Abstract is missing.
- An Approach to Partial Observability in Games: Learning to Both Act and ObserveElizabeth Gilmour, Noah Plotkin, Leslie N. Smith. 1-5 [doi]
- Swords, Data and Balls: Extracting Extreme Behavioural Prototypes with Kernel Minimum Enclosing BallsHanna Kondratiuk, Rafet Sifa. 1-4 [doi]
- DL-DDA - Deep Learning based Dynamic Difficulty Adjustment with UX and Gameplay constraintsDvir Ben Or, Michael Kolomenkin, Gil Shabat. 1-7 [doi]
- What Are You Looking At? Team Fight Prediction Through Player CameraMarko Tot, Michelangelo Conserva, Alan Pedrassoli Chitayat, Athanasios Vasileios Kokkinakis, Sagarika Patra, Simon Demediuk, Alvaro Caceres Munoz, Oluseyi Olarewaju, Marian Ursu, Ben Kirman, Jonathan Hook, Florian Block, Anders Drachen, Diego Pérez-Liébana. 1-8 [doi]
- Game-Ready Inventory Systems for Virtual RealityMarc Mußmann, Samuel Truman, Sebastian von Mammen. 1-8 [doi]
- Towards a multi-agent non-player character road network: a Reinforcement Learning approachStela Makri, Panayiotis Charalambous. 1-5 [doi]
- Exploring Q-Learning for Adaptive Difficulty in a Tile-based Image Labeling GameSofia Eleni Spatharioti, Sara Ann Wylie, Seth Cooper. 1-8 [doi]
- General Game Heuristic Prediction Based on Ludeme DescriptionsMatthew Stephenson, Dennis J. N. J. Soemers, Éric Piette, Cameron Browne. 1-4 [doi]
- Designing VR Games with Gaze Control for Directing Attention of Children with ADHDLinda Graf, Leslie Scholemann, Maic Masuch. 1-5 [doi]
- Sneak-Attacks in StarCraft using Influence Maps with Heuristic SearchLucas Critch, David Churchill. 1-8 [doi]
- Measuring Difficulty of Novel Clockwork Puzzle Instances Using Evolutionary AlgorithmsConnor Gregor. 1-8 [doi]
- Novelty Generation Framework for AI Agents in Angry Birds Style Physics GamesChathura Gamage, Vimukthini Pinto, Cheng Xue, Matthew Stephenson, Peng Zhang 0021, Jochen Renz. 1-8 [doi]
- Real-time Stress Detection Model and Voice Analysis: An Integrated VR-based Game for Training Public Speaking SkillsArushi, Roberto Dillon, Ai Ni Teoh. 1-4 [doi]
- Feature Analysis to League of Legends Victory Prediction on the Picks and Bans PhaseLincoln Magalhães Costa, Rafael Gomes Mantovani, Francisco Carlos Monteiro Souza, Geraldo Xexéo. 1-5 [doi]
- Agents that Listen: High-Throughput Reinforcement Learning with Multiple Sensory SystemsShashank Hegde, Anssi Kanervisto, Aleksei Petrenko. 1-5 [doi]
- Field Playtesting with Experts' Constructive Interaction: An Evaluation Method for Mobile Games for Cultural HeritagePanayiotis Koutsabasis, Anna Gardeli, Konstantinos Partheniadis, Panagiotis Vogiatzidakis, Vasiliki Nikolakopoulou, Pavlos Chatzigrigoriou, Spyros Vosinakis. 1-9 [doi]
- Multiplayer Modeling via Multi-Armed BanditsRobert C. Gray, Jichen Zhu, Santiago Ontañón. 1-8 [doi]
- Generating Diverse and Competitive Play-Styles for Strategy GamesDiego Pérez-Liébana, Cristina Guerrero-Romero, Alexander Dockhorn, Linjie Xu, Jorge Hurtado Grueso, Dominik Jeurissen. 1-8 [doi]
- Evaluating a Plan Recognition Agent for the Game Pandemic with Human PlayersPablo Sauma Chacón, Markus Eger. 1-7 [doi]
- A Game Interface to Study Semantic Grounding in Text-Based ModelsTimothee Mickus, Mathieu Constant, Denis Paperno. 1-5 [doi]
- Toward Automated Game Balance: A Systematic Engineering Design ApproachDaniel A. DeLaurentis, Jitesh H. Panchal, Ali K. Raz, Prajwal Balasubramani, Apoorv Maheshwari, Adam Dachowicz, Kshitij Mall. 1-8 [doi]
- Comparative Evaluation of the EEG Performance Metrics and Player Ratings on the Virtual Reality GamesPratheep Kumar Paranthaman, Nikesh Bajaj, Nicholas Solovey, David Jennings. 1-8 [doi]
- Configurable Agent With Reward As Input: A Play-Style Continuum GenerationPierre Le Pelletier de Woillemont, Rémi Labory, Vincent Corruble. 1-8 [doi]
- A Novel Lip Synchronization Approach for Games and Virtual EnvironmentsJan Krejsa, Fotis Liarokapis. 1-9 [doi]
- 'Never Imagined I Would Work In The Digital Game Industry'Luciana Lima, Patrícia Gouveia, Pedro Cardoso, Camila Pinto. 1-7 [doi]
- StABLE: Analyzing Player Movement Similarity Using Text MiningLuana Fragoso, Kevin G. Stanley. 1-8 [doi]
- Hierarchical Advantage for Reinforcement Learning in Parameterized Action SpaceZhejie Hu, Tomoyuki Kaneko. 1-8 [doi]
- Estimates for the Branching Factors of Atari GamesMark J. Nelson. 1-5 [doi]
- Psychometric Mapping of Audio Features to Perceived Physical Characteristics of Virtual ObjectsMattia Colombo, Alan Dolhasz, Jason Hockman, Carlo Harvey. 1-4 [doi]
- Mechanics or Mechanisms: defining differences in analog games to support game designMicael Sousa, Nelson Zagalo, Ana Patricia Oliveira. 1-8 [doi]
- Learning on a Budget via Teacher ImitationErcüment Ilhan, Jeremy Gow, Diego Pérez-Liébana. 1-8 [doi]
- Demonstration-Efficient Inverse Reinforcement Learning in Procedurally Generated EnvironmentsAlessandro Sestini, Alexander Kuhnle, Andrew D. Bagdanov. 1-8 [doi]
- Automatically detecting player roles in Among UsHarro Tuin, Martin L. M. Rooijackers. 1-5 [doi]
- Procedural Content Generation: Better Benchmarks for Transfer Reinforcement LearningMatthias Müller-Brockhausen, Mike Preuss, Aske Plaat. 1-8 [doi]
- Multi-Objective Optimization and Decision-Making in Context SteeringAlexander Dockhorn, Sanaz Mostaghim, Martin Kirst, Martin Zettwitz. 1-8 [doi]
- Chess fortresses, a causal test for state of the art Symbolic [Neuro] architecturesHedinn Steingrimsson. 1-8 [doi]
- Playout Optimization for Monte-Carlo Search Algorithms. Application to Morpion SolitaireLilian Buzer, Tristan Cazenave. 1-8 [doi]
- Capacity-Limited Decentralized Actor-Critic for Multi-Agent GamesTyler Malloy, Chris R. Sims, Tim Klinger, Miao Liu 0001, Matthew Riemer, Gerald Tesauro. 1-8 [doi]
- Statistical Modelling of Level Difficulty in Puzzle GamesJeppe Theiss Kristensen, Arturo Valdivia, Paolo Burelli. 1-8 [doi]
- Soundoku: A sound puzzle gameHufschmitt Aline, Adrien Dombrowsky, Adam J. Sporka. 1-4 [doi]
- A New Challenge: Approaching Tetris Link with AIMatthias Müller-Brockhausen, Mike Preuss, Aske Plaat. 1-8 [doi]
- Mad Mixologist: Exploring How Object Placement in Tangible Play Spaces Affects Collaborative Interaction StrategiesKatelyn M. Grasse, Marjorie Ann M. Cuerdo, Edward F. Melcer. 1-8 [doi]
- Exergaming: The Impact of Virtual Reality on Cognitive Performance and Player ExperienceFelix Born, Linda Graf, Maic Masuch. 1-8 [doi]
- Proximal Policy Optimization with Elo-based Opponent Selection and Combination with Enhanced Rolling Horizon Evolution AlgorithmRongqin Liang, Yuanheng Zhu, Zhentao Tang, Mu Yang, Xiaolong Zhu. 1-4 [doi]
- Blending Output from Generative Adversarial Networks to Texture High-Resolution 2D Town Maps for Roleplaying GamesGianfranco Siracusa, Dylan Seychell, Mark Bugeja. 1-8 [doi]
- Economic Indicators for Decision-Making inOperating Massive Multiplayer OnlineÁtila Moreira, Francisco Ramos, Flávia Barros, Geber Ramalho. 1-9 [doi]
- Optimizing αµTristan Cazenave, Swann Legras, Véronique Ventos. 1-8 [doi]
- Dungeon and Platformer Level Blending and Generation using Conditional VAEsAnurag Sarkar, Seth Cooper. 1-8 [doi]
- Video Games as a Testbed for Open-Ended PhenomenaSam Earle, Julian Togelius, Lisa B. Soros. 1-9 [doi]
- Heuristic Evaluation of a Mobile Game Developed to Help Battle the PandemicSami Pohjolainen, Juho Mattila, Jarkko Tuovinen, Mikko Rajanen, Leena Arhippainen, Paula Alavesa. 1-8 [doi]
- Karelian Language and Culture: a Qualitative User Study of Mobile and Web GamesLeena Arhippainen, Paula Alavesa. 1-8 [doi]
- Make your programs compete and watch them play in the Code ColosseumDario Ostuni, Edoardo Morassutto, Romeo Rizzi. 1-5 [doi]
- Vision-based beatmap extraction in rhythm game toward platform-aware note generationYeonghun Kim, Sunghee Choi. 1-5 [doi]
- Comparing the Structures and Characteristics of Different Game Social Networks - The Steam CaseEnrica Loria, Alessia Antelmi, Johanna Pirker. 1-8 [doi]
- Vintage CryptoKitties and the Quest for AuthenticityAlesha Serada. 1-10 [doi]
- Applying diegetic cues to an interactive virtual reality experienceThomas Beck, Sylvia Rothe. 1-8 [doi]
- Heuristic Sampling for Fast Plausible PlayoutsCameron Browne, Fabio Barbero. 1-4 [doi]
- Amplitude of neural oscillations in the parietal area is associated with the results of esports competitionsSorato Minami, Ken Watanabe, Naoki Saijo, Makio Kashino. 1-4 [doi]
- Some Chess-Specific Improvements for Perturbation-Based Saliency MapsJessica Fritz, Johannes Fürnkranz. 1-8 [doi]
- Fairer Chess: A Reversal of Two Opening Moves in Chess Creates Balance Between White and BlackSteven J. Brams, Mehmet S. Ismail. 1-4 [doi]
- KeepStep: Interactive Projection-mapping Based Exergames for People with Multiple SclerosisZahra Amiri, Yoones A. Sekhavat, Sakineh Goljaryan. 1-3 [doi]
- Deceptive Level Generation for Angry BirdsChathura Gamage, Vimukthini Pinto, Jochen Renz, Matthew Stephenson. 1-8 [doi]
- Explaining the Entombed AlgorithmLeon Mächler, David Naccache. 1-4 [doi]
- The Experience, Dynamics and Artifacts Framework: Towards a Holistic Model for Designing Serious and Entertainment GamesGabriel C. Natucci, Marcos A. F. Borges. 1-8 [doi]
- Gym-µRTS: Toward Affordable Full Game Real-time Strategy Games Research with Deep Reinforcement LearningShengyi Huang, Santiago Ontañón, Chris Bamford 0001, Lukasz Grela. 1-8 [doi]
- Identifying Playstyles in Games with NEAT and ClusteringYu Iwasaki, Koji Hasebe. 1-4 [doi]
- 3D Brawler Game Using a Hybrid Planning ApproachMael Ahmad Addoum, Maxime Rouffet, Éric Jacopin. 1-2 [doi]
- Monte Carlo Tree Search With Reversibility CompressionMichael Cook. 1-8 [doi]
- Effects of Task Type and Wall Appearance on Collision Behavior in Virtual EnvironmentsSebastian Cmentowski, Jens H. Krüger. 1-8 [doi]
- "I Packed My Bag and in It I Put...": A Taxonomy of Inventory Systems for Virtual Reality GamesSebastian Cmentowski, Andrey Krekhov, Jens H. Krüger. 1-8 [doi]
- Distilling Reinforcement Learning Tricks for Video GamesAnssi Kanervisto, Christian Scheller, Yanick Schraner, Ville Hautamäki. 1-4 [doi]
- Contrastive Learning of Generalized Game RepresentationsChintan Trivedi, Antonios Liapis, Georgios N. Yannakakis. 1-8 [doi]
- Real-Time Model Predictive Control for Shot Aiming in a Physical Pinball MachineZachariah E. Fuchs, Pavan Saranguhewa, Michael Ikuru. 1-8 [doi]
- How can you save the world? Empowering sustainable diet change with a serious gameDennis Böhm, Bob Dorland, Rico Herzog, Ryan B. Kap, Thijmen S. L. Langendam, Andra Popa, Mijael Bueno, Rafael Bidarra. 1-7 [doi]
- The Relationship between Personality, Game Motive, and Game Genre Preference: Gender as a ModeratorLucy Wang. 1-4 [doi]
- Towards an AI playing Touhou from pixels: a dataset for real-time semantic segmentationDario Ostuni, Ettore Tancredi Galante. 1-5 [doi]
- The Propaganda Machine: Generating Biased Reports about Risk GamesRafael Dulfer, Lorenzo Gatti. 1-5 [doi]
- Skeleton-based multi-agent opponent searchWael Al Enezi, Clark Verbrugge. 1-8 [doi]
- Policy Fusion for Adaptive and Customizable Reinforcement Learning AgentsAlessandro Sestini, Alexander Kuhnle, Andrew D. Bagdanov. 1-8 [doi]
- Contextual Combinatorial Bandits in Real-Time Strategy GamesZuozhi Yang, Santiago Ontañón. 1-9 [doi]
- Do 3D Visual Illusions Work for Immersive Virtual Environments?Filip Skola, Roman Gluszny, Fotis Liarokapis. 1-8 [doi]
- AI Charades: Language Models as Interactive Game EnvironmentsKevin Frans. 1-2 [doi]
- Leveraging Video Games to Improve IT-Solutions for Remote WorkJulia Von Thienen, Kim-Pascal Borchart, Corinna Jaschek, Eva Krebs, Justus Hildebrand, Hendrik Rätz, Christoph Meinel. 1-8 [doi]
- Game Dynamics Preferences Are Connected with Experiences Derived from First-Person ShootersSuvi K. Holm, Johanna K. Kaakinen. 1-8 [doi]
- Experience-Driven PCG via Reinforcement Learning: A Super Mario Bros StudyTianye Shu, Jialin Liu 0001, Georgios N. Yannakakis. 1-9 [doi]
- World-GAN: a Generative Model for Minecraft WorldsMaren Awiszus, Frederik Schubert, Bodo Rosenhahn. 1-8 [doi]
- Playing Geister by Estimating Hidden Information with Deep Reinforcement LearningKeisuke Tomoda, Koji Hasebe. 1-4 [doi]
- The Hero's Dilemma: Survival Advantages of Intention Perception in Virtual Agent GamesAmani R. Maina-Kilaas, George D. Montañez, Cynthia Hom, Kevin Ginta, Cindy Lay. 1-8 [doi]
- Story Improvisation in Tabletop Roleplaying Games: Towards a Computational Assistant for Game MastersDevi Acharya, Michael Mateas, Noah Wardrip-Fruin. 1-8 [doi]
- Variance Decompositions for Extensive-Form GamesAlex Cloud, Eric B. Laber. 1-8 [doi]
- Emotion Recognition from 3D Motion Capture Data using Deep CNNsHaris Zacharatos, Christos Gatzoulis, Panayiotis Charalambous, Yiorgos Chrysanthou. 1-5 [doi]
- Adversarial Behaviour Debugging in a Two Button Fighting GameNathan John, Jeremy Gow. 1-8 [doi]
- Physically Active Games for the Cognitive Activation of StudentsDaniel Cermak-Sassenrath. 1-4 [doi]
- GomokuNet: A Novel UNet-style Network for Gomoku Zero Learning via Exploiting Positional Information and Multiscale FeaturesYiFan Gao, Lezhou Wu, Haoyue Li. 1-4 [doi]
- Planning in the midst of chaos: how a stochastic Blood Bowl model can help to identify key planning featuresJérémie Humeau, Alexis Lebis, Mathieu Vermeulen, Guillaume Lozenguez. 1-4 [doi]
- Generalization of Agent Behavior through Explicit Representation of ContextCem Celal Tutum, Suhaib Abdulquddos, Risto Miikkulainen. 1-7 [doi]
- Lode Encoder: AI-constrained co-creativityDebosmita Bhaumik, Ahmed Khalifa, Julian Togelius. 1-8 [doi]
- Designing and Comparing Time Rewind Mechanics in 2D Interactive GameYutong Shi. 1-6 [doi]
- Improving Model and Search for Computer GoTristan Cazenave. 1-8 [doi]
- Searching for Explainable Solutions in SudokuYngvi Björnsson, Sigurður Helgason, Aðalsteinn Pálsson. 1-8 [doi]
- Fast Synthesis of Algebraic Heuristic Functions for Video-game PathfindingVadim Bulitko, Sergio Poo Hernandez, Levi H. S. Lelis. 1-5 [doi]
- Automatic Goal Discovery in Subgoal Monte Carlo Tree SearchDominik Jeurissen, Mark H. M. Winands, Chiara F. Sironi, Diego Pérez-Liébana. 1-4 [doi]
- Interactive Explanations: Diagnosis and Repair of Reinforcement Learning Based Agent BehaviorsChristian Arzate Cruz, Takeo Igarashi. 1-8 [doi]
- Near-contact Person-to-3D Character Dance Training: Comparing AR and VR for Interactive EntertainmentSalva Kirakosian, Grigoris Daskalogrigorakis, Emmanuel Maravelakis, Katerina Mania. 1-5 [doi]
- Adaptive General Search Framework for Games and BeyondChiara F. Sironi, Mark H. M. Winands. 1-8 [doi]
- Learning to Generate Levels From NothingPhilip Bontrager, Julian Togelius. 1-8 [doi]
- Khaldun: GOAP for both Procedural Level generation and NPC BehaviorsMael Ahmad Addoum, Jannah Mekhaemar, Maxime Rouffet, Éric Jacopin. 1-2 [doi]
- Assessing Simultaneous Action Selection and Complete Information in TAG with Sushi Go!Carl-Magnus Embring Klang, Victor Enhörning, Alberto Alvarez, José M. Font. 1-4 [doi]
- Playing with the Sun: A Virtual Physics Experience for Nuclear Fusion Experimentation and LearningHelena Lennholm, Eike Falk Anderson. 1-4 [doi]
- Keiki: Towards Realistic Danmaku Generation via Sequential GANsZiqi Wang, Jialin Liu 0001, Georgios N. Yannakakis. 1-4 [doi]
- Analyzing simplified Geister using DREAMLucien Troillet, Kiminori Matsuzaki. 1-8 [doi]
- An Online System for Player-vs-Level Matchmaking in Human Computation GamesAnurag Sarkar, Seth Cooper. 1-4 [doi]
- Fingerprinting Tabletop GamesJames Goodman, Diego Pérez-Liébana, Simon Lucas. 1-4 [doi]
- Towards General Models of Player Experience: A Study Within GenresDavid Melhart, Antonios Liapis, Georgios N. Yannakakis. 1-8 [doi]
- Towards solving the 7-in-a-row gameDomonkos Czifra, Endre Csóka, Zsolt Zombori, Géza Makay. 1-8 [doi]
- Generalising Discrete Action Spaces with Conditional Action TreesChristopher Bamford 0001, Alvaro Ovalle. 1-8 [doi]
- Adversarial Reinforcement Learning for Procedural Content GenerationLinus Gisslén, Andy Eakins, Camilo Gordillo, Joakim Bergdahl, Konrad Tollmar. 1-8 [doi]
- Playing through Microaggressions on a College Campus with "Blindspot"Shengyao Xiao, Xiaoyu Cui, Yuanqin Fan, Boyuan Lu, Haiyun Wu, Michael G. Christel, Shirley Saldamarco, Geoff Kaufman. 1-4 [doi]
- An Exploration into "Perceived Sense of Challenge" in Level Design for fast paced Casual Mobile GamesShikhar Juyal. 1-8 [doi]
- Interpretable Utility-based Models Applied to the FightingICE PlatformTianyu Chen, Florian Richoux, Javier M. Torres, Katsumi Inoue. 1-8 [doi]
- A Future-Oriented Cache Management for Mobile GamesYue Hu, Meng Wang, Yingfeng Chen, Changjie Fan. 1-8 [doi]
- MAIDRL: Semi-centralized Multi-Agent Reinforcement Learning using Agent InfluenceAnthony Harris, Siming Liu. 1-8 [doi]
- Predicting Human Card Selection in Magic: The Gathering with Contextual Preference RankingTimo Bertram, Johannes Fürnkranz, Martin Müller. 1-8 [doi]
- Game State and Action Abstracting Monte Carlo Tree Search for General Strategy Game-PlayingAlexander Dockhorn, Jorge Hurtado Grueso, Dominik Jeurissen, Linjie Xu, Diego Perez Liebana. 1-8 [doi]
- Effect of Input-output Randomness on Gameplay Satisfaction in Collectable Card GamesYiwen Zhang, Diego Monteiro, Hai-Ning Liang, Jieming Ma, Nilufar Baghaei. 1-5 [doi]
- Knowledge-Based Paranoia SearchStefan Edelkamp. 1-8 [doi]
- Improving Playtesting Coverage via Curiosity Driven Reinforcement Learning AgentsCamilo Gordillo, Joakim Bergdahl, Konrad Tollmar, Linus Gisslén. 1-8 [doi]
- Carle's Game: An Open-Ended Challenge in Exploratory Machine CreativityQ. Tyrell Davis. 1-8 [doi]
- Representational Sensitivity for Divide the Dollar Playing AgentsAndrew Dong, Daniel A. Ashlock. 1-8 [doi]
- VGC AI Competition - A New Model of Meta-Game Balance AI CompetitionSimão Reis, Luís Paulo Reis, Nuno Lau. 1-8 [doi]
- Evolving Romanian Crossword Puzzles with Deep Learning and Heuristic SearchVadim Bulitko, Adi Botea. 1-5 [doi]
- BCIManager: A library for development of brain-computer interfacing applications in UnityFilip Skola, Fotis Liarokapis. 1-4 [doi]
- Distance-Based Mapping for General Game PlayingJoshua D. A. Jung, Jesse Hoey. 1-8 [doi]
- Fast Game Content Adaptation Through Bayesian-based Player ModellingMiguel González Duque, Rasmus Berg Palm, Sebastian Risi. 1-8 [doi]
- AI solutions for drafting in Magic: the GatheringHenry N. Ward, Bobby Mills, Daniel J. Brooks, Dan Troha, Arseny S. Khakhalin. 1-8 [doi]
- Inventory Management with Attention-Based Meta ActionsKeisuke Izumiya, Edgar Simo-Serra. 1-8 [doi]
- Finding an Equilibrium in the Traveler's Dilemma with Fuzzy Weak DominationJesse Roberts. 1-5 [doi]
- A financial game with opportunities for fraudJulian Tritscher, Anna Krause, Daniel Schlör, Fabian Gwinner, Sebastian von Mammen, Andreas Hotho. 1-5 [doi]
- A Theoretical Framework for Managing Suspense in GamesYing Zhu. 1-4 [doi]
- Die-r Consequences: Player Experience and the Design of Failure through Respawning MechanicsMarjorie Ann M. Cuerdo, Anika Mahajan, Edward F. Melcer. 1-8 [doi]
- Evaluating Team Skill Aggregation in Online Competitive GamesArman Dehpanah, Muheeb Faizan Ghori, Jonathan Gemmell, Bamshad Mobasher. 1-8 [doi]
- MAP-Elites to Generate a Team of Agents that Elicits Diverse Automated GameplayCristina Guerrero-Romero, Diego Pérez-Liébana. 1-8 [doi]
- Honey. I Shrunk The Actor: A Case Study on Preserving Performance with Smaller Actors in Actor-Critic RLSiddharth Mysore, Bassel El Mabsout, Renato Mancuso 0001, Kate Saenko. 1-8 [doi]
- Boosting Exploration of Low-Dimensional Game Spaces with Stale Human DemonstrationsKenneth Chang, Adam M. Smith. 1-4 [doi]
- Major Developments in the Evolution of Tabletop Game DesignFrederick Reiber. 1-8 [doi]
- Learning Controllable Content GeneratorsSam Earle, Maria Edwards, Ahmed Khalifa, Philip Bontrager, Julian Togelius. 1-9 [doi]
- Stereotypes as Design Patterns for Serious Games to Enhance Software ComprehensionRené Gökmen, David Heidrich, Andreas Schreiber 0001, Christoph Bichlmeier. 1-3 [doi]
- General Board Game ConceptsÉric Piette, Matthew Stephenson, Dennis J. N. J. Soemers, Cameron Browne. 1-8 [doi]
- Evaluating Performance and Gameplay of Virtual Reality Sickness Techniques in a First-Person Shooter GameDiego Monteiro, Hao Chen, Hai-Ning Liang, Huawei Tu, Henry Dub. 1-8 [doi]
- Validating the plot of Interactive Narrative gamesCarolina Veloso, Rui Prada. 1-8 [doi]
- An Exploration of Feedback Loops in Friendship GamesGabriel Henriksen Gaspar, Henrik Schoenau-Fog. 1-5 [doi]
- Training a Reinforcement Learning Agent based on XCS in a Competitive Snake EnvironmentJohannes Büttner, Sebastian von Mammen. 1-5 [doi]
- Team Counter-Selection GamesDawson Crane, Zachary Holmes, Taylor Tadziu Kosiara, Michael Nickels, Matthew Spradling. 1-8 [doi]
- Customer Lifetime Value in Mobile Games: a Note on Stylized Facts and Statistical ChallengesArturo Valdivia. 1-5 [doi]
- How the Players Get Their Spots: A Study of Playstyle Emergence in Digital GamesMilan Jacevic. 1-8 [doi]
- An Agent-Based Approach for Procedural Puzzle Generation in Graph-Based MapsFrancesco Venco, Pier Luca Lanzi. 1-8 [doi]
- Trust-ya: design of a multiplayer game for the study of small group processesJerry Huang, Joshua Jung, Neil Budnarain, Benn McGregor, Jesse Hoey. 1-4 [doi]
- The Guardians: Designing a Game for Long-term Engagement with Mental Health TherapyCraig Ferguson, Robert Lewis, Chelsey Wilks, Rosalind W. Picard. 1-8 [doi]
- The Social Responsibility of Game AIMichael Cook. 1-8 [doi]
- CamerAI: Chase Camera in a Dense Environment using a Proximal Policy Optimization-trained Neural NetworkJames Rucks, Nikolaos Katzakis. 1-8 [doi]
- The Purposes and Meanings of Video Game BathroomsDavid Antognoli, Joshua Fisher. 1-8 [doi]
- TreeCare: Development and Evaluation of a Persuasive Mobile Game for Promoting Physical ActivityOladapo Oyebode, Anirudh Ganesh, Rita Orji. 1-8 [doi]
- Predicting Beliefs from NPC DialoguesJason T. Bowey, Julian Frommel, Brandon Piller, Regan L. Mandryk. 1-8 [doi]
- A Genre-Specific Game Description Language for Game Boy RPGsTamara Duplantis, Isaac Karth, Max Kreminski, Adam M. Smith, Michael Mateas. 1-8 [doi]
- Predicting Player Churn with Echo State NetworksRafet Sifa. 1-5 [doi]