Accepted Papers

Papers Accepted for Oral Presentation

  • Evolutionary MCTS with Flexible Search Horizon. Hendrik Baier and Peter Cowling.
  • GIGL: A Domain Specific Language for Procedural Content Generation with Grammatical Representations. Tiannan Chen and Stephen Guy. ✹ Artifact Evaluated ✹
  • POMCP with human preferences in Settlers of Catan. Mihai Sorin Dobre and Alex Lascarides.
  • Keeping the Story Straight: A Comparison of Commitment Strategies for a Social Deduction Game. Markus Eger and Chris Martens. ✹ Artifact Evaluated ✹
  • Automated Game Design via Conceptual Expansion. Matthew Guzdial and Mark Riedl.
  • CatSAT: A Practical, Embedded, SAT Language for Runtime PCG. Ian Horswill. ✹ Artifact Evaluated ✹
  • Postmortem: MKULTRA, an Experiment in AI-based Game Design. Ian Horswill.
  • Player Experience Extraction from Gameplay Video. Zijin Luo, Matthew Guzdial, Nicholas Liao and Mark Riedl. ✹ Artifact Evaluated ✹
  • Improbotics: Exploring the Imitation Game using Machine Intelligence in Improvised Theatre. Kory W. Mathewson and Piotr Mirowski.
  • Nested-Greedy Search for Adversarial Real-Time Games. Rubens Moraes, Julian Mariño and Levi Lelis.
  • Action Abstractions for Combinatorial Multi-Armed Bandit Tree Search. Rubens Moraes, Julian Mariño, Levi Lelis and Mario Nascimento.
  • Evolving behaviors for an interactive cube-based artifact. Victor Oliveira, Hugo Nascimento and Fabrízzio Soares.
  • Exploratory Automated Analysis of Structural Features of Interactive Narrative. Nathan Partlan, Elin Carstensdottir, Sam Snodgrass, Erica Kleinman, Gillian M. Smith, Casper Harteveld and Magy Seif El-Nasr. ✹ Artifact Evaluated ✹
  • Predicting Story Quality with Quantitative Measures. Christopher Purdy, Xinyu Wang, Larry He and Mark Riedl.
  • Matrix and Tensor Factorization based Game Content Recommender Systems: A Bottom-up Architecture and A Comparative Online Evaluation. Rafet Sifa, Raheel Yawar, Rajkumar Ramamurthy and Christian Bauckhage.
  • Algorithms for Exhaustive and Semi-Exhaustive Procedural Content Generation. Nathan Sturtevant and Matheus Jun Ota.
  • Expanding Expressive Range: Evaluation Methodologies for Procedural Content Generation. Adam Summerville.
  • Gemini: Bidirectional Generation and Analysis of Games via ASP. Adam Summerville, Chris Martens, Benjamin Samuel, Joseph Osborn, Noah Wardrip-Fruin and Michael Mateas.
  • Toward a Unified Understanding of Experience Management. David Thue and Vadim Bulitko.

Papers Accepted for Poster Presentation

  • Talin: A Framework for Dynamic Tutorials based on the Skill Atoms Theory. Batu Aytemiz, Jesse Harder, Isaac Karth, Adam M. Smith and Jim Whitehead. ✹ Artifact Evaluated ✹
  • A Design Pattern Approach for Multi-Game Level Generation. Spencer Beaupre, Thomas Wiles, Sean Briggs and Gillian Smith.
  • Like a DNA String: Sequence Mining for Player Profiling in Tom Clancy's The Division. Alessandro Canossa, Sasha Makarovych, Julian Togelius and Anders Drachen.
  • A Monte Carlo Approach to Skill-Based Automated Playtesting. Britton Horn, Josh Aaron Miller, Gillian Smith and Seth Cooper.
  • Tracing Player Knowledge in a Parallel Programming Educational Game. Pavan Kantharaju, Katelyn Alderfer, Jichen Zhu, Bruce Char, Brian Smith and Santiago Ontañón.
  • Modeling Player Experience with the N-Tuple Bandit Evolutionary Algorithm. Kamolwan Kunanusont, Simon Lucas and Diego Perez Liebana.
  • CADI – A Conversational Assistive Design Interface for Discovering Pong Variants. Afshin Mobramaein, Morteza Behrooz and Jim Whitehead.
  • A Hybrid Approach to Planning and Execution in Dynamic Environments Through Hierarchical Task Networks and Behavior Trees. Xenija Neufeld, Sanaz Mostaghim and Sandy Brand.
  • A User Study on Learning from Human Demonstration. Brandon Packard and Santiago Ontañón.
  • Modeling Player Engagement with Bayesian Hierarchical Models. Robert Sawyer, Jonathan Rowe, Roger Azevedo and James Lester.
  • Exploring Gameplay With AI Agents. Fernando De Mesentier Silva, Igor Borovikov, John Kolen, Navid Aghdaie and Kazi Zaman.
  • Combining Intentionality and Belief: Revisiting Believable Character Plans. Alireza Shirvani, Rachelyn Farrell and Stephen Ware.
  • AI-assisted Authoring for Interactive Storytelling. Ingibergur Sindri Stefnisson and David Thue.
  • Engaging Turn-based Combat in The Children of the Galaxy Videogame. Pavel Šmejkal and Jakub Gemrot.
  • Modular Architecture for StarCraft II with Deep Reinforcement Learning. Haoran Tang, Dennis Lee, Jeffrey Zhang, Huazhe Xu, Trevor Darrel and Pieter Abbeel.
  • Affect-based Early Prediction of Player Mental Demand and Engagement for Educational Games. Joseph Wiggins, Mayank Kulkarni, Wookhee Min, Bradford Mott, Kristy Boyer, Eric Wiebe and James Lester.
  • Design Mining Architecture in Minecraft. Euisun Yoon, Erik Andersen, Bharath Hariharan and Ross Knepper.
  • Modelling Player Understanding of Non-Player Character Paths. Mengxi Xoey Zhang and Clark Verbrugge. ✹ Artifact Evaluated ✹

Demonstration Papers

  • Generating Paths with WFC. Hugo Scurti and Clark Verbrugge.
  • SHRDLU: A Game Prototype Inspired by Winograd's Natural Language Understanding Work. Santiago Ontañón.
  • VERTIGO: Visualisation of Rolling Horizon Evolutionary Algorithms in GVGAI. Raluca Gaina, Simon Lucas and Diego Perez Liebana.