Abstract is missing.
- Evolving Number Sentence Morphing PuzzlesDaniel Ashlock, Courtney Kolthof. 1-8 [doi]
- Learning Battles in ViZDoom via Deep Reinforcement LearningKun Shao, Dongbin Zhao, Nannan Li, Yuanheng Zhu. 1-4 [doi]
- Skilled Experience Catalogue: A Skill-Balancing Mechanism for Non-Player Characters using Reinforcement LearningFrank G. Glavin, Michael G. Madden. 1-8 [doi]
- A Critical Analysis of Punishment in Public Goods GamesGarrison W. Greenwood, Hussein A. Abbass, Eleni Petraki. 1-5 [doi]
- Imitation Learning with Concurrent Actions in 3D GamesJack Harmer, Linus Gisslén, Jorge del Val, Henrik Holst, Joakim Bergdahl, Tom Olsson, Kristoffer Sjöö, Magnus Nordin. 1-8 [doi]
- Web-Based Interface for Data Labeling in StarCraftIn-Chang Baek, Kyung-Joong Kim. 1-2 [doi]
- Scale-Free Evolutionary Level GenerationAndré Siqueira Ruela, Karina Valdivia Delgado. 1-8 [doi]
- Evolving Agents for the Hanabi 2018 CIG CompetitionRodrigo Canaan, Haotian Shen, Ruben Rodriguez Torrado, Julian Togelius, Andy Nealen, Stefan Menzel. 1-8 [doi]
- Towards Game-based Metrics for Computational Co-CreativityRodrigo Canaan, Stefan Menzel, Julian Togelius, Andy Nealen. 1-8 [doi]
- Improving Hearthstone AI by Combining MCTS and Supervised Learning AlgorithmsMaciej Swiechowski, Tomasz Tajmajer, Andrzej Janusz. 1-8 [doi]
- A Social Science-based Approach to Explanations for (Game) AIVanessa Volz, Kevin Majchrzak, Mike Preuss. 1-2 [doi]
- μCCG, a CCG-based Game-Playing Agent for μRTSPavan Kantharaju, Santiago Ontañón, Christopher W. Geib. 1-8 [doi]
- Inferring Design Constraints From Game Ruleset AnalysisMichael Cook, Simon Colton, Azalea Raad. 1-8 [doi]
- Toward General Mathematical Game Playing AgentsDaniel Ashlock, Eun-Youn Kim, Diego Pérez-Liébana. 1-7 [doi]
- Monte Carlo Methods for the Game KingdominoMagnus Gedda, Mikael Z. Lagerkvist, Martin Butler. 1-8 [doi]
- Neuroevolution for RTS MicroAavaas Gajurel, Sushil J. Louis, Daniel J. Mendez, Siming Liu. 1-8 [doi]
- Predicting Skill Learning in a Large, Longitudinal MOBA DatasetM. Aung, V. Bonometti, Anders Drachen, Peter I. Cowling, A. V. Kokkinakis, C. Yoder, A. Wade. 1-7 [doi]
- Integrated Balancing of an RTS Game: Case Study and Toolbox RefinementMike Preuss, Thomas Pfeiffer, Vanessa Volz, Nicolas Pflanzl. 1-8 [doi]
- A Machine-Learning Item Recommendation System for Video GamesPaul Bertens, Anna Guitart, Pei-pei Chen, Africa Perianez. 1-4 [doi]
- Anxious Learning in Real-Time Heuristic SearchVadim Bulitko, Kacy Doucet. 1-4 [doi]
- Human-Like Playtesting with Deep LearningStefan Freyr Gudmundsson, Philipp Eisen, Erik Poromaa, Alex Nodet, Sami Purmonen, Bartlomiej Kozakowski, Richard Meurling, Lele Cao. 1-8 [doi]
- Applying Hybrid Reward Architecture to a Fighting Game AIYoshina Takano, Wenwen Ouyang, Suguru Ito, Tomohiro Harada, Ruck Thawonmas. 1-4 [doi]
- Deep Reinforcement Learning for General Video Game AIRuben Rodriguez Torrado, Philip Bontrager, Julian Togelius, Jialin Liu 0001, Diego Pérez-Liébana. 1-8 [doi]
- Multi-Parameterised Matchmaking: A FrameworkAnders Harboell Christiansen, Bo Friis Nielsen, Emil Gensby. 1-4 [doi]
- A Refined 3D Dataset for the Analysis of Player Actions in Exertion GamesChrysoula Varia, Georgios Tsatiris, Kostas Karpouzis, Stefanos D. Kollias. 1-4 [doi]
- Strategic Features and Terrain Generation for Balanced Heroes of Might and Magic III MapsJakub Kowalski, Radoslaw Miernik, Piotr Pytlik, Maciej Pawlikowski, Krzysztof Piecuch, Jakub Sekowski. 1-8 [doi]
- Shallow Decision-Making Analysis in General Video Game PlayingIvan Bravi, Diego Perez Liebana, Simon M. Lucas, Jialin Liu 0001. 1-8 [doi]
- Geometry and Generation of a New Graph Planarity GameRutger Kraaijer, Marc J. van Kreveld, Wouter Meulemans, André van Renssen. 1-8 [doi]
- Evolutionary Multi-objective Optimization of Real-Time Strategy MicroRahul Dubey, Joseph Ghantous, Sushil J. Louis, Siming Liu. 1-8 [doi]
- Bayesian Opponent Exploitation in Imperfect-Information GamesSam Ganzfried, Qingyun Sun. 1-8 [doi]
- Monte-Carlo Tree Search Implementation of Fighting Game AIs Having PersonasRyota Ishii, Suguru Ito, Makoto Ishihara, Tomohiro Harada, Ruck Thawonmas. 1-8 [doi]
- Using Discrete Time Markov Chains for Control of Idle Character AnimationAdam Streck, Thomas Wolbers. 1-4 [doi]
- An Eye Gaze Model for Controlling the Display of Social Status in Believable Virtual HumansMichael Nixon, Steve DiPaola, Ulysses Bernardet. 1-8 [doi]
- Scenarios for Educational and Game Activities using Internet of Things DataChrysanthi Tziortzioti, Irene Mavrommati, Georgios Mylonas, Andrea Vitaletti, Ioannis Chatzigiannakis. 1-8 [doi]
- Learning Map-Independent Evaluation Functions for Real-Time Strategy GamesZuozhi Yang, Santiago Ontañón. 1-7 [doi]
- Ensemble Decision Making in Real-Time GamesPhilip Rodgers, John Levine, Damien Anderson. 1-8 [doi]
- A Plot from the Stars: Educational Game Development for Teaching Basic Mathematical FunctionsGabriel Toschi de Oliveira, Claudio Fabiano Motta Toledo, Seiji Isotani, Geiser Chalco Challco, Hugo Henriques Pereira. 1-8 [doi]
- Deep RTS: A Game Environment for Deep Reinforcement Learning in Real-Time Strategy GamesPer-Arne Andersen, Morten Goodwin, Ole-Christoffer Granmo. 1-8 [doi]
- Game AI Research with Fast Planet Wars VariantsSimon M. Lucas. 1-4 [doi]
- Forward Model Approximation for General Video Game LearningAlexander Dockhorn, Daan Apeldoorn. 1-8 [doi]
- Monster Carlo: An MCTS-based Framework for Machine Playtesting Unity GamesOleksandra Keehl, Adam M. Smith. 1-8 [doi]
- Regular Language Inference for Learning Rules of Simplified BoardgamesJakub Kowalski, Andrzej Kisielewicz. 1-8 [doi]
- General Win Prediction from Agent ExperienceRaluca D. Gaina, Simon M. Lucas, Diego Pérez-Liébana. 1-8 [doi]
- The Influence of Feedback Choice on University Students' Revision Choices and Performance in a Digital Assessment GameMaria Cutumisu. 1-7 [doi]
- The Evolutionary Race: Improving the Process of Evaluating Car Controllers in Racing SimulatorsMohammed Salem, Antonio Miguel Mora, Juan Julián Merelo Guervós. 1-8 [doi]
- New And Surprising Ways to Be MeanChristian Guckelsberger, Christoph Salge, Julian Togelius. 1-8 [doi]
- Learning to Play General Video-Games via an Object Embedding NetworkWilliam Woof, Ke Chen. 1-8 [doi]
- Generating Novice Heuristics for Post-Flop PokerFernando de Mesentier Silva, Julian Togelius, Frank Lantz, Andy Nealen. 1-8 [doi]
- Intelligent Middle-Level Game ControlAmin Babadi, Kourosh Naderi, Perttu Hämäläinen. 1-8 [doi]
- Explainable AI for Designers: A Human-Centered Perspective on Mixed-Initiative Co-CreationJichen Zhu, Antonios Liapis, Sebastian Risi, Rafael Bidarra, G. Michael Youngblood. 1-8 [doi]
- InLife: Combining Real Life with Serious Games using IoTPavlos Kosmides, Konstantinos P. Demestichas, Evgenia F. Adamopoulou, Nikos Koutsouris, Yannis Oikonomidis, Vanessa De Luca. 1-7 [doi]
- Using a Team of General AI Algorithms to Assist Game Design and TestingCristina Guerrero-Romero, Simon M. Lucas, Diego Pérez-Liébana. 1-8 [doi]
- Q-DeckRec: A Fast Deck Recommendation System for Collectible Card GamesZhengxing Chen, Christopher Amato, Truong-Huy D. Nguyen, Seth Cooper, Yizhou Sun, Magy Seif El-Nasr. 1-8 [doi]
- Wall Building in the Game of StarCraft with Terrain ConsiderationsMartin L. M. Rooijackers, Mark H. M. Winands. 1-5 [doi]
- Accelerating Empowerment Computation with UCT Tree SearchChristoph Salge, Christian Guckelsberger, Rodrigo Canaan, Tobias Mahlmann. 1-8 [doi]
- Modern Techniques for Ancient GamesCameron Browne. 1-8 [doi]
- Applying Commitment to Churn and Remaining Players Lifetime PredictionLuiz Bernardo Martins Kummer, Júlio César Nievola, Emerson Cabrera Paraiso. 1-8 [doi]
- Standard Economic Models in Nonstandard Settings - StarCraft: Brood WarBryan S. Weber. 1-8 [doi]
- Monte-Carlo Tree Search for Implementation of Dynamic Difficulty Adjustment Fighting Game AIs Having Believable BehaviorsMakoto Ishihara, Suguru Ito, Ryota Ishii, Tomohiro Harada, Ruck Thawonmas. 1-8 [doi]
- Analysis of Self-Adaptive Monte Carlo Tree Search in General Video Game PlayingChiara F. Sironi, Mark H. M. Winands. 1-4 [doi]
- Building Evaluation Functions for Chess and Shogi with Uniformity Regularization NetworksShanchuan Wan, Tomoyuki Kaneko. 1-8 [doi]
- Promotion of Learning Motivation through Individualization of Learner-Game InteractionSandra Kaczmarek, Sintija Petrovica. 1-8 [doi]
- Automated Curriculum Learning by Rewarding Temporally Rare EventsNiels Justesen, Sebastian Risi. 1-8 [doi]
- A Virtual Agent Toolkit for Serious Games DevelopersSamuel Mascarenhas, Manuel Guimarães, Rui Prada, João Dias, Pedro A. Santos, Kam Star, Ben Hirsh, Ellis Spice, Rob Kommeren. 1-7 [doi]
- Exploiting IoT Technologies for Personalized LearningEvaggelos Spyrou, Nicholas Vretos, Andrew Pomazanskyi, Stylianos Asteriadis, Helen C. Leligou. 1-8 [doi]
- Using a Surrogate Model of Gameplay for Automated Level DesignDaniel Karavolos, Antonios Liapis, Georgios N. Yannakakis. 1-8 [doi]
- Tabular Reinforcement Learning in Real-Time Strategy Games via OptionsAnderson R. Tavares, Luiz Chaimowicz. 1-8 [doi]
- Evolutionary MCTS for Multi-Action Adversarial GamesHendrik Baier, Peter I. Cowling. 1-8 [doi]
- Multi-Agent Pathfinding with Real-Time Heuristic SearchDevon Sigurdson, Vadim Bulitko, William Yeoh 0001, Carlos Hernández, Sven Koenig. 1-8 [doi]