Abstract is missing.
- Keynote speech I: Co-evolutionary learning in game-playingXin Yao. 16 [doi]
- Keynote speech II: General video game AI: Challenges and applicationsSimon Lucas. 17 [doi]
- Keynote speech III: Computer go research - The challenges aheadMartin Muller. 18 [doi]
- Keynote speech IV: Where games meet hyper-heuristicsGraham Kendall. 19 [doi]
- Tutorial I: Video Game Description Language (VGDL) and the challenge of creating agents for General Video Game Playing (GVGP)Diego Perez. 20 [doi]
- Tutorial II: Representations for evolutionary computation in gamesDaniel Ashlock. 21 [doi]
- Tutorial III: Evolving neural networksRisto Miikkulainen. 22 [doi]
- Regulation of exploration for simple regret minimization in Monte-Carlo tree searchYun-Ching Liu, Yoshimasa Tsuruoka. 35-42 [doi]
- Enhancements in Monte Carlo tree search algorithms for biased game treesTakahisa Imagawa, Tomoyuki Kaneko. 43-50 [doi]
- Estimation of player's preference for cooperative RPGs using multi-strategy Monte-Carlo methodNaoyuki Sato, Kokolo Ikeda, Takayuki Wada. 51-59 [doi]
- Online learning and mining human play in complex gamesMihai Sorin Dobre, Alex Lascarides. 60-67 [doi]
- Flexible story generation with norms and preferences in computer role playing gamesEdward Booth, John Thangarajah, Fabio Zambetta. 68-74 [doi]
- Perception simulation in social planning for emergent storytellingDavid B. Carvalho, Esteban Walter Gonzalez Clua, Aline Paes. 75-82 [doi]
- Personality traits in plots with nondeterministic planning for interactive storytellingFabio A. Guilherme da Silva, Bruno Feijó. 83-90 [doi]
- Making sense of emergent narratives: An architecture supporting player-triggered narrative processesSimon Chauvin, Guillaume Levieux, Jean-Yves Donnart, Stéphane Natkin. 91-98 [doi]
- Human computation for procedural content generation in platform gamesWillian M. P. Reis, Levi H. S. Lelis, Ya'akov Kobi Gal. 99-106 [doi]
- Investigating MCTS modifications in general video game playingFrederik Frydenberg, Kasper R. Andersen, Sebastian Risi, Julian Togelius. 107-113 [doi]
- Emergent bluffing and inference with Monte Carlo Tree SearchPeter I. Cowling, Daniel Whitehouse, Edward J. Powley. 114-121 [doi]
- An experimental study of action selection mechanisms to create an entertaining opponentNick Sephton, Peter I. Cowling, Nicholas H. Slaven. 122-129 [doi]
- Player-adaptive Spelunky level generationDavid Stammer, Hochschule Mannheim, Tobias Günther, Mike Preuss. 130-137 [doi]
- Creating efficient walls using potential fields in real-time strategy gamesCaio Freitas de Oliveira, Charles Andrye Galvao Madeira. 138-145 [doi]
- A data-driven approach for online adaptation of game difficultyHaiyan Yin, Linbo Luo, Wentong Cai, Yew-Soon Ong, Jinghui Zhong. 146-153 [doi]
- Combining Monte Carlo tree search and apprenticeship learning for capture the flagJayden Ivanovo, William L. Raffe, Fabio Zambetta, Xiaodong Li. 154-161 [doi]
- Evaluating Go game records for prediction of player attributesJosef Moudrík, Petr Baudis, Roman Neruda. 162-168 [doi]
- An improved approach to reinforcement learning in Computer GoMichael Dann, Fabio Zambetta, John Thangarajah. 169-176 [doi]
- Learning a game commentary generator with grounded move expressionsHirotaka Kameko, Shinsuke Mori, Yoshimasa Tsuruoka. 177-184 [doi]
- Towards generating arcade game rules with VGDLThorbjørn S. Nielsen, Gabriella A. B. Barros, Julian Togelius, Mark J. Nelson. 185-192 [doi]
- EnHiC: An enforced hill climbing based system for general game playingAmin Babadi, Behnaz Omoomi, Graham Kendall. 193-199 [doi]
- Neuroevolution for General Video Game PlayingSpyridon Samothrakis, Diego Perez Liebana, Simon M. Lucas, Maria Fasli. 200-207 [doi]
- On imitating Connect-4 game trajectories using an approximate n-tuple evaluation functionThomas Philip Runarsson, Simon M. Lucas. 208-213 [doi]
- Emerging collective intelligence in Othello players evolved by differential evolutionTetsuyuki Takahama, Setsuko Sakai. 214-221 [doi]
- Job-level UCT search for solving HexXi Liang, Tinghan Wei, I-Chen Wu. 222-229 [doi]
- Predicting player disengagement and first purchase with event-frequency based data representationHanting Xie, Sam Devlin, Daniel Kudenko, Peter I. Cowling. 230-237 [doi]
- Understanding players' identities and behavioral archetypes from avatar customization dataChong-U Lim, D. Fox Harrell. 238-245 [doi]
- Toward avatar models to enhance performance and engagement in educational gamesDominic Kao, D. Fox Harrell. 246-253 [doi]
- Compressing Chinese dark chess endgame databasesChang Chen, Gang-Yu Fan, Shih-Yu Tsai, Ting-Yu Lin, Tsan-sheng Hsu. 254-259 [doi]
- Convergence and correctness analysis of Monte-Carlo tree search algorithms: A case study of 2 by 4 Chinese dark chessHung-Jui Chang, Chih-wen Hsueh, Tsan-sheng Hsu. 260-266 [doi]
- Belief-state Monte-Carlo tree search for Phantom gamesJiao Wang, Tan Zhu, Hongye Li, Chu-Hsuan Hsueh, I.-Chen Wu. 267-274 [doi]
- Building a computer Mahjong player based on Monte Carlo simulation and opponent modelsNaoki Mizukami, Yoshimasa Tsuruoka. 275-283 [doi]
- Towards automatic StarCraft strategy generation using genetic programmingPablo García-Sánchez, Alberto Paolo Tonda, Antonio M. Mora, Giovanni Squillero, Juan Julián Merelo Guervós. 284-291 [doi]
- Evaluating team behaviors constructed with human-guided machine learningIgor V. Karpov, Leif M. Johnson, Risto Miikkulainen. 292-298 [doi]
- A strongly typed GP-based video game playerBaozhu Jia, Marc Ebner. 299-305 [doi]
- Evolvable fashion-based cellular automata for generating cavern systemsDaniel Ashlock. 306-313 [doi]
- Improving Monte-Carlo tree search for dots-and-boxes with a novel board representation and artificial neural networksYimeng Zhuang, Shuqin Li, Tom Vincent Peters, Chenguang Zhang. 314-321 [doi]
- Space and depth-related enhancements of the history-ADS strategy in game playingSpencer Polk, B. John Oommen. 322-327 [doi]
- ACE-RL-Checkers: Improving automatic case elicitation through knowledge obtained by reinforcement learning in player agentsHenrique Castro Neto, Rita Maria da Silva Julia. 328-335 [doi]
- Automatic mapping of human behavior data to personality model parameters for traffic simulations in virtual environmentsSteffen Kampmann, Sven Seele, Rainer Herpers, Peter Becker, Christian Bauckhage. 336-343 [doi]
- Learning to shoot in first person shooter games by stabilizing actions and clustering rewards for reinforcement learningFrank G. Glavin, Michael G. Madden. 344-351 [doi]
- Designing bots in games with a purposeGiorgia Baroffio, Luca Galli, Piero Fraternali. 352-359 [doi]
- Body motion design and analysis for fighting game interfacePujana Paliyawan, Kingkarn Sookhanaphibarn, Worawat Choensawat, Ruck Thawonmas. 360-367 [doi]
- Play profiles: The effect of infinite-length games on evolution in the iterated Prisoner's DilemmaLee-Ann Barlow, Jeffrey Tsang. 368-375 [doi]
- Depth, balancing, and limits of the Elo modelMarie-Liesse Cauwet, Olivier Teytaud, Tristan Cazenave, Abdallah Saffidine, Hua-Min Liang, Shi-Jim Yen, Hung-Hsuan Lin, I-Chen Wu. 376-382 [doi]
- Evolving strategies to help resolve tragedy of the commons social dilemmasGarrison W. Greenwood. 383-390 [doi]
- Mining game logs to create a playbook for unit AIsDaniel Wehr, Jörg Denzinger. 391-398 [doi]
- "Let's save resources!": A dynamic, collaborative AI for a multiplayer environmental awareness gamePedro Sequeira, Francisco S. Melo, Ana Paiva. 399-406 [doi]
- A platform for turn-based strategy games, with a comparison of Monte-Carlo algorithmsTsubasa Fujiki, Kokolo Ikeda, Simon Viennot. 407-414 [doi]
- Automated puzzle difficulty estimationMarc J. van Kreveld, Maarten Löffler, Paul Mutser. 415-422 [doi]
- A reinforcement learning approach for the circle agent of geometry friendsJoao Quiterio, Rui Prada, Francisco S. Melo. 423-430 [doi]
- The geometry friends game AI competitionRui Prada, Phil Lopes, Joao Catarino, Joao Quiterio, Francisco S. Melo. 431-438 [doi]
- Learning overtaking and blocking skills in simulated car racingHan-Hsien Huang, Tsaipei Wang. 439-445 [doi]
- Evolving a general electronic stability program for car simulated in TORCSJilin Huang, Ivan Tanev, Katsunori Shimohara. 446-453 [doi]
- How costly is a good compromise: Multi-objective TORCS controller parameter optimizationJan Quadflieg, Günter Rudolph, Mike Preuss. 454-460 [doi]
- Co-evolution of strategies for multi-objective games under postponed objective preferencesErella Eisenstadt, Amiram Moshaiov, Gideon Avigad. 461-468 [doi]
- Proposal and implementation of "digital curling"Takeshi Ito, Yuuma Kitasei. 469-473 [doi]
- Digital curling strategy based on game tree searchMasahito Yamamoto, Shu Kato, Hiroyuki Iizuka. 474-480 [doi]
- Toward curling informatics - Digital scorebook development and game information analysisFumito Masui, Hiroki Ueno, Hitoshi Yanagi, Michal Ptaszynski. 481-488 [doi]
- A study on the curling robot will match with human result of one end game with one humanTakashi Kawamura, Ryosuke Kamimura, Satoshi Suzuki, Kojiro Iizuka. 489-495 [doi]
- "RehabConnex": A middleware for the flexible connection of multimodal game applications with input devices used in movement therapy and physical exercisingAnna Lisa Martin-Niedecken, René Bauer, Ralf Mauerhofer, Ulrich Götz. 496-502 [doi]
- Enhancing theme park experiences through adaptive cyber-physical playWilliam L. Raffe, Marco Tamassia, Fabio Zambetta, Xiaodong Li, Florian 'Floyd' Mueller. 503-510 [doi]
- StarCraft: Brood War - Strategy powered by the SOMA swarm algorithmIvan Zelinka, Lubomir Sikora. 511-516 [doi]
- Prediction as faster perception in a real-time fighting video gameKazuki Asayama, Koichi Moriyama, Ken-ichi Fukui, Masayuki Numao. 517-522 [doi]
- Combining pathfmding algorithm with Knowledge-based Monte-Carlo tree search in general video game playingChun Yin Chu, Hisaaki Hashizume, Zikun Guo, Tomohiro Harada, Ruck Thawonmas. 523-529 [doi]
- The rectangular seeds of DomineeringTristan Cazenave, Jialin Liu, Olivier Teytaud. 530-531 [doi]
- Examination of representational expression in maze generation algorithmsAliona Kozlova, Joseph Alexander Brown, Elizabeth Reading. 532-533 [doi]
- MCTS with influence map for general video game playingHyun Soo Park, Kyung-Joong Kim. 534-535 [doi]
- Testing reliability of replay-based imitation for StarCraftIn-Seok Oh, Kyung-Joong Kim. 536-537 [doi]
- Generation of an arbitrary shaped large maze by assembling mazesCheong-mok Bae, Eun Kwang Kim, Jongchan Lee, Kyung-Joong Kim, Joong Chae Na. 538-539 [doi]
- Towards better personas in gaming : Contract based expert systemsJoseph Alexander Brown. 540-541 [doi]
- Mobile EEG & ECG integration system for monitoring physiological states in peforming simulated war game trainingLi-Wei Ko, Peng-Wen Lai, Bao-Jun Yang, Chin-Teng Lin. 542-543 [doi]
- Optimization of Angry Birds AI controllers with distributed computingDu-Mim Yoon, Joo-Seon Lee, Hyun-Su Seon, Jeong-Hyeon Kim, Kyung-Joong Kim. 544-545 [doi]
- Systems for player reputation with NPC agentsJoseph Alexander Brown, Qiang Qu. 546-547 [doi]
- Interpreting behaviors of mobile game players from in-game data and context logsSehar Shahzad Farooq, Jong-Woong Baek, KyungJoong Kim. 548-549 [doi]