Accepted Papers
Papers Accepted for Oral Presentation
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
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
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.