Generalized Entropy and Solution Information for Measuring Puzzle Difficulty
Junwen Shen, Nathan R. Sturtevant
A Model for Automating the Abstraction of Planning Problems in a Narrative Context
Mira Fisher, Stephen Ware
Toward Space-Time WaveFunctionCollapse for Level and Solution Generation
Kaylah Facey, Seth Cooper
Using EPCG for Designing a Hexagon Tangram Puzzle
Yazeed Mahmoud, Nathan Sturtevant
Hexagram Tangram Puzzle Artifact
Yazeed Mahmoud, Nathan Sturtevant
Matthew Guzdial
The Harmony Index: Evaluating, Predicting, and Visualizing Effectiveness in Multi-Agent Team Dynamics
Darryl Roman, Noah Ari, Johnathan Mell
SCORE: Skill-Conditioned Online Reinforcement Learning
Sara Karimi, Sahar Asadi, Amir H. Payberah
Procedurally Puzzling: On Algorithmic Difficulty and Player Experience in QD-Generated Logic Grid Puzzles
Fiona Shyne, Kaylah Facey, Seth Cooper
Generating Game Levels by Defining Player Experiences
Pedro M. Fernandes, Manuel Lopes, Rui Prada
Sturgeon-MKIV: Constraint-Based Level and Playthrough Generation with Graph Label Rewrite Rules
Seth Cooper, Mahsa Bazzaz
Using Natural Language to improve Hierarchical Reinforcement Learning in Games
Dave Mobley, Adrienne Corwin, Brent Harrison
Evaluating the Efficacy of LLMs to Emulate Realistic Human Personalities
Lawrence Klinkert, Steph Buongiorno, Corey Clark
Guided game level repair via Explainable AI
Mahsa Bazzaz, Seth Cooper
PANGeA: Procedural Artificial Narrative using Generative AI for Turn-Based, Role-Playing Video Games
Steph Buongiorno, Lawrence Klinkert, Zixin Zhuang, Tanishq Chawla, Corey Clark
Label-Free Subjective Player Experience Modelling via Let's Play Videos
Dave Goel, Athar Mahmoudi-Nejad, Matthew Guzdial
PCG meets LLM: A Survey of Procedural Content Generation in Games
Mahdi Farrokhi Maleki, Richard Zhao
Generalized Entropy and Solution Information for Measuring Puzzle Difficulty
Junwen Shen, Nathan R. Sturtevant
Fast, Declarative, Character Simulation Using Bottom-Up Logic Programming
Ian Horswill, Samuel Hill
Using EPCG for Designing a Hexagon Tangram Puzzle
Yazeed Mahmoud, Nathan Sturtevant
Enhancing Two-Player Performance Through Single-Player Knowledge Transfer: An Empirical Study on Atari 2600 Games
Kimiya Saadat, Richard Zhao
‘Journeys in the Dark’ - Towards Game Master AI in Complex Board Games
Toby Best, Simon Lucas, Raluca Gaina
NarrativeGenie: Generating Narrative Beats and Dynamic Storytelling with Large Language Models
Vikram Kumaran, Jonathan Rowe, James Lester
A Model for Automating the Abstraction of Planning Problems in a Narrative Context
Mira Fisher, Stephen Ware
Mechanic Maker: Accessible Game Development via Symbolic Learning Program Synthesis
Megan Sumner, Vardan Saini, Matthew Guzdial
No Player Left Behind: Evolving Dungeons and Dragons Combat to Optimize Difficulty and Player Contributions
Fiona Shyne, Seth Cooper
Controllable Game Level Generation: Assessing the Effect of Negative Examples in GAN Models
Mahsa Bazzaz, Seth Cooper
Evaluating the Effects of AI Directors for Quest Selection
Kristen Yu, Nathan Sturtevant, Matthew Guzdial
Toward Space-Time WaveFunctionCollapse for Level and Solution Generation
Kaylah Facey, Seth Cooper
Making New Connections: LLMs as Puzzle Generators for the New York Times Connections Word Game
Tim Merino, Sam Earle, Ryan Sudhakaran, Shyam Sudhakaran, Julian Togelius
Abstraction and Path Computation for Video Game Path Finding with Changing Maps
Teresa Saller, Ramon Lawrence, Vadim Bulitko
Personality Exceptions
Elinor Rubin-McGregor
level2image: A Utility for Making 2D Tile-Based Level Images with Overlays
Seth Cooper
The FarmQuest Player Telemetry Dataset: Playthrough Data of a Cozy Farming Game
Kristen Yu, Nathan Sturtevant, Matthew Guzdial
Shepherd: An Incremental Story Sifting-Based Drama Manager
Sage Deo, Jonathan Chung, Joshua McCoy
Hexagram Tangram Puzzle Artifact
Yazeed Mahmoud, Nathan Sturtevant