Abstract is missing.
- A holistic approach for semantic-based game generationOwen Sacco, Antonios Liapis, Georgios N. Yannakakis. 1-8 [doi]
- Personalised track design in car racing gamesTheodosis Georgiou, Yiannis Demiris. 1-8 [doi]
- Analyzing the robustness of general video game playing agentsDiego Perez Liebana, Spyridon Samothrakis, Julian Togelius, Tom Schaul, Simon M. Lucas. 1-8 [doi]
- Planning social actions through the others' eyes for emergent storytellingDavid B. Carvalho, Esteban Walter Gonzalez Clua, Aline Paes. 1-8 [doi]
- Beyond computational intelligence to computational creativity in gamesDan Ventura. 1-8 [doi]
- Platformer level design for player believabilityElizabeth Camilleri, Georgios N. Yannakakis, Alexiei Dingli. 1-8 [doi]
- Three types of forward pruning techniques to apply the alpha beta algorithm to turn-based strategy gamesNaoyuki Sato, Kokolo Ikeda. 1-8 [doi]
- Towards the automatic optimisation of procedural content generatorsMichael Cook, Jeremy Gow, Simon Colton. 1-8 [doi]
- Using association rule mining to predict opponent deck content in android: NetrunnerNick Sephton, Peter I. Cowling, Sam Devlin, Victoria J. Hodge, Nicholas H. Slaven. 1-8 [doi]
- Monte Carlo Tree Search with options for general video game playingMaarten de Waard, Diederik M. Roijers, Sander C. J. Bakkes. 1-8 [doi]
- Heterogeneous team deep q-learning in low-dimensional multi-agent environmentsMateusz Kurek, Wojciech Jaskowski. 1-8 [doi]
- Using opponent models to train inexperienced synthetic agents in social environmentsChairi Kiourt, Dimitris Kalles. 1-4 [doi]
- Voluntary behavior on cortical learning algorithm based agentsAli Kaan Sungur, Elif Surer. 1-7 [doi]
- Evolving missions for Dwarf quest dungeonsDaniel Karavolos, Antonios Liapis, Georgios N. Yannakakis. 1-2 [doi]
- Believable self-learning AI for world of tennisMaxim Mozgovoy, Marina Purgina, Iskander Umarov. 1-7 [doi]
- Procedural generation of complex stable structures for angry birds levelsMatthew Stephenson, Jochen Renz. 1-8 [doi]
- Deep Q-learning using redundant outputs in visual doomHyun Soo Park, Kyung-Joong Kim. 1-2 [doi]
- Modelling user retention in mobile gamesMarkus Viljanen, Antti Airola, Tapio Pahikkala, Jukka Heikkonen. 1-8 [doi]
- Evolutionary deckbuilding in hearthstonePablo García-Sánchez, Alberto Paolo Tonda, Giovanni Squillero, Antonio Mora García, Juan Julián Merelo Guervós. 1-8 [doi]
- Guns and guardians: Comparative cluster analysis and behavioral profiling in destinyAnders Drachen, James Green, Chester Gray, Elie Harik, Patty Lu, Rafet Sifa, Diego Klabjan. 1-8 [doi]
- Evolving micro for 3D Real-Time Strategy gamesTyler DeWitt, Sushil J. Louis, Siming Liu. 1-8 [doi]
- Position-based reinforcement learning biased MCTS for General Video Game PlayingChun Yin Chu, Suguru Ito, Tomohiro Harada, Ruck Thawonmas. 1-8 [doi]
- Modeling player decisions in a supply chain gameYifan Sun, Chisheng Liang, Steven C. Sutherland, Casper Harteveld, David R. Kaeli. 1-8 [doi]
- Generating heuristics for novice playersFernando de Mesentier Silva, Aaron Isaksen, Julian Togelius, Andy Nealen. 1-8 [doi]
- Hyper-heuristic general video game playingAndre Mendes, Julian Togelius, Andy Nealen. 1-8 [doi]
- Comparison of rapid action value estimation variants for general game playingChiara F. Sironi, Mark H. M. Winands. 1-8 [doi]
- Constrained surprise search for content generationDaniele Gravina, Antonios Liapis, Georgios N. Yannakakis. 1-8 [doi]
- Human gesture classification by brute-force machine learning for exergaming in physiotherapyFrancis Deboeverie, Sanne Roegiers, Gianni Allebosch, Peter Veelaert, Wilfried Philips. 1-7 [doi]
- Biometrics and classifier fusion to predict the fun-factor in video gamingAndrea Clerico, Cindy Chamberland, Mark Parent, Pierre-Emmanuel Michon, Sébastien Tremblay, Tiago H. Falk, Jean-Christophe Gagnon, Philip Jackson. 1-8 [doi]
- Investigating vanilla MCTS scaling on the GVG-AI game corpusMark J. Nelson. 1-7 [doi]
- An integrated process for game balancingMarlene Beyer, Aleksandr Agureikin, Alexander Anokhin, Christoph Laenger, Felix Nolte, Jonas Winterberg, Marcel Renka, Martin Rieger, Nicolas Pflanzl, Mike Preuss, Vanessa Volz. 1-8 [doi]
- Predicting player churn in destiny: A Hidden Markov models approach to predicting player departure in a major online gameMarco Tamassia, William L. Raffe, Rafet Sifa, Anders Drachen, Fabio Zambetta, Michael Hitchens. 1-8 [doi]
- A multi-objective genetic algorithm for simulating optimal fights in StarCraft IIJonas Schmitt, Harald Köstler. 1-8 [doi]
- Breeding a diversity of Super Mario behaviors through interactive evolutionPatrikk D. Sørensen, Jeppeh M. Olsen, Sebastian Risi. 1-7 [doi]
- Learning opening books in partially observable games: Using random seeds in Phantom GoTristan Cazenave, Jialin Liu, Fabien Teytaud, Olivier Teytaud. 1-7 [doi]
- Ms. Pac-Man Versus Ghost Team CIG 2016 competitionPiers R. Williams, Diego Perez Liebana, Simon M. Lucas. 1-8 [doi]
- Automated game balancing of asymmetric video gamesPhilipp Beau, Sander Bakkes. 1-8 [doi]
- Improved LinUCT and its evaluation on incremental random-feature treeYusaku Mandai, Tomoyuki Kaneko. 1-8 [doi]
- Monte-Carlo simulation balancing revisitedTobias Graf, Marco Platzner. 1-7 [doi]
- MCTS/EA hybrid GVGAI players and game difficulty estimationHendrik Horn, Vanessa Volz, Diego Perez Liebana, Mike Preuss. 1-8 [doi]
- Informed Monte Carlo Tree Search for Real-Time Strategy gamesSantiago Ontañón. 1-8 [doi]
- Pruning and preprocessing methods for inventory-aware pathfindingDavide Aversa, Sebastian Sardiña, Stavros Vassos. 1-8 [doi]
- Semi-automated level design via auto-playtesting for handheld casual game creationEdward Jack Powley, Simon Colton, Swen E. Gaudl, Rob Saunders, Mark J. Nelson. 1-8 [doi]
- Detection and labeling of bad moves for coaching goKokolo Ikeda, Simon Viennot, Naoyuki Sato. 1-8 [doi]
- Predicting Retention in Sandbox Games with Tensor Factorization-based Representation LearningRafet Sifa, Sridev Srikanth, Anders Drachen, César Ojeda, Christian Bauckhage. 1-8 [doi]
- I am a legend: Hacking hearthstone using statistical learning methodsElie Bursztein. 1-8 [doi]
- Transfer learning for cross-game prediction of player experienceNoor Shaker, Mohamed Abou-Zleikha. 1-8 [doi]
- Online level generation in Super Mario Bros via learning constructive primitivesPeizhi Shi, Ke Chen. 1-8 [doi]
- Heuristics for sleep and heal in combatShuo Xu, Clark Verbrugge. 1-8 [doi]
- Enhancements for real-time Monte-Carlo Tree Search in General Video Game PlayingDennis J. N. J. Soemers, Chiara F. Sironi, Torsten Schuster, Mark H. M. Winands. 1-8 [doi]
- Stylized facts for mobile game analyticsAnders Drachen, Nicholas Ross, Julian Runge, Rafet Sifa. 1-8 [doi]
- Discovering playing patterns: Time series clustering of free-to-play game dataAlain Saas, Anna Guitart, Africa Perianez. 1-8 [doi]
- Recovering visibility and dodging obstacles in pursuit-evasion gamesAhmed Abdelkader. 1-6 [doi]
- General general game AIJulian Togelius, Georgios N. Yannakakis. 1-8 [doi]
- Intrinsically motivated reinforcement learning: A promising framework for procedural content generationNoor Shaker. 1-8 [doi]
- Evaluating real-time strategy game states using convolutional neural networksMarius Stanescu, Nicolas A. Barriga, Andy Hess, Michael Buro. 1-7 [doi]
- Changing video game graphic styles using neural algorithmsByungho Yoo, Kyung-Joong Kim. 1-2 [doi]
- Sonancia: A multi-faceted generator for horrorPhilip L. Lopes, Antonios Liapis, Georgios N. Yannakakis. 1-2 [doi]
- Altruistic punishment can help resolve tragedy of the commons social dilemmasGarrison W. Greenwood. 1-7 [doi]
- ViZDoom: A Doom-based AI research platform for visual reinforcement learningMichal Kempka, Marek Wydmuch, Grzegorz Runc, Jakub Toczek, Wojciech Jaskowski. 1-8 [doi]
- User activity decay in mobile games determined by simple differential equations?Markus Viljanen, Antti Airola, Tapio Pahikkala, Jukka Heikkonen. 1-8 [doi]
- Evolving missions to create game spacesDaniel Karavolos, Antonios Liapis, Georgios N. Yannakakis. 1-8 [doi]
- Intrinsically motivated general companion NPCs via Coupled Empowerment MaximisationChristian Guckelsberger, Christoph Salge, Simon Colton. 1-8 [doi]
- Design influence on player retention: A method based on time varying survival analysisThibault Allart, Guillaume Levieux, Michel Pierfitte, Agathe Guilloux, Stéphane Natkin. 1-8 [doi]
- Modeling believable game charactersHanneke Kersjes, Pieter Spronck. 1-8 [doi]
- Hierarchical Task Network Plan Reuse for video gamesDennis J. N. J. Soemers, Mark H. M. Winands. 1-8 [doi]
- Computational intelligence and cognitive performance assessment gamesChristoffer Holmgård, Julian Togelius, Lars Henriksen. 1-8 [doi]
- Artefacts: Minecraft meets collaborative interactive evolutionCristinel Patrascu, Sebastian Risi. 1-8 [doi]