Abstract is missing.
- The turing test track of the 2012 Mario AI Championship: Entries and evaluationNoor Shaker, Julian Togelius, Georgios N. Yannakakis, Likith Poovanna, Vinay Sudha Ethiraj, Stefan J. Johansson, Robert G. Reynolds, Leonard Kinnaird-Heether, Tom Schumann, Marcus Gallagher. 1-8 [doi]
- Landscape automata for search based procedural content generationDaniel Ashlock, Cameron McGuinness. 1-8 [doi]
- Measuring interestingness of continuous game problemsSamuel A. Roberts, Simon M. Lucas. 1-8 [doi]
- Analytics-driven dynamic game adaption for player retention in ScrabbleBrent E. Harrison, David L. Roberts. 1-8 [doi]
- An approach to level design using procedural content generation and difficulty curvesDiaz-Furlong Hector Adrian, Solis-Gonzalez Cosio Ana Luisa. 1-8 [doi]
- Towards story-based content generation: From plot-points to mapsJosep Valls-Vargas, Santiago Ontañón, Jichen Zhu. 1-8 [doi]
- The impact of connection topology and agent size on cooperation in the iterated prisoner's dilemmaLee-Ann Barlow, Daniel Ashlock. 1-8 [doi]
- Automatic generation and analysis of physics-based puzzle gamesMohammad Shaker, Mhd Hasan Sarhan, Ola Al Naameh, Noor Shaker, Julian Togelius. 1-8 [doi]
- Using CIGAR for finding effective group behaviors in RTS gameSiming Liu, Sushil J. Louis, Monica N. Nicolescu. 1-8 [doi]
- Monte-Carlo Tree Search and minimax hybridsHendrik Baier, Mark H. M. Winands. 1-8 [doi]
- Examination of graphs in Multiple Agent Genetic Networks for Iterated Prisoner's DilemmaJoseph Alexander Brown. 1-8 [doi]
- MirrorBot: Using human-inspired mirroring behavior to pass a turing testMihai Polceanu. 1-8 [doi]
- Evolved weapons for RPG drop systemsJoseph Alexander Brown. 1-2 [doi]
- Creativity and competitiveness in polyomino-developing game playing agentsDaniel Ashlock, Jeremy Gilbert. 1-8 [doi]
- Reactive strategy choice in StarCraft by means of Fuzzy ControlMike Preuss, Daniel Kozakowski, Johan Hagelbäck, Heike Trautmann. 1-8 [doi]
- A video game description language for model-based or interactive learningTom Schaul. 1-8 [doi]
- Modeling player preferences in avatar customization using social network data: A case-study using virtual items in Team Fortress 2Chong-U. Lim D. Fox Harrell. 1-8 [doi]
- Using genetic programming to evolve heuristics for a Monte Carlo Tree Search Ms Pac-Man agentAtif M. Alhejali, Simon M. Lucas. 1-8 [doi]
- AI for game productionMark O. Riedl, Alexander Zook. 1-8 [doi]
- Adjutant bot: An evaluation of unit micromanagement tacticsNicholas Bowen, Jonathan Todd, Gita Sukthankar. 1-8 [doi]
- A tag-mediated game designed to study cooperation in human populationsGarrison W. Greenwood. 1-7 [doi]
- Enhancing touch-driven navigation using informed search in Ms. Pac-ManSamuel Maycock, Tommy Thompson. 1-2 [doi]
- Online and offline learning in multi-objective Monte Carlo Tree SearchDiego Perez, Spyridon Samothrakis, Simon M. Lucas. 1-8 [doi]
- Exploration and analysis of the evolution of strategies for Mancala variantsColin Divilly, Colm O'Riordan, Seamus Hill. 1-7 [doi]
- Give me a reason to dig Minecraft and psychology of motivationAlessandro Canossa, Josep B. Martinez, Julian Togelius. 1-8 [doi]
- Multi-objective assessment of pre-optimized build orders exemplified for StarCraft 2Matthias Kuchem, Mike Preuss, Günter Rudolph. 1-8 [doi]
- PSMAGE: Balanced map generation for StarCraftAlberto Uriarte, Santiago Ontañón. 1-8 [doi]
- Archetypical motion: Supervised game behavior learning with Archetypal AnalysisRafet Sifa, Christian Bauckhage. 1-8 [doi]
- Mobile games with intelligence: A killer application?Philip Hingston, Clare Bates Congdon, Graham Kendall. 1-7 [doi]
- A statistical exploitation module for Texas Hold'em: And it's benefits when used with an approximate nash equilibrium strategyKevin Norris, Ian Watson. 1-8 [doi]
- The structure of a 3-state finite transducer representation for Prisoner's DilemmaJeffrey Tsang. 1-7 [doi]
- Observations on strategies for GoofspielMark Grimes, Moshe Dror. 1-2 [doi]
- Recursive Monte Carlo search for imperfect information gamesTimothy Furtak, Michael Buro. 1-8 [doi]
- Portfolio greedy search and simulation for large-scale combat in starcraftDavid Churchill, Michael Buro. 1-8 [doi]
- Predicting skill from gameplay input to a first-person shooterDavid Buckley, Ke Chen, Joshua Knowles. 1-8 [doi]
- LGOAP: Adaptive layered planning for real-time videogamesGiuseppe Maggiore, Carlos Santos, Dino Dini, Frank Peters, Hans Bouwknegt, Pieter Spronck. 1-8 [doi]
- Bandits all the way down: UCB1 as a simulation policy in Monte Carlo Tree SearchEdward J. Powley, Daniel Whitehouse, Peter I. Cowling. 1-8 [doi]
- Replay-based strategy prediction and build order adaptation for StarCraft AI botsHo-Chul Cho, Kyung-Joong Kim, Sung-Bae Cho. 1-7 [doi]
- Adaptive game level creation through rank-based interactive evolutionAntonios Liapis, Héctor Perez Martínez, Julian Togelius, Georgios N. Yannakakis. 1-8 [doi]
- Stacked calibration of off-policy policy evaluation for video game matchmakingEric Thibodeau-Laufer, Raul Chandias Ferrari, Li Yao, Olivier Delalleau, Yoshua Bengio. 1-8 [doi]
- Spatial game analytics and visualizationAnders Drachen, Matthias Schubert. 1-8 [doi]
- Psychometric modeling of decision making via game playKenneth W. Regan, Tamal Biswas. 1-8 [doi]
- Production of various strategies and position control for Monte-Carlo Go - Entertaining human playersKokolo Ikeda, Simon Viennot. 1-8 [doi]
- Finding robust strategies to defeat specific opponents using case-injected coevolutionChristopher A. Ballinger, Sushil Louis. 1-8 [doi]
- UCT for PCGCameron Browne. 1-8 [doi]
- QL-BT: Enhancing behaviour tree design and implementation with Q-learningRahul Dey, Chris Child. 1-8 [doi]
- Opponent modeling with incremental active learning: A case study of Iterative Prisoner's DilemmaHyun Soo Park, Kyung-Joong Kim. 1-2 [doi]
- Potential flows for controlling scout units in StarCraftKien Quang Nguyen, Zhe Wang, Ruck Thawonmas. 1-7 [doi]
- Comparison of human and AI bots in StarCraft with replay data miningHo-Chul Cho, Kyung-Joong Kim. 1-2 [doi]
- Deductive search for logic puzzlesCameron Browne. 1-8 [doi]
- Creating large numbers of game AIs by learning behavior for cooperating unitsStephen Wiens, Jörg Denzinger, Sanjeev Paskaradevan. 1-8 [doi]
- Behavior evolution in Tomb Raider UnderworldRafet Sifa, Anders Drachen, Christian Bauckhage, Christian Thurau, Alessandro Canossa. 1-8 [doi]
- Play style: Showing your ageShoshannah Tekofsky, Pieter Spronck, Aske Plaat, H. Jaap van den Herik, Jan Broersen. 1-8 [doi]
- EvoMCTS: Enhancing MCTS-based players through genetic programmingAmit Benbassat, Moshe Sipper. 1-8 [doi]
- Behavioral-based cheating detection in online first person shooters using machine learning techniquesHashem Alayed, Fotos Frangoudes, Clifford Neuman. 1-8 [doi]
- Knowledge discovery for characterizing team success or failure in (A)RTS gamesPu Yang, David L. Roberts. 1-8 [doi]
- Monte Carlo Tree Search with macro-actions and heuristic route planning for the Multiobjective Physical Travelling Salesman ProblemEdward J. Powley, Daniel Whitehouse, Peter I. Cowling. 1-8 [doi]
- Using plan-based reward shaping to learn strategies in StarCraft: BroodwarKyriakos Efthymiadis, Daniel Kudenko. 1-8 [doi]
- Soft computing for content generation: Trading market in a basketball management video gameJosé María Peña, Ernestina Menasalvas Ruiz, Santiago Muelas, Antonio LaTorre, Luis Peña, Sascha Ossowski. 1-8 [doi]
- Evolutionary reature evaluation for online Reinforcement LearningJulian Bishop, Risto Miikkulainen. 1-8 [doi]