Detailed Research Program
Game Analytics
Oral Presentation, Monday 4:00pm
Predicting Purchase Decisions in Free To Play Mobile Games
Rafet Sifa, Fabian Hadiji, Julian Runge, Anders Drachen, Kristian Kersting and Christian Bauckhage
Exploring Player Trace Segmentation for Dynamic Play Style Prediction
Josep Valls-Vargas, Santiago Ontañón and Jichen Zhu
Poster Preview, Monday 4:00pm
Quantifying and Predicting Collaboration in Shared Virtual Worlds
Stephan Müller, Seth Frey, Mubbasir Kapadia, Severin Klingler, Richard Mann, Barbara Solenthaler, Robert W. Sumner and Markus Gross.
Large-Scale Cross-Game Player Behavior Analysis on Steam
Rafet Sifa, Anders Drachen and Christian Bauckhage
Bayesian Clustering of Player Styles for Multiplayer Games
Aline Normoyle and Shane Jensen
Game Modeling
Oral Presentation, Monday 2:30pm
Ceptre: A Language for Modeling Generative Interactive Systems
Chris Martens
Evaluating the Pairwise Event Salience Hypothesis in Indexter
Christopher Kives, Stephen Ware and Lewis Baker
Poster Preview, Monday 2:30pm
Playspecs: Regular Expressions for Game Play Traces
Joseph Osborn, Benjamin Samuel, Michael Mateas and Noah Wardrip-Fruin
A Data-driven Approach for Computationally Modeling Avatar Customization Behavioral Patterns of Players
Chong-U Lim and D Fox Harrell
PCG
Oral Presentation, Wednesday 10:30am
An Empirical Evaluation of Evaluation Metrics of Procedurally Generated Mario Levels
Julian Mariño, Willian Reis and Levi Lelis
Automated Gameplay Generation from Declarative World Representations
Justus Robertson and R Michael Young
Targeting Horror: An Initial Approach for Generating Tense Levels and Soundscapes
Phil Lopes, Antonios Liapis and Georgios N Yannakakis
Poster Preview, Tuesday 4:00 pm
A Hierarchical MdMC Approach to 2D Video Game Map Generation
Sam Snodgrass and Santiago Ontañón
Refining the Paradigm of Sketching in AI-based Level Design
Antonios Liapis and Georgios N Yannakakis
Multi-Level Evolution of Shooter Levels
William Cachia, Antonios Liapis and Georgios N Yannakakis
Player Experience
Oral Presentation, Tuesday 10:30 am
Keeping the Player on an Emotional Trajectory in Interactive Storytelling
Sergio Poo Hernandez, Vadim Bulitko and Marcia Spetch
Optimizing Players' Expected Enjoyment in Interactive Stories
Hong Yu and Mark Riedl
Managing Player Expectations with Nonce
Peter A Mawhorter, Michael Mateas and Noah Wardrip-Fruin
Poster Preview, Tuesday 10:30 am
Towards Generic Models of Player Experience
Noor Shaker, Mohammad Shaker and Mohamed Abou-Zleikha
A Lightweight Algorithm for Procedural Generation of Emotionally Affected Behavior and Appearance
Yathirajan Brammadesam Manavalan, Vadim Bulitko and Marcia Spetch
Maximizing Flow as a Metacontrol in Angband
Thorey Mariusdottir, Vadim Bulitko and Matthew Brown
Search I
Oral Presentation, Monday 10:30 am
Puppet Search: Enhancing Scripted Behavior by Look-Ahead Search with Applications to Real-Time Strategy Games
Nicolas A Barriga, Marius Stanescu and Michael Buro Width-based Planning for General Video-Game Playing
Tomas Geffner and Hector Geffner
Using Lanchester attrition laws for combat prediction in StarCraft
Marius Stanescu, Nicolas A Barriga and Michael Buro
Poster Preview, Monday 10:30 am
Automatic Learning of Combat Models for RTS Games
Alberto Uriarte and Santiago Ontañón
Tuning Belief Revision for Coordination with Inconsistent Teammates
Trevor Sarratt and Arnav Jhala
Capturing the Essence: Towards the Automated Generation of Transparent Behavior Models
Patrick Schwab and Helmut Hlavacs
Search II
Oral Presentation, Tuesday 2:30 pm
Hierarchical Portfolio Search: Prismata's robust AI architecture for games with large search spaces
David Churchill and Michael Buro
Path planning with Inventory-driven Jump-Point-Search
Davide Aversa, Sebastian Sardina and Stavros Vassos
Poster Preview, Tuesday 2:30 pm
Path Planning on Grids: Choose Your Vertices Wisely
James Bailey, Tansel Uras, Sven Koenig and Craig Tovey
Automated Decomposition of Game Maps
Kári Halldórsson and Yngvi Björnsson