Oral Presentation
- Sam Devlin, Anastasija Anspoka, Nick Sephton, Peter Cowling and Jeff Rollason. Combining Gameplay Data With Monte Carlo Tree Search To Emulate Human Play
- Adam Summerville and Michael Mateas. Mystical Tutor: A Magic: The Gathering Design assistant via Denoising Sequence-to-Sequence Learning
- Alberto Uriarte and Santiago Ontañón. Improving Monte Carlo Tree Search Policies in StarCraft via Probabilistic Models Learned from Replay Data
- Bilal Kartal, Nick Sohre and Stephen Guy. Data-Driven Sokoban Puzzle Generation with Monte Carlo Tree Search
- Josep Valls-Vargas, Jichen Zhu and Santiago Ontañón. Predicting Proppian Narrative Functions from Stories in Natural Language
- John Drake, Maxim Likhachev and Alla Safonova.Demonstration-Based Training of Non-Player Character Tactical Behaviors
- Navjot Singh and Clark Verbrugge. Staying Hidden: An Analysis of Hiding Strategies in a 2D Level with Occlusions
- Anderson R. Tavares, Amanda Santos, Hector Azpurua and Luiz Chaimowicz. Rock, Paper, StarCraft: Strategy Selection in Real-Time Strategy Games
- Anders Drachen, Eric Thurston Lundquist, Yungjen Kung, Pranav Simha Rao, Diego Klabjan, Rafet Sifa and Julian Runge. Rapid Prediction of Player Retention in Free-to-Play Mobile Games
- Julian R. H. Mariño and Levi H. S. Lelis. A Computational Model based on Symmetry for Generating Visually Pleasing Maps of Platform Games
- Rogelio E. Cardona-Rivera and Boyang Li. PlotShot: Generating Discourse-constrained Stories around Photos
- Sam Snodgrass and Santiago Ontañón. An Approach to Domain Transfer in Procedural Content Generation of Two-Dimensional Videogame Levels
- Byron Harder, Imre Balogh and Chris Darken.Implementation of an Automated Fire Support Planner
- Che Wang, Pan Chen, Yuanda Li, Christoffer Holmgård and Julian Togelius. Portfolio Online Evolution for Real-Time Strategy Games
- Matthew Guzdial and Mark Riedl. Game Level Generation from Gameplay Videos
- Rachelyn Farrell and Stephen Ware. Fast and Diverse Narrative Planning through Novelty Pruning
- Nicholas Davis, Chih-Pin Hsiao, Kunwar Yashraj Singh and Brian Magerko. Co-creative Drawing Agent with Object Recognition
Poster Presentation
- Alexander Braylan and Risto Miikkulainen. Object-Model Transfer in the General Video Game Domain
- Hui-Yin Wu, R. Michael Young and Marc Christie. A Cognitive-Based Model of Flashbacks for Computational Narratives
- Mehmet Akif Gunes, Gokhan Solak, Omer Erden, Ugur Akin and Sanem Sariel. A Generic Approach for Player Modeling using Event-Trait Mapping and Feature Weighting
- Wookhee Min, Alok Baikadi, Bradford Mott, Jonathan Rowe, Barry Liu, Eun Ha and James Lester. A Generalized Multidimensional Evaluation Framework for Player Goal Recognition
- Philip Bontrager, Ahmed Khalifa, Andre Mendes and Julian Togelius. Matching Games and Algorithms for General Video Game Playing
- Von-Wun Soo, Chi-Mou Lee and Tai-Hsun Chen. Generate Believable Causal Plots with User Preferences Using Constrained Monte Carlo Tree Search
- Sarah Harmon. UDA: An Expressive Dilemma Generation Model for Players and Artificial Agents
- James Ryan, Michael Mateas and Noah Wardrip-Fruin.Characters Who Speak Their Minds: Dialogue Generation in [AnonymizedGame]
- Funda Durupinar, Kuan Wang, Ani Nenkova and Norman Badler. An Environment for Transforming Game Character Animations Based on Nationality and Profession Personality Stereotypes
- Thomas Hayton, Peter Gregory, Alan Lindsay and Julie Porteous. Best-Fit Action-Cost Domain Model Acquisition and its Application to Authorship in Interactive Narrative
- Matthew Stephenson and Jochen Renz. Procedural Generation of Levels for Angry Birds Style Physics Games
- Alexander Borodovski and Clark Verbrugge. Analyzing Stealth Games with Distractions
- Christopher Geib, Janith Weerasinghe, Sergey Matskevich, Pavan Kantharaju, Ronald Petrick and Bart Craenen. Building Helpful Virtual Agents Using Plan Recognition and Planning
- Alexander Braylan and Risto Miikkulainen. Object-Model Transfer in the General Video Game Domain
- Vadim Bulitko. Per-map Algorithm Selection in Real-time Heuristic Search
- Brent Harrison and Mark Riedl. Learning From Stories: Using Crowdsourced Narratives to Train Virtual Agents
- Mike Treanor, Joshua McCoy and Anne Sullivan. A Framework for Playable Social Interactions
- Kunwar Yashraj Singh, Nicholas Davis, Chih-Pin Hsiao, Mikhail Jacob, Krunal Patel and Brian Magerko. Recognizing Actions in Motion Trajectories using Deep Neural Networks
- Damian Debkowski, Andrew Marrero, Nicole Yson, Li Yin, Yichen Yue, Seth Frey and Mubbasir Kapadia. Contained: Using Multiplayer Online Games to Quantify Success of Collaborative Group Behavior
Playable Experiences & Demos
- James Ryan, Ben Samuel, Adam Summerville, Michael Mateas and Noah Wardrip-Fruin. Bad News
- Sasha Azad, Carl Saldanha, Cheng Hann Gan and Mark Riedl. Procedural Level Generation for Mixed Reality Games