Abstract is missing.
- Searching for good and diverse game levelsMike Preuss, Antonios Liapis, Julian Togelius. 1-8 [doi]
- Game strategies for The Settlers of CatanMarkus Guhe, Alex Lascarides. 1-8 [doi]
- An algorithmic approach to analyzing combat and stealth gamesJonathan Tremblay, Pedro Andrade Torres, Clark Verbrugge. 1-8 [doi]
- Cultural influences on play styleMateusz Bialas, Shoshannah Tekofsky, Pieter Spronck. 1-7 [doi]
- An investigation into 2048 AI strategiesPhilip Rodgers, John Levine. 1-2 [doi]
- Designer modeling for Sentient SketchbookAntonios Liapis, Georgios N. Yannakakis, Julian Togelius. 1-8 [doi]
- Exploring a large space of small gamesGabriella A. B. Barros, Julian Togelius. 1-2 [doi]
- Monte Carlo Tree Search with heuristic evaluations using implicit minimax backupsMarc Lanctot, Mark H. M. Winands, Tom Pepels, Nathan R. Sturtevant. 1-8 [doi]
- Learning robust build-orders from previous opponents with coevolutionChristopher A. Ballinger, Sushil J. Louis. 1-8 [doi]
- SpelunkBots API - An AI toolset for SpelunkyDaniel Scales, Tommy Thompson. 1-8 [doi]
- Non-invasive player experience estimation from body motion and game contextPaolo Burelli, Georgios Triantafyllidis, Ioannis Patras. 1-7 [doi]
- Prolog versus specialized logic inference engine in General Game PlayingMaciej Swiechowski, Jacek Mandziuk. 1-8 [doi]
- Improvements for the simulated car racing software interfaceJan Quadflieg. 1-2 [doi]
- Solving Geometry Friends using Monte-Carlo Tree Search with directed graph representationHyun-Tae Kim, Du-Mim Yoon, Kyung-Joong Kim. 1-2 [doi]
- The Playtime Principle: Large-scale cross-games interest modelingRafet Sifa, Christian Bauckhage, Anders Drachen. 1-8 [doi]
- Monte Carlo Tree Search variants for simultaneous move gamesMandy J. W. Tak, Marc Lanctot, Mark H. M. Winands. 1-8 [doi]
- Solving Physical Traveling Salesman Problems with policy adaptationStefan Edelkamp, Christoph Greulich. 1-8 [doi]
- Evolving Artificial Neural Networks applied to generate virtual charactersJoan Marc Llargues Asensio, Juan Peralta Donate, Paulo Cortez. 1-5 [doi]
- The Nash and the bandit approaches for adversarial portfoliosDavid Lupien St-Pierre, Olivier Teytaud. 1-7 [doi]
- Evolving personas for player decision modelingChristoffer Holmgård, Antonios Liapis, Julian Togelius, Georgios N. Yannakakis. 1-8 [doi]
- Comparing the structure of probabilistic 4- and 8-state finite transducer representations for Prisoner's DilemmaJeffrey Tsang. 1-8 [doi]
- Predicting player churn in the wildFabian Hadiji, Rafet Sifa, Anders Drachen, Christian Thurau, Kristian Kersting, Christian Bauckhage. 1-8 [doi]
- An implementation of affective adaptation in survival horror gamesVanus Vachiratamporn, Koichi Moriyama, Ken-ichi Fukui, Masayuki Numao. 1-8 [doi]
- Enhancing upper confidence bounds for trees with temporal difference valuesTom Vodopivec, Branko Ster. 1-8 [doi]
- Reinforcement learning to control a commander for capture the flagJayden Ivanovic, Fabio Zambetta, Xiaodong Li, Jessica Rivera-Villicana. 1-8 [doi]
- Evolving maps for match balancing in first person shootersPier Luca Lanzi, Daniele Loiacono, Riccardo Stucchi. 1-8 [doi]
- Evolving effective micro behaviors in RTS gameSiming Liu, Sushil J. Louis, Christopher A. Ballinger. 1-8 [doi]
- Procedural generation of music-guided weaponsWilliam Cachia, Luke Aquilina, Héctor Perez Martínez, Georgios N. Yannakakis. 1-2 [doi]
- Bejeweled, Candy Crush and other match-three games are (NP-)hardLuciano Gualà, Stefano Leucci, Emanuele Natale. 1-8 [doi]
- Heuristic move pruning in Monte Carlo Tree Search for the strategic card game Lords of WarNick Sephton, Peter I. Cowling, Edward J. Powley, Nicholas H. Slaven. 1-7 [doi]
- Does the moran process hinder our understanding of cooperation in human populations?Garrison W. Greenwood, Phillipa M. Avery. 1-6 [doi]
- Opponent state modeling in RTS games with limited information using Markov random fieldsMichael A. Leece, Arnav Jhala. 1-7 [doi]
- Constrained control of non-playing characters using Monte Carlo Tree SearchMaxime Sanselone, Stéphane Sanchez, Cédric Sanza, David Panzoli, Yves Duthen. 1-8 [doi]
- Common fate graph patterns in Monte Carlo Tree Search for computer goTobias Graf, Marco Platzner. 1-8 [doi]
- Converging to a player model in Monte-Carlo Tree SearchTrevor Sarratt, David V. Pynadath, Arnav Jhala. 1-7 [doi]
- Applying fingerprint multilateration to population dynamics in Prisoner's Dilemma simulationsJeffrey Tsang. 1-8 [doi]
- Using partial satisfaction planning to automatically select NPCs' goals and generate plans in a simulation gameSylvain Labranche, Nicolas Sola, Sophie Callies, Eric Beaudry. 1-8 [doi]
- Knowledge-based fast evolutionary MCTS for general video game playingDiego Perez, Spyridon Samothrakis, Simon M. Lucas. 1-8 [doi]
- Beyond heatmaps: Spatio-temporal clustering using behavior-based partitioning of game levelsChristian Bauckhage, Rafet Sifa, Anders Drachen, Christian Thurau, Fabian Hadiji. 1-8 [doi]
- A multi-level level generatorSteve Dahlskog, Julian Togelius. 1-8 [doi]
- An approach to general videogame evaluation and automatic generation using a description languageChong-U Lim, D. Fox Harrell. 1-8 [doi]
- Temporal difference learning with eligibility traces for the game connect fourMarkus Thill, Samineh Bagheri, Patrick Koch, Wolfgang Konen. 1-8 [doi]
- Towards market seller modeling in World of WarcraftSheng-Yi Hsu, Julian Togelius, Chung-tsai Sun. 1-2 [doi]
- Learning to recommend game contents for real-time strategy gamersHyun-Tae Kim, Kyung-Joong Kim. 1-8 [doi]
- Extended ramp goal module: Low-cost behaviour arbitration for real-time controllers based on biological models of dopamine cellsSwen E. Gaudl, Joanna J. Bryson. 1-8 [doi]
- Applying data mining to extract design patterns from Unreal Tournament levelsLuca Galli, Pier Luca Lanzi, Daniele Loiacono. 1-8 [doi]
- Learning to play fighting game using massive play dataHyun Soo Park, Kyung-Joong Kim. 1-2 [doi]
- Rolling horizon methods for games with continuous states and actionsSpyridon Samothrakis, Samuel A. Roberts, Diego Perez, Simon M. Lucas. 1-8 [doi]
- Multi-goal motion planning with physics-based game enginesStefan Edelkamp, Erion Plaku. 1-8 [doi]
- A search-based approach for generating Angry Birds levelsLucas Ferreira, Claudio Fabiano Motta Toledo. 1-8 [doi]
- Churn prediction for high-value players in casual social gamesJulian Runge, Peng Gao, Florent Garcin, Boi Faltings. 1-8 [doi]
- Predicting unexpected influxes of players in EVE onlineRoman Garnett, Thomas Gartner, Timothy Ellersiek, Eyjolfur Gudmondsson, Petur Oskarsson. 1-8 [doi]
- Generating an attribute space for analyzing balance in single unit RTS game combatShaun Bangay, Owen Makin. 1-8 [doi]
- Game intelligenceSam Devlin, Peter I. Cowling, Daniel Kudenko, Nikolaos Goumagias, Alberto Nucciarelli, Ignazio Cabras, Kiran Jude Fernandes, Feng Li. 1-8 [doi]
- Designer-driven 3D buildings generated using Variable Neighborhood SearchJosé María Peña, Javier Viedma, Santiago Muelas, Antonio LaTorre, Luis Peña. 1-8 [doi]
- Deduction of fighting-game countermeasures using the k-nearest neighbor algorithm and a game simulatorKaito Yamamoto, Syunsuke Mizuno, Chun Yin Chu, Ruck Thawonmas. 1-5 [doi]
- Imitation learning for combat system in RTS games with application to starcraftIn-Seok Oh, Ho-Chul Cho, Kyung-Joong Kim. 1-2 [doi]
- Automatic generation of fantasy role-playing modulesDaniel A. Ashlock, Cameron McGuinness. 1-8 [doi]
- The effectiveness of persuasion in The Settlers of CatanMarkus Guhe, Alex Lascarides. 1-8 [doi]
- 2create authoring tool: Fostering creativity via game asset creationPhilip L. Lopes, Antonios Liapis, Georgios N. Yannakakis. 1-2 [doi]
- Automated design for playability in computer game agentsScott Watson, Wolfgang Banzhaf, Andrew Vardy. 1-8 [doi]
- Parallel UCT search on GPUsNicolas A. Barriga, Marius Stanescu, Michael Buro. 1-7 [doi]
- Temporal difference learning of N-tuple networks for the game 2048Marcin Grzegorz Szubert, Wojciech Jaskowski. 1-8 [doi]
- Shaped prisoner's dilemma automataWendy Ashlock, Daniel Ashlock. 1-8 [doi]
- Believable NPCs in serious games: HTN planning approach based on visual perceptionIbrahim M. Mahmoud, Lianchao Li, Dieter Wloka, Mostafa Z. Ali. 1-8 [doi]
- Script- and cluster-based UCT for StarCraftNiels Justesen, Balint Tillman, Julian Togelius, Sebastian Risi. 1-8 [doi]
- Racing tracks improvisationJiaojian Wang, Olana Missura. 1-8 [doi]