Simon Colton. 296-303 [doi]
- Evolving levels for Super Mario Bros using grammatical evolutionNoor Shaker, Miguel Nicolau, Georgios N. Yannakakis, Julian Togelius, Michael O'Neill. 304-311 [doi]
- Statistical analyses of representation choice in level generationCameron McGuinness. 312-319 [doi]
- BeatTheBeat music-based procedural content generation in a mobile gameAnnika Jordan, Dimitri Scheftelowitsch, Jan Lahni, Jannic Hartwecker, Matthias Kuchem, Mirko Walter-Huber, Nils Vortmeier, Tim Delbrügger, Ümit Güler, Igor Vatolkin, Mike Preuss. 320-327 [doi]
- Smart terrain causality chains for adventure-game puzzle generationIsaac Dart, Mark J. Nelson. 328-334 [doi]
- A procedural procedural level generator generatorManuel Kerssemakers, Jeppe Tuxen, Julian Togelius, Georgios N. Yannakakis. 335-341 [doi]
- Evolving spaceship designs for optimal control and the emergence of interesting behaviourSamuel A. Roberts, Simon M. Lucas. 342-349 [doi]
- Aesthetic Terrain Programs database for creativity assessmentMiguel Frade, Francisco Fernández de Vega, Carlos Cotta. 350-354 [doi]
- Emotional behavior treesAnja Johansson, Pierangelo Dell'Acqua. 355-362 [doi]
- Learning visual composition preferences from an annotated corpus generated through gameplayReid Swanson, Dustin Escoffery, Arnav Jhala. 363-370 [doi]
- The Perfect Looting System: Looking for a Phoenix?Dario Maggiorini, Antonio Nigro, Laura Anna Ripamonti, Marco Trubian. 371-378 [doi]
- Evaluating the enjoyability of the ghosts in Ms Pac-ManWichit Sombat, Philipp Rohlfshagen, Simon M. Lucas. 379-387 [doi]
- Potential-field based navigation in StarCraftJohan Hagelbäck. 388-393 [doi]
- Simulation-based optimization of StarCraft tactical AI through evolutionary computationOthman Nasri, James Decraene, Wentong Cai, Nan Hu, Malcolm Yoke-Hean Low, Alexandre Gouaillard. 394-401 [doi]
- Applying reinforcement learning to small scale combat in the real-time strategy game StarCraft: BroodwarStefan Wender, Ian Watson. 402-408 [doi]
- Special tactics: A Bayesian approach to tactical decision-makingGabriel Synnaeve, Pierre Bessière. 409-416 [doi]
- Adaptive bots for real-time strategy games via map characterizationAntonio Fernández-Ares, Pablo García-Sánchez, Antonio Miguel Mora, Juan J. Merelo Guervós. 417-721 [doi]
- Imitative learning for real-time strategy gamesQuentin Gemine, Firas Safadi, Raphael Fonteneau, Damien Ernst. 424-429 [doi]
- Towards adaptive online RTS AI with NEATJason M. Traish, James R. Tulip. 430-437 [doi]
- SCAIL: An integrated Starcraft AI systemJay Young, Fran Smith, Christopher Atkinson, Ken Poyner, Tom Chothia. 438-445 [doi]