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.