Abstract is missing.
- Reinforcement Learning via Gaussian Processes with Neural Network Dual KernelsImène R. Goumiri, Benjamin W. Priest, Michael D. Schneider. 1-8 [doi]
- Reinforcement Learning with Action-Specific Focuses in Video GamesMeng Wang 0016, Yingfeng Chen, Tangjie Lv, Yan Song, Kai Guan, Changjie Fan, Yang Yu 0001. 9-16 [doi]
- Motion-Based Educational Games: Using Multi-Modal Data to Predict Player's PerformanceSerena Lee-Cultura, Kshitij Sharma, Sofia Papavlasopoulou, Michail N. Giannakos. 17-24 [doi]
- Enhancing the Monte Carlo Tree Search Algorithm for Video Game TestingSinan Ariyurek, Aysu Betin-Can, Elif Surer. 25-32 [doi]
- Emergent Multiplayer GamesSebastian Wodarczyk, Sebastian von Mammen. 33-40 [doi]
- Bootstrapping Conditional GANs for Video Game Level GenerationRuben Rodriguez Torrado, Ahmed Khalifa, Michael Cerny Green, Niels Justesen, Sebastian Risi, Julian Togelius. 41-48 [doi]
- Mario Level Generation From Mechanics Using Scene StitchingMichael Cerny Green, Luvneesh Mugrai, Ahmed Khalifa, Julian Togelius. 49-56 [doi]
- Rotation, Translation, and Cropping for Zero-Shot GeneralizationChang Ye, Ahmed Khalifa, Philip Bontrager, Julian Togelius. 57-64 [doi]
- Deep Reinforcement Learning with Transformers for Text Adventure GamesYunqiu Xu, Ling Chen 0006, Meng Fang, Yang Wang 0023, Chengqi Zhang. 65-72 [doi]
- A quantum procedure for map generationJames R. Wootton. 73-80 [doi]
- Neural Game Engine: Accurate learning of generalizable forward models from pixelsChris Bamford, Simon M. Lucas. 81-88 [doi]
- Monte Carlo Tree Search Strategies in 2-Player Iterated Prisoner Dilemma GamesGarrison W. Greenwood, Daniel Ashlock. 89-95 [doi]
- The FESS Algorithm: A Feature Based Approach to Single-Agent SearchYaron Shoham, Jonathan Schaeffer. 96-103 [doi]
- Multi-source Data Multi-task Learning for Profiling Players in Online GamesShiwei Zhao, Runze Wu, Jianrong Tao, Manhu Qu, Hao Li, Changjie Fan. 104-111 [doi]
- Synthesizing human-friendly optimal strategies in board gamesThomas Bolander, Jacob Pjetursson. 112-119 [doi]
- Do Influencers Influence? - Analyzing Players' Activity in an Online Multiplayer GameEnrica Loria, Johanna Pirker, Anders Drachen, Annapaola Marconi. 120-127 [doi]
- Efficient Imitation Learning for Game AIChao Huang, Like Zhang, Yanqing Jing, Dajun Zhou. 128-135 [doi]
- LevelEd VR: A virtual reality level editor and workflow for virtual reality level designLee Beever, Serban R. Pop, Nigel W. John. 136-143 [doi]
- XAI-Driven Explainable Multi-view Game Cheating DetectionJianrong Tao, Yu Xiong, Shiwei Zhao, Yuhong Xu, Jianshi Lin, Runze Wu, Changjie Fan. 144-151 [doi]
- Categorical Clustering Applied to the Discovery of Character Builds in TCTD2: the BaT ApproachDavid Renaudie, Robert Lizatovic, Ahmad Azadvar, Rickard Elmqvist, Klaus Hofmeister, Björn Kristmannsson. 152-159 [doi]
- Discovering Meaningful Labelings for RTS Game Replays via Replay EmbeddingsPavan Kantharaju, Santiago Ontañón. 160-167 [doi]
- The Influence of Reward on the Social Valence of InteractionsTomás Alves, Samuel Gomes, João Dias, Carlos Martinho. 168-175 [doi]
- Evolutionary Design of Cooperative Predation StrategiesAlexander Von Moll, Pavlos Androulakakis, Zachariah E. Fuchs, Dieter Vanderelst. 176-183 [doi]
- Exploring Unknown States with Action BalanceYan Song, Yingfeng Chen, Yujing Hu, Changjie Fan. 184-191 [doi]
- An Intelligent Storytelling System for Narrative Conflict Generation and ResolutionYoungrok Song, Hyunju Kim, Taewoo Yoo, Byung-Chull Bae, Yun-Gyung Cheong. 192-197 [doi]
- Discovering of Game AIs' Characters Using a Neural Network based AI Imitator for AI ClusteringYushan Zhou, Wenxin Li 0005. 198-205 [doi]
- Formal Game Grammar and EquivalencePaul Riggins, David McPherson. 206-213 [doi]
- Predicting Quality and Popularity of a Movie From Plot Summary and Character Description Using Contextualized Word EmbeddingsJung Hoon Lee, You Jin Kim, Yun-Gyung Cheong. 214-220 [doi]
- Ghost Sweeper: Using a Heavy Passive Haptic Controller to Enhance a Room-Scale VR ExergameFelix Born, Maic Masuch, Antonia Hahn. 221-228 [doi]
- Recursive Monte Carlo Search for Bridge Card PlayBruno Bouzy, Alexis Rimbaud, Véronique Ventos. 229-236 [doi]
- Lightweight Multi-objective Voice Adaptation for Real-time Speech Interaction Applied in GamesMads A. Midtlyng, Yuji Sato. 237-244 [doi]
- Manipulating the Distributions of Experience used for Self-Play Learning in Expert IterationDennis J. N. J. Soemers, Éric Piette, Matthew Stephenson, Cameron Browne. 245-252 [doi]
- Procedural Generation and Information GamesMichael Cook. 253-260 [doi]
- Hold My Hand: Impact of Intimate Controllers on Player ExperienceAlessandro Canossa, Ahmad Azadvar, Erik Kjaer Andersen. 261-266 [doi]
- A Behavioral Pattern Mining Approach to Model Player Skills in Rocket LeagueRomain Mathonat, Jean-François Boulicaut, Mehdi Kaytoue. 267-274 [doi]
- Metagame Autobalancing for Competitive Multiplayer GamesDaniel Hernandez, Charles Takashi Toyin Gbadamosi, James Goodman, James Alfred Walker. 275-282 [doi]
- Rinascimento: using event-value functions for playing SplendorIvan Bravi, Simon M. Lucas. 283-290 [doi]
- Acquiface Interface as a Device for Acquisition of User's Facial Expressions in Game Expression HunterSugiyanto Sugiyanto, I Ketut Eddy Purnama, Eko Mulyanto Yuniarno, Hanny Haryanto, Nur Rokhman, Mauridhi Hery Purnomo. 291-296 [doi]
- Automatic Generation of Super Mario Levels via Graph GrammarsEduardo Hauck, Claus Aranha. 297-304 [doi]
- A Review of Agency Architectures in Interactive Drama SystemsJonathan D. Moallem, William L. Raffe. 305-311 [doi]
- Regression Oracles and Exploration Strategies for Short-Horizon Multi-Armed BanditsRobert C. Gray, Jichen Zhu, Santiago Ontañón. 312-319 [doi]
- Informatical Analysis of Go, Part 1: Evolutionary Changes of Board SizeYicong Wu, Mohd Nor Akmal Khalid, Hiroyuki Iida. 320-327 [doi]
- An Education Model for Game Development by A Swedish-Japanese Industry-Academia AllianceYukiko Sato, Hiroki Hanaoka, Henrik Engström, Shuichi Kurabayashi. 328-335 [doi]
- Lower Limb Rehabilitation in Juvenile Idiopathic Arthritis using Serious GamesFabrizia Corona, Alex De Vita, Giovanni Filocamo, Michaela Foa', Pier Luca Lanzi, Amalia Lopopolo, Antonella Petaccia. 336-343 [doi]
- JUSTIN: An Audience Participation Game With A Purpose for Collecting Descriptions for Artwork ImagesNgoc Cuong Nguyen, Ruck Thawonmas, Pujana Paliyawan, Hai V. Pham. 344-350 [doi]
- Declarative procedural generation of architecture with semantic architectural profilesLevi van Aanholt, Rafael Bidarra. 351-358 [doi]
- On the Effect of the Vertical Axis Alignment on Cybersickness and Game Experience in a Supine PostureNana Tian, Romain Clément, Phil Lopes, Ronan Boulic. 359-366 [doi]
- Self-Adaptive Rolling Horizon Evolutionary Algorithms for General Video Game PlayingRaluca D. Gaina, Diego Perez Liebana, Simon M. Lucas, Chiara F. Sironi, Mark H. M. Winands. 367-374 [doi]
- Rolling Horizon NEAT for General Video Game PlayingDiego Perez Liebana, Muhammad Sajid Alam, Raluca D. Gaina. 375-382 [doi]
- Learning a Behavioral Repertoire from DemonstrationsNiels Justesen, Miguel González Duque, Daniel Cabarcas Jaramillo, Jean-Baptiste Mouret, Sebastian Risi. 383-390 [doi]
- Order versus ChaosMark J. H. van den Bergh, Sipke T. Castelein, Daniël M. H. van Gent. 391-398 [doi]
- Capturing Local and Global Patterns in Procedural Content Generation via Machine LearningVanessa Volz, Niels Justesen, Sam Snodgrass, Sahar Asadi, Sami Purmonen, Christoffer Holmgård, Julian Togelius, Sebastian Risi. 399-406 [doi]
- Designing a Video Game to Measure CreativityEva Krebs, Corinna Jaschek, Julia Von Thienen, Kim-Pascal Borchart, Christoph Meinel, Oren Kolodny. 407-414 [doi]
- Unlocked: A Game On Human TraffickingAadilMehdi J. Sanchawala, Adhithya Arun, Rahul Sajnani, Kavita Vemuri. 415-422 [doi]
- Evaluating Generalisation in General Video Game PlayingMartin Balla, Simon M. Lucas, Diego Perez Liebana. 423-430 [doi]
- Dungeons & Replicants: Automated Game Balancing via Deep Player Behavior ModelingJohannes Pfau, Antonios Liapis, Georg Volkmar, Georgios N. Yannakakis, Rainer Malaka. 431-438 [doi]
- Practical Game Design Tool: State ExplorerRokas Volkovas, Michael Fairbank, John R. Woodward, Simon Lucas. 439-446 [doi]
- Obstacle Tower Without Human Demonstrations: How Far a Deep Feed-Forward Network Goes with Reinforcement LearningMarco Pleines, Jenia Jitsev, Mike Preuss, Frank Zimmer. 447-454 [doi]
- Efficient Reasoning in Regular BoardgamesJakub Kowalski, Radoslaw Miernik, Maksymilian Mika, Wojciech Pawlik, Jakub Sutowicz, Marek Szykula, Andrzej Tkaczyk. 455-462 [doi]
- Recognizing Multiplayer Behaviors Using Synthetic Training DataAndrew Feng, Andrew S. Gordon. 463-470 [doi]
- Evidence for embodied cognition in immersive virtual environments using a second language learning environmentJack Ratcliffe, Laurissa Tokarchuk. 471-478 [doi]
- Action Space Shaping in Deep Reinforcement LearningAnssi Kanervisto, Christian Scheller, Ville Hautamäki. 479-486 [doi]
- Software Engineering For Automated Game DesignMichael Cook. 487-494 [doi]
- Bootstrapped model learning and error correction for planning with uncertainty in model-based RLAlvaro Ovalle, Simon M. Lucas. 495-502 [doi]
- Finding Game Levels with the Right Difficulty in a Few Trials through Intelligent Trial-and-ErrorMiguel González Duque, Rasmus Berg Palm, David Ha, Sebastian Risi. 503-510 [doi]
- Evolving Near Optimal Kiting Behavior with an Anchor Point ParameterizationPavlos Androulakakis, Zachariah E. Fuchs. 511-518 [doi]
- An Upper Bound on the State-Space Complexity of BrandubhKiernan Compy, Alana Evey, Hunter McCullough, Lindsay Allen, Aaron S. Crandall. 519-525 [doi]
- Competitive Balance in Team Sports GamesSofia Maria Nikolakaki, Ogheneovo Dibie, Ahmad Beirami, Nicholas Peterson, Navid Aghdaie, Kazi A. Zaman. 526-533 [doi]
- Evolving Initial Heuristic Functions for Agent-Centered Heuristic SearchVadim Bulitko. 534-541 [doi]
- Baba is Y'all: Collaborative Mixed-Initiative Level DesignMegan Charity, Ahmed Khalifa, Julian Togelius. 542-549 [doi]
- Guiding Multiplayer MCTS by Focusing on YourselfHendrik Baier, Michael Kaisers. 550-557 [doi]
- Benchmarking End-to-End Behavioural Cloning on Video GamesAnssi Kanervisto, Joonas Pussinen, Ville Hautamäki. 558-565 [doi]
- Observer Interface Focused on Trends of Character Movement and Stamina in Fighting GamesTomoki Kajinami, Yousuke Miyauchi. 566-571 [doi]
- Visualizing AI Playtesting Data of 2D Side-scrolling GamesShivam Agarwal, Christian Herrmann, Günter Wallner, Fabian Beck 0001. 572-575 [doi]
- Mastering Fighting Game Using Deep Reinforcement Learning With Self-playDae-Wook Kim, Sungyun Park, Seong-il Yang. 576-583 [doi]
- Investigating the Elusive Role of Level DesignTobias Karlsson, Yukiko Sato, Shuichi Kurabayashi. 584-587 [doi]
- Design of an Artificial Game Entertainer by Reinforcement LearningTakanobu Yaguchi, Hitoshi Iima. 588-591 [doi]
- Wayfinding in Museums: A Cross-sectional Comparison Between 3D Serious Games and 2D Drawings as Tools for Participatory DesignWolfgang Höhl, Farzam Kharvari, Gudrun Klinker. 592-595 [doi]
- Sketch2Map: A Game Map Design Support System Allowing Quick Hand Sketch PrototypingTong Wang, Shuichi Kurabayashi. 596-599 [doi]
- Augmenting Automated Game Testing with Deep Reinforcement LearningJoakim Bergdahl, Camilo Gordillo, Konrad Tollmar, Linus Gisslén. 600-603 [doi]
- A Metric Learning Approach to Anomaly Detection in Video GamesBenedict Wilkins, Chris Watkins, Kostas Stathis. 604-607 [doi]
- Can Musical Tempo Makes Tetris Game Harder?Aline Hufschmitt, Stéphane Cardon, Éric Jacopin. 608-611 [doi]
- Applications of Artificial Intelligence in Live Action Role-Playing Games (LARP)Christoph Salge, Emily Short, Mike Preuss, Spyridon Samothrakis, Pieter Spronck. 612-619 [doi]
- Sakura: A VR musical exploration game with MIDI keyboard in Japanese Zen environmentChen Ji. 620-621 [doi]
- A Confidence-Calibrated MOBA Game Winner PredictorDong-Hee Kim, Changwoo Lee, Ki-Seok Chung. 622-625 [doi]
- Sonotris: Testing the Influence of Musical Tempo on Tetris Players PerformanceAline Hufschmitt, Stéphane Cardon, Éric Jacopin. 626-627 [doi]
- Image-to-Image Translation Method for Game-Character Face GenerationShinjin Kang, Yoonchan Ok, Hwanhee Kim, Teasung Hahn. 628-631 [doi]
- Mobile Gamer Modelling and Game Performance Preference MeasurementYang Liu, Hesham Dar, Robert Sharp. 632-635 [doi]
- Estimating Player Completion Rate in Mobile Puzzle Games Using Reinforcement LearningJeppe Theiss Kristensen, Arturo Valdivia, Paolo Burelli. 636-639 [doi]
- Horde Battle III or How to Dismantle a SwarmJohannes Büttner, Christian Merz, Sebastian von Mammen. 640-641 [doi]
- The Art of Loci: Immerse to MemorizeAnne Vetter, Daniel Götz, Sebastian von Mammen. 642-645 [doi]
- Influencing the Affective State and Attention Restoration in VR-Supported PsychotherapyDietmar Pisalski, Mario Hierhager, Christoph Stein, Michael Zaudig, Christoph Bichlmeier. 646-649 [doi]
- Using Collaborative Filtering to Recommend Champions in League of LegendsTiffany D. Do, Dylan S. Yu, Salman Anwer, Seong Ioi Wang. 650-653 [doi]
- Promoting Computer Science Learning with Block-Based Programming and Narrative-Centered GameplayWookhee Min, Bradford W. Mott, Kyungjin Park, Sandra Taylor, Bita Akram, Eric N. Wiebe, Kristy Elizabeth Boyer, James C. Lester. 654-657 [doi]
- Ascertaining the Play Outcome using the Single Conspiracy Number in GoBangYuan An, Anggina Primanita, Mohd Nor Akmal Khalid, Hiroyuki Iida. 658-661 [doi]
- Can Deep Learning Predict Problematic Gaming?Qirui Wu, Jacques Carette. 662-665 [doi]
- Sensor-Based Virtual Reality for Clinical Decision Support in the Assessment of Mental DisordersBryant Niederriter, Alice Rong, Faisal Aqlan, Hui Yang. 666-669 [doi]
- microPhantom: Playing microRTS under uncertainty and chaosFlorian Richoux. 670-677 [doi]
- Binary GPU-Planning for Thousands of NPCsStéphane Cardon, Éric Jacopin. 678-681 [doi]
- Use All Your Skills, Not Only The Most Popular OnesFrancesco Lorenzo, Sahar Asadi, Alice Karnsund, Lele Cao, TianZe Wang, Amir H. Payberah. 682-685 [doi]
- Towards Social Facilitation in Audience Participation Games: Fighting Game AIs whose Strength Depends on Audience ResponsesPujana Paliyawan, Kingkarn Sookhanaphibarn, Worawat Choensawat, Ruck Thawonmas. 686-689 [doi]
- Encourage Players to Smile While Playing Games Bring More EnjoymentSunee Sae-Lao, Thanat Jumneanbun, Pujana Paliyawan, Ruck Thawonmas. 690-693 [doi]
- Procedural content generation based on a genetic algorithm in a serious game for obstructive sleep apneaKonstantinos Mitsis, Eleftherios Kalafatis, Konstantia Zarkogianni, George Mourkousis, Konstantina S. Nikita. 694-697 [doi]
- Generating Angry Birds-Like Levels With Domino Effects Using Constrained Novelty SearchFebri Abdullah, Pujana Paliyawan, Ruck Thawonmas, Fitra A. Bachtiar. 698-701 [doi]
- Imitating Agents in A Complex Environment by Generative Adversarial Imitation LearningWanxiang Li, Chu-Hsuan Hsueh, Kokolo Ikeda. 702-705 [doi]
- Rap-Style Comment Generation to Entertain Game Live StreamingThanat Jumneanbun, Sunee Sae-Lao, Pujana Paliyawan, Ruck Thawonmas, Kingkarn Sookhanaphibarn, Worawat Choensawat. 706-707 [doi]
- Improving the Performance of MCTS-Based µRTS Agents Through Move PruningAbdessamed Ouessai, Mohammed Salem, Antonio Miguel Mora. 708-715 [doi]
- Local Forward Model Learning for GVGAI GamesAlexander Dockhorn, Simon M. Lucas. 716-723 [doi]
- Developing Games For The Purposes of Rote Learning for Keyboard and PianoJack Brett, Toby Gladwell, Ning Xu, Panos Amelidis, Tom Davis, Christos Gatzidis. 724-727 [doi]
- Developing Combat Behavior through Reinforcement Learning in Wargames and SimulationsJonathan Boron, Chris Darken. 728-731 [doi]
- Developing a participatory game creation e-course in the field of Intellectual DisabilityCarla Sousa, Filipe Luz. 732-735 [doi]
- A Computer Vision Inspired Automatic Acoustic Material Tagging System for Virtual EnvironmentsMattia Colombo, Alan Dolhasz, Carlo Harvey. 736-739 [doi]
- Combining Influence Maps with Heuristic Search for Executing Sneak-Attacks in RTS GamesLucas Critch, David Churchill. 740-743 [doi]
- Towards Game Design via Creative Machine Learning (GDCML)Anurag Sarkar, Seth Cooper. 744-751 [doi]
- Understanding Enjoyment in ARTé: Mecenas with EGameFlowWenting Weng, Hadeel Ramadan, André Thomas 0002. 752-755 [doi]
- Correlation Between Personality and Social Interactions in Online Strategy GamesWanshan Yang, Ting Huang, Junlin Zeng, Lijun Chen 0001, Shivakant Mishra, Youjian Eugene Liu. 756-759 [doi]
- Automatic Playtesting for YahtzeeJames Glenn, Rob Brunstad. 760-763 [doi]
- Towards Game-Playing AI Benchmarks via Performance Reporting StandardsVanessa Volz, Boris Naujoks. 764-771 [doi]
- Singing with an Angry-Birds-like GameNowshin Faiza Alam, Albertus Agung, Febri Abdullah, Pujana Paliyawan, Ruck Thawonmas. 772-773 [doi]
- Cross-Platform Games in KotlinSimon M. Lucas. 774-775 [doi]