Abstract is missing.
- An Analysis of Peer Presence Social Group Dynamics to Enhance Player Engagement in Multiplayer GamesMitchell Miller, Noah Paige, Guraik Clair, Christian Eckhardt. 1-8 [doi]
- Policy Based Inference in Trick-Taking Card GamesDouglas Rebstock, Christopher Solinas, Michael Buro, Nathan R. Sturtevant. 1-8 [doi]
- Time to Die: Death Prediction in Dota 2 using Deep LearningAdam Katona, Ryan J. Spick, Victoria J. Hodge, Simon Demediuk, Florian Block, Anders Drachen, James Alfred Walker. 1-8 [doi]
- A novel music-based game with motion capture to support cognitive and motor function in the elderlyKat Agres, Simon Lui, Dorien Herremans. 1-4 [doi]
- Hyperstate Space Graphs for Automated Game AnalysisMichael Cook, Azalea Raad. 1-8 [doi]
- Evaluating the Complexity of Players' Strategies using MCTS IterationsPier Luca Lanzi. 1-8 [doi]
- Procedural Content Generation through Quality DiversityDaniele Gravina, Ahmed Khalifa, Antonios Liapis, Julian Togelius, Georgios N. Yannakakis. 1-8 [doi]
- Optimal Use of Experience in First Person Shooter EnvironmentsMatthew Aitchison. 1-4 [doi]
- Two Human-Like Imitation-Learning Bots with Probabilistic BehaviorsChris Pelling, Henry J. Gardner. 1-7 [doi]
- PsyRTS: a Web Platform for Experiments in Human Decision-Making in RTS EnvironmentsDenis Omar Verduga Palencia, Magda Osman. 1-4 [doi]
- Learning Policies from Human Data for SkatDouglas Rebstock, Christopher Solinas, Michael Buro. 1-8 [doi]
- Music Matters: An empirical study on the effects of adaptive music on experienced and perceived player affectCale Plut, Philippe Pasquier. 1-8 [doi]
- Beating uncertainty in racing bot evolution through enhanced exploration and pole position selectionMohammed Salem, Antonio Miguel Mora, Juan Julián Merelo Guervós. 1-8 [doi]
- The Newborn World: Guiding Creativity in a Competitive Storytelling GameAntonios Liapis. 1-8 [doi]
- Towards Liveness in Game DevelopmentAndrew R. Martin, Simon Colton. 1-4 [doi]
- Optimising Level Generators for General Video Game AIOlve Drageset, Mark H. M. Winands, Raluca D. Gaina, Diego Perez Liebana. 1-8 [doi]
- MazeExplorer: A Customisable 3D Benchmark for Assessing Generalisation in Reinforcement LearningLuke Harries, Sebastian Lee, Jaroslaw Rzepecki, Katja Hofmann, Sam Devlin. 1-4 [doi]
- Level Design Patterns in 2D GamesAhmed Khalifa, Fernando de Mesentier Silva, Julian Togelius. 1-8 [doi]
- Comparing Randomization Strategies for Search-Control Parameters in Monte-Carlo Tree SearchChiara F. Sironi, Mark H. M. Winands. 1-8 [doi]
- Experience Management in Multi-player GamesJichen Zhu, Santiago Ontañón. 1-6 [doi]
- 1GBDT, LR & Deep Learning for Turn-based Strategy Game AILike Zhang, Hui Pan, Qi Fan, Changqing Ai, Yanqing Jing. 1-8 [doi]
- An Angry Birds Level Generator with Rube Goldberg Machine MechanismsFebri Abdullah, Pujana Paliyawan, Ruck Thawonmas, Tomohiro Harada, Fitra A. Bachtiar. 1-8 [doi]
- Deep Variational Autoencoders for NPC Behaviour ClassificationEverton Schumacker Soares, Vadim Bulitko. 1-4 [doi]
- Prisoner's Dilemma Agents with Phenotypic PlasticityDaniel Ashlock, Eun-Youn Kim, Amanda Saunders. 1-8 [doi]
- Creating an Affective Fighting Game AI System with GamygdalaKaori Yuda, Maxim Mozgovoy, Anna Danielewicz-Betz. 1-4 [doi]
- Using Simple Games to Evaluate Self-Organization Concepts: a Whack-a-mole Case StudyNick Nygren, Jörg Denzinger. 1-8 [doi]
- Searching the Latent Space of a Generative Adversarial Network to Generate DOOM LevelsEdoardo Giacomello, Pier Luca Lanzi, Daniele Loiacono. 1-8 [doi]
- Ludii and XCSP: Playing and Solving Logic PuzzlesCédric Piette, Éric Piette, Matthew Stephenson, Dennis J. N. J. Soemers, Cameron Browne. 1-4 [doi]
- The Riddle of TogelbyDaniel Ashlock, Christoph Salge. 1-8 [doi]
- The Games Fusion Project: Competencies for Game DesignKaren Shoop, Chris Lowthorpe, Larra Anderson, Simon Lucas. 1-4 [doi]
- An Approach Towards Designing Problem Networks in Serious GamesAbhishek Parakh, Parvathi Chundi, M. Subramaniam. 1-8 [doi]
- Identifying Cognitive Load in a Computer Game: An exploratory study of young childrenAllan Fowler, Keith Nesbitt, Alessandro Canossa. 1-6 [doi]
- Blockchain Games: A SurveyTian Min, Hanyi Wang, Yaoze Guo, Wei Cai. 1-8 [doi]
- ToonToy: a node-based NPR solution for UnrealEngine4Emanuele Salvucci. 1-4 [doi]
- Project Thyia: A Forever GameplayerRaluca D. Gaina, Simon M. Lucas, Diego Pérez-Liébana. 1-8 [doi]
- Generating Educational Game Levels with Multistep Deep Convolutional Generative Adversarial NetworksKyungjin Park, Bradford W. Mott, Wookhee Min, Kristy Elizabeth Boyer, Eric N. Wiebe, James C. Lester. 1-8 [doi]
- Combining Sequential and Aggregated Data for Churn Prediction in Casual Freemium GamesJeppe Theiss Kristensen, Paolo Burelli. 1-8 [doi]
- Fusing Level and Ruleset Features for Multimodal Learning of Gameplay OutcomesAntonios Liapis, Daniel Karavolos, Konstantinos Makantasis, Konstantinos Sfikas, Georgios N. Yannakakis. 1-8 [doi]
- Modified PPO-RND Method for Solving Sparse Reward Problem in ViZDoomJia-Chi Chen, Tao-Hsing Chang. 1-4 [doi]
- Multi-Agent non-Overlapping Pathfinding with Monte-Carlo Tree SearchMohammad Sina Kiarostami, Mohammad Reza Daneshvaramoli, Saleh Khalaj Monfared, Dara Rahmati, Saeid Gorgin. 1-4 [doi]
- Personality and Behavior in Role-based Online GamesZhao Wang, Anna Sapienza, Aron Culotta, Emilio Ferrara. 1-8 [doi]
- Procedural Generation using Spatial GANs for Region-Specific Learning of Elevation DataRyan J. Spick, Peter Cowling, James Alfred Walker. 1-8 [doi]
- ELIMINATION from Design to AnalysisAhmed Khalifa, Dan Gopstein, Julian Togelius. 1-4 [doi]
- Using Learning Games to Teach Texas Civil War History to Public Middle School StudentsMatthew William Fendt, Eric Ames. 1-4 [doi]
- Modelling Early User-Game Interactions for Joint Estimation of Survival Time and Churn ProbabilityValerio Bonometti, Charles Ringer, Mark Hall, Alex R. Wade, Anders Drachen. 1-8 [doi]
- Tweeting your Destiny: Profiling Users in the Twitter Landscape around an Online GameGünter Wallner, Simone Kriglstein, Anders Drachen. 1-8 [doi]
- Interactive Machine Learning for More Expressive Game InteractionsCarlos González Díaz, Phoenix Perry, Rebecca Fiebrink. 1-2 [doi]
- Diverse Agents for Ad-Hoc Cooperation in HanabiRodrigo Canaan, Julian Togelius, Andy Nealen, Stefan Menzel. 1-8 [doi]
- Automatic Generation of Level Maps with the Do What's Possible RepresentationDaniel Ashlock, Christoph Salge. 1-8 [doi]
- Modelling Player Preferences in AR Mobile GamesVivek R. Warriar, John R. Woodward, Laurissa N. Tokarchuk. 1-8 [doi]
- A Reinforcement Learning Approach To Synthesizing Climbing MovementsKourosh Naderi, Amin Babadi, Shaghayegh Roohi, Perttu Hämäläinen. 1-7 [doi]
- Mek: Mechanics Prototyping Tool for 2D Tile-Based Turn-Based Deterministic GamesRokas Volkovas, Michael Fairbank, John R. Woodward, Simon M. Lucas. 1-8 [doi]
- On the Influence of the Supine Posture on Simulation Sickness in Virtual RealityJulien Marengo, Phil Lopes, Ronan Boulic. 1-8 [doi]
- Action Spaces in Deep Reinforcement Learning to Mimic Human Input DevicesMarco Pleines, Frank Zimmer, Vincent-Pierre Berges. 1-8 [doi]
- Application of Retrograde Analysis on Fighting GamesKristen Yu, Nathan R. Sturtevant. 1-8 [doi]
- A Local Approach to Forward Model Learning: Results on the Game of Life GameSimon M. Lucas, Alexander Dockhorn, Vanessa Volz, Chris Bamford, Raluca D. Gaina, Ivan Bravi, Diego Pérez-Liébana, Sanaz Mostaghim, Rudolf Kruse. 1-8 [doi]
- Using Active Probing by a Game Management AI to Faster Classify PlayersArkady Eidelberg, Christian Jacob 0001, Jörg Denzinger. 1-8 [doi]
- Evolving Game State Evaluation Functions for a Hybrid Planning ApproachXenija Neufeld, Sanaz Mostaghim, Diego Perez Liebana. 1-8 [doi]
- Scaling up CCG-Based Plan Recognition via Monte-Carlo Tree SearchPavan Kantharaju, Santiago Ontañón, Christopher W. Geib. 1-8 [doi]
- Towards Multi-modal Stress Response Modelling in Competitive League of LegendsParis Mavromoustakos Blom, Sander Bakkes, Pieter Spronck. 1-4 [doi]
- Unconventional Exchange: Methods for Statistical Analysis of Virtual GoodsOliver James Scholten, Peter Cowling, Kenneth A. Hawick, James Alfred Walker. 1-7 [doi]
- Empowering Quality Diversity in Dungeon Design with Interactive Constrained MAP-ElitesAlberto Alvarez, Steve Dahlskog, José M. Font, Julian Togelius. 1-8 [doi]
- A Hierarchical Approach for MARLÖ ChallengeLinjie Xu, Yihong Chen. 1-4 [doi]
- On the Effects of Simulating Human Decisions in Game AnalysisVanessa Volz, Boris Naujoks. 1-8 [doi]
- Ensemble Decision Systems for General Video Game PlayingDamien Anderson, Philip Rodgers, John Levine, Cristina Guerrero-Romero, Diego Perez Liebana. 1-8 [doi]
- Remixing Headlines for Context-Appropriate Flavor TextJudith van Stegeren, Mariët Theune. 1-2 [doi]
- Reveal-More: Amplifying Human Effort in Quality Assurance Testing Using Automated ExplorationKenneth Chang, Batu Aytemiz, Adam M. Smith. 1-8 [doi]
- Learning Local Forward Models on Unforgiving GamesAlexander Dockhorn, Simon M. Lucas, Vanessa Volz, Ivan Bravi, Raluca D. Gaina, Diego Perez Liebana. 1-4 [doi]
- Automated Playtesting of Matching Tile GamesLuvneesh Mugrai, Fernando de Mesentier Silva, Christoffer Holmgård, Julian Togelius. 1-7 [doi]
- Generation of Diverse Stages in Turn-Based Role-Playing Game using Reinforcement LearningSangGyu Nam, Kokolo Ikeda. 1-8 [doi]
- ToriLLE: Learning Environment for Hand-to-Hand CombatAnssi Kanervisto, Ville Hautamäki. 1-8 [doi]
- Influencing the Behavioral Responses of Players in an Interactive Narrative Game through Music and Arousal CongruencyLogan Parmeter, Matthew Fendt. 1-4 [doi]
- Evolution of Kiting Behavior in a Two Player Combat ProblemPavlos Androulakakis, Zachariah E. Fuchs. 1-8 [doi]
- An Overview of the Ludii General Game SystemMatthew Stephenson, Éric Piette, Dennis J. N. J. Soemers, Cameron Browne. 1-2 [doi]
- Towards Cheap Scalable Browser MultiplayerYousef Amar, Gareth Tyson, Gianni Antichi, Lucio Marcenaro. 1-4 [doi]
- Learning to Select Mates in Evolving Non-playable CharactersDylan R. Ashley, Valliappa Chockalingam, Braedy Kuzma, Vadim Bulitko. 1-8 [doi]
- Exploring User Motor Behaviour in Bimanual Interactive Video GamesN. Pena Perez, Laurissa Tokarchuk, Etienne Burdet, Ildar Farkhatdinov. 1-7 [doi]
- Blood Bowl: A New Board Game Challenge and Competition for AINiels Justesen, Lasse Møller Uth, Christopher Jakobsen, Peter David Moore, Julian Togelius, Sebastian Risi. 1-8 [doi]
- Procedural Progression Model for Smash TimeJoão Catarino, Carlos Martinho. 1-8 [doi]
- G-SpAR: GPU-Based Voxel Graph Pathfinding for Spatial Audio Rendering in Games and VRMirza Beig, Bill Kapralos, Karen Collins, Pejman Mirza-Babaei. 1-8 [doi]
- "Did You Hear That?" Learning to Play Video Games from Audio CuesRaluca D. Gaina, Matthew Stephenson. 1-4 [doi]
- Resolving Simultaneity Bias: Using Features to Estimate Causal Effects in Competitive GamesAnders Harboell Christiansen, Emil Gensby, Bryan S. Weber. 1-8 [doi]
- An Empirical Evaluation of Two General Game Systems: Ludii and RBGÉric Piette, Matthew Stephenson, Dennis J. N. J. Soemers, Cameron Browne. 1-4 [doi]
- Heuristics for Placing the Spawn Points in Multiplayer First Person ShootersMarco Ballabio, Daniele Loiacono. 1-8 [doi]
- Automatic Generation of Game Content using a Graph-based Wave Function Collapse AlgorithmHwanhee Kim, Seongtaek Lee, Hyundong Lee, Teasung Hahn, Shinjin Kang. 1-4 [doi]
- Relax, It's a Game: Utilising Gamification in Learning Agile Scrum Software DevelopmentNitin Naik, Paul Jenkins. 1-4 [doi]
- A Generalized Framework for Self-Play TrainingDaniel Hernandez, Kevin Denamganaï, Yuan Gao, Peter York, Sam Devlin, Spyridon Samothrakis, James Alfred Walker. 1-8 [doi]
- Rinascimento: Optimising Statistical Forward Planning Agents for Playing SplendorIvan Bravi, Diego Perez Liebana, Simon M. Lucas, Jialin Liu 0001. 1-8 [doi]
- Comprehensible Context-driven Text Game PlayingXusen Yin, Jonathan May. 1-8 [doi]
- Enhancing Battle Maps through Flow GraphsGünter Wallner. 1-4 [doi]
- Your Gameplay Says It All: Modelling Motivation in Tom Clancy's The DivisionDavid Melhart, Ahmad Azadvar, Alessandro Canossa, Antonios Liapis, Georgios N. Yannakakis. 1-8 [doi]
- Understanding the Effects of Gamification and Juiciness on PlayersKieran Hicks, Kathrin Gerling, Graham Richardson, Tom Pike, Oliver Burman, Patrick Dickinson. 1-8 [doi]
- Learning Analytics Should Analyse the Learning: Proposing a Generic Stealth Assessment ToolKonstantinos Georgiadis, Giel van Lankveld, Kiavash Bahreini, Wim Westera. 1-8 [doi]
- PlayMapper: Illuminating Design Spaces of Platform GamesVivek R. Warriar, Carmen Ugarte, John R. Woodward, Laurissa Tokarchuk. 1-4 [doi]
- General Analytical Techniques For Parameter-Based Procedural Content GeneratorsMichael Cook, Simon Colton, Jeremy Gow, Gillian Smith. 1-8 [doi]
- Object-Oriented State Abstraction in Reinforcement Learning for Video GamesYu Chen, Huizhuo Yuan, Yujun Li. 1-4 [doi]
- Turning the classroom into an escape room with decoder hardware to increase student engagementRobert Ross, Carolyn Bell. 1-4 [doi]
- When Are We Done with Games?Niels Justesen, Michael S. Debus, Sebastian Risi. 1-8 [doi]
- Teaching on a Budget in Multi-Agent Deep Reinforcement LearningErcüment Ilhan, Jeremy Gow, Diego Pérez-Liébana. 1-8 [doi]
- Multimodal Joint Emotion and Game Context Recognition in League of Legends LivestreamsCharles Ringer, James Alfred Walker, Mihalis A. Nicolaou. 1-8 [doi]
- Monte Carlo Strategies for Exploiting Fairness in N-player Ultimatum GamesGarrison W. Greenwood, Daniel Ashlock. 1-7 [doi]
- Autoencoder and Evolutionary Algorithm for Level Generation in Lode RunnerSarjak Thakkar, Changxing Cao, Lifan Wang, Tae Jong Choi, Julian Togelius. 1-4 [doi]
- An Experiment on Game Facet Combination\Raphael Patrick Prager, Laura Troost, Simeon Brüggenjürgen, David Melhart, Georgios N. Yannakakis, Mike Preuss. 1-8 [doi]
- Using Restart Heuristics to Improve Agent Performance in Angry BirdsTommy Liu, Jochen Renz, Peng Zhang 0021, Matthew Stephenson. 1-8 [doi]
- Weekly Seasonal Player Population Patterns in Online Games: A Time Series Clustering ApproachDulakshi Vihanga, Michael Barlow, Erandi Lakshika, Kathryn Kasmarik. 1-8 [doi]
- Mysterious Murder - MCTS-driven Murder Mystery GenerationCorinna Jaschek, Tom Beckmann, Jaime Andres Garcia, William L. Raffe. 1-8 [doi]
- Characteristics Study of Dance-charts on Rhythm-based Video GamesYudai Tsujino, Ryosuke Yamanishi, Yoichi Yamashita. 1-4 [doi]
- Automatic Generation of Diverse Cavern Maps with Morphing Cellular AutomataMatthew Kreitzer, Daniel Ashlock, Rajesh Pereira. 1-8 [doi]
- Not So Different Games: An exploration of five years of student game designersZoë J. Wood, Enrica Lovaglio Costello. 1-8 [doi]
- Deep Reinforcement Learning to train agents in a multiplayer First Person Shooter: some preliminary resultsDaniele Piergigli, Laura Anna Ripamonti, Dario Maggiorini, Davide Gadia. 1-8 [doi]
- Neuroevolution Strategies for Word Embedding Adaptation in Text Adventure GamesVivan Raaj Rajalingam, Spyridon Samothrakis. 1-8 [doi]
- Inferring and Comparing Game Difficulty Curves using Player-vs-Level Match DataAnurag Sarkar, Seth Cooper. 1-4 [doi]
- Realtime Adaptive Virtual Reality for Pain ReductionAlexiei Dingli, Luca Bondin. 1-4 [doi]
- The Sustainability Game: AI Technology as an Intervention for Public Understanding of Cooperative InvestmentAndreas Theodorou, Bryn Bandt-Law, Joanna J. Bryson. 1-4 [doi]
- Evolving the Hearthstone MetaFernando de Mesentier Silva, Rodrigo Canaan, Scott Lee, Matthew C. Fontaine, Julian Togelius, Amy K. Hoover. 1-8 [doi]
- Robust Continuous Build-Order Optimization in StarCraftDavid Churchill, Michael Buro, Richard Kelly. 1-8 [doi]
- Rogue-Gym: A New Challenge for Generalization in Reinforcement LearningYuji Kanagawa, Tomoyuki Kaneko. 1-8 [doi]
- Timing Interactive NarrativesThomas Cabioch, Ronan Champagnat, Anne-Gwenn Bosser, Jean-Noël Chiganne, Martín Diéguez. 1-8 [doi]
- The 2018 Hanabi competitionJoseph Walton-Rivers, Piers R. Williams, Richard Bartle. 1-8 [doi]
- Combining Experience Replay with Exploration by Random Network DistillationFrancesco Sovrano. 1-8 [doi]
- Pitako - Recommending Game Design Elements in CiceroTiago Machado, Daniel Gopstein, Andy Nealen, Julian Togelius. 1-8 [doi]
- Mining Player In-game Time Spending Regularity for Churn Prediction in Free Online GamesWanshan Yang, Ting Huang, Junlin Zeng, Gemeng Yang, Jintian Cai, Lijun Chen 0001, Shivakant Mishra, Youjian Eugene Liu. 1-8 [doi]
- Solving Strong and Weak 4-in-a-RowJos W. H. M. Uiterwijk. 1-8 [doi]
- Visualization of Deep Reinforcement Learning using Grad-CAM: How AI Plays Atari Games?Ho-Taek Joo, Kyung-Joong Kim. 1-2 [doi]
- Enhancing Rolling Horizon Evolution with Policy and Value NetworksXin Tong, Weiming Liu, Bin Li. 1-8 [doi]
- A Functional Taxonomy of Logic PuzzlesLianne V. Hufkens, Cameron Browne. 1-4 [doi]
- Portability of Serious Game Software ComponentsWim van der Vegt, Wim Westera, Hub Kurvers, Enkhbold Nyamsuren. 1-8 [doi]
- Video Game Description Language Environment for Unity Machine Learning AgentsMads Johansen, Martin Pichlmair, Sebastian Risi. 1-8 [doi]
- Co-Located vs. Remote Gameplay: The Role of Physical Co-Presence in Multiplayer Room-Scale VRFelix Born, Philipp Sykownik, Maic Masuch. 1-8 [doi]
- Learning a Resource Scale for Collectible Card GamesGianlucca L. Zuin, Adriano Veloso. 1-8 [doi]
- Effects of advertisements and questionnaire interruptions on the player experienceCarlos Pereira Santos, Niels Cornelis Martinus Felicius van Gaans, Vassilis-Javed Khan, Panos Markopoulos. 1-8 [doi]
- Desirable Behaviors for Companion Bots in First-Person ShootersAdina Friedman, Jacob Schrum. 1-8 [doi]
- Ludii as a Competition PlatformMatthew Stephenson, Éric Piette, Dennis J. N. J. Soemers, Cameron Browne. 1-8 [doi]
- Deep Reinforcement Learning in Match-3 GameIldar Kamaldinov, Ilya Makarov. 1-4 [doi]
- Win or Learn Fast Proximal Policy OptimisationDino Stephen Ratcliffe, Katja Hofmann, Sam Devlin. 1-4 [doi]
- Enhancing Monte Carlo Tree Search for Playing HearthstoneJean Seong Bjorn Choe, Jong-Kook Kim. 1-7 [doi]
- Predicting the monetization percentage with survival analysis in free-to-play gamesRiikka Numminen, Markus Viljanen, Tapio Pahikkala. 1-8 [doi]
- The Illusion of Animal Body Ownership and Its Potential for Virtual Reality GamesAndrey Krekhov, Sebastian Cmentowski, Jens H. Krüger. 1-8 [doi]
- Profiling Players with Engagement PredictionsAna Fernández del Río, Pei-pei Chen, África Periáñez. 1-4 [doi]
- B2CI 2019: The IEEE Brain to Computer Interface Competition's Gaming EventJoseph M. McQuighan, Garima Bajwa, Jason M. Pittman. 1-7 [doi]
- The Design Of A Clicker Game for Text LabellingChris Madge, Richard Bartle, Jon Chamberlain, Udo Kruschwitz, Massimo Poesio. 1-4 [doi]
- GIMME: Group Interactions Manager for Multiplayer sErious gamesSamuel Gomes, João Dias, Carlos Martinho. 1-8 [doi]
- A Fighting Game AI Using Highlight Cues for Generation of Entertaining GameplayRyota Ishii, Suguru Ito, Ruck Thawonmas, Tomohiro Harada. 1-6 [doi]
- Ordinal Bucketing for Game Trees using Dynamic Quantile ApproximationTobias Joppen, Tilman Strübig, Johannes Fürnkranz. 1-8 [doi]
- RDF* Graph Database as Interlingua for the TextWorld ChallengeGuntis Barzdins, Didzis Gosko, Paulis F. Barzdins, Uldis Lavrinovics, Gints Bernans, Edgars Celms. 1-2 [doi]
- neomento - Towards Building a Universal Solution for Virtual Reality Exposure PsychotherapyAdam Streck, Philipp Stepnicka, Jens Klaubert, Thomas Wolbers. 1-2 [doi]
- Logic foundations of manipulation as game mechanicsJavier M. Torres Ramón. 1-4 [doi]
- General Board Game Playing for Education and Research in Generic AI Game LearningWolfgang Konen. 1-8 [doi]
- Monster Carlo 2: Integrating Learning and Tree Search for Machine PlaytestingOleksandra Keehl, Adam M. Smith. 1-8 [doi]
- Level Graph - Incremental Procedural Generation of Indoor Levels using Minimum Spanning TreesBartosz von Rymon-Lipinski, Simon Seibt, Johannes Roth, Dominik Abé. 1-7 [doi]
- Eco-driving Profiling and Behavioral Shifts Using IoT Vehicular Sensors Combined with Serious GamesRana Massoud, Francesco Bellotti, Riccardo Berta, Alessandro De Gloria, Stefan Poslad. 1-8 [doi]
- Learning Policies from Self-Play with Policy Gradients and MCTS Value EstimatesDennis J. N. J. Soemers, Éric Piette, Matthew Stephenson, Cameron Browne. 1-8 [doi]
- Parallel Nested Rollout Policy AdaptationAndrzej Nagórko. 1-7 [doi]
- Towards Procedurally Generated Languages for Non-playable Characters in Video GamesJoshua Sirota, Vadim Bulitko, Matthew R. G. Brown, Sergio Poo Hernandez. 1-4 [doi]
- Taksim: A Constrained Graph Partitioning Framework for Procedural Content GenerationAhmed M. Abuzuraiq, Aaron Ferguson, Philippe Pasquier. 1-8 [doi]
- Pass in Human Style: Learning Soccer Game Patterns from Spatiotemporal DataVictor Khaustov, Georgii Mola Bogdan, Maxim Mozgovoy. 1-2 [doi]
- Motion Gaming AI using Time Series Forecasting and Dynamic Difficulty AdjustmentTakahiro Kusano, Yunshi Liu, Pujana Paliyawan, Ruck Thawonmas, Tomohiro Harada. 1-6 [doi]
- Can You Hear the Player Experienceƒ A Pipeline for Automated Sentiment Analysis of Player SpeechPhilipp Sykownik, Felix Born, Maic Masuch. 1-4 [doi]
- A Self-Play Policy Optimization Approach to Battling PokémonDan Huang, Scott Lee. 1-4 [doi]
- Macro and Micro Reinforcement Learning for Playing Nine-ball PoolYu Chen, Yujun Li. 1-4 [doi]
- Re-determinizing MCTS in HanabiJames Goodman. 1-8 [doi]