Neural Synthesis of Sound Effects Using Flow-Based Deep Generative Models
Sergi Andreu and Monica Villanueva Aylagas
Game System Models: Toward Semantic Foundations for Technical Game Analysis, Generation, and Design
Rogelio E. Cardona-Rivera, Jose Zagal and Michael S. Debus
Aesthetic Bot: Interactively Evolving Game Maps on Twitter
M Charity and Julian Togelius
Puck: A Slow and Personal Automated Game Designer
Michael Cook
Sturgeon: Tile-Based Procedural Level Generation via Learned and Designed Constraints
Seth Cooper
Enhancing multimodal goal recognition in open-world games with natural language player reflections
Anisha Gupta, Dan Carpenter, Wookhee Min, Jonathan Rowe, Roger Azevedo and James Lester
Step: A Highly Expressive Text Generation Language
Ian Horswill
Playing with the Strings: Designing Puppitor as an Acting Interface for Digital Games
Nic Junius, Michael Mateas, Noah Wardrip-Fruin and Elin Carstensdottir
Creative Wand: A system to study effects of Communications in co-creative settings
Zhiyu Lin, Rohan Agarwal and Mark Riedl
EM-Glue: A Platform for Decoupling Experience Managers and Environments
Giulio Mori, David Thue and Stephan Schiffel
tile2tile: Learning Game Filters for Platformer Style Transfer
Anurag Sarkar and Seth Cooper
Minimizing Coordination in Multi-Agent Path Finding with Dynamic Execution
Aidan Wagner, Rishi Veerapaneni and Maxim Likhachev
Adventures of AI Directors Early in the Development of Nightingale
Kristen K. Yu, Matthew Guzdial, Nathan R. Sturtevant, Morgan Cselinacz, Chris Corfe, Izzy Hubert Lyall and Chris Smith
Anthology: A Social Simulation Framework
Sasha Azad, Jennifer Wellnitz, Luis Garcia and Chris Martens
Tiered State Expansion in Optimization Crosswords
Adi Botea and Vadim Bulitko
On the Challenges of Generating Pixel Art Character Sprites using GANs
Flávio Coutinho and Luiz Chaimowicz
Salience Vectors for Measuring Distance between Stories
Rachelyn Farrell, Mira Fisher and Stephen G. Ware
Controlling Perceived Emotion in Symbolic Music Generation with Monte Carlo Tree Search
Lucas N. Ferreira, Lili Mou, Jim Whitehead and Levi Lelis
Robust Player Plan Recognition in Digital Games with Multi-Task Multi-Label Learning
Alex Goslen, Dan Carpenter, Jon Rowe, Roger Azevedo and James Lester
Transformer-based Value Function Decomposition for Cooperative Multi-agent Reinforcement Learning in StarCraft
Muhammad Junaid Khan, Syed Hammad Ahmed and Gita Sukthankar
Loose Ends: A Mixed-Initiative Creative Interface for Playful Storytelling
Max Kreminski, Melanie Dickinson, Noah Wardrip-Fruin and Michael Mateas
RPGPref: A Planning Heuristic that Uses Playstyle Preferences to Model Player Action and Choice
Eric W. Lang and R. Michael Young
Towards AI as a Creative Colleague in Game Level Design
Tinea Larsson, Jose Font and Alberto Alvarez
Automated Play-Testing Through RL Based Human-Like Play-Styles Generation
Pierre Le Pelletier de Woillemont, Rémi Labory and Vincent Corruble
Icepool: Efficient Computation of Dice Pool Probabilities
Albert Liu
A Review of Uncertainty for Deep Reinforcement Learning
Owen Lockwood and Mei Si
Effects of Player-Level Matchmaking Methods in a Live Citizen Science Game
Alex Stoneman, Josh Aaron Miller and Seth Cooper
World Models with an Entity-Based Representation
Nazanin Yousefzadeh Khameneh and Matthew Guzdial
HeadSpace: Incorporating Action Failure and Character Beliefs into Narrative Planning
Rushit Sanghrajka, R. Michael Young and Brandon Thorne
Evaluating Reader Comprehension of Plan-Based Stories Containing Failed Actions
Rushit Sanghrajka and R. Michael Young
Searching for Balanced 2D Brawler Games: Successes and Failures of Automated Evaluation
Samuel Shields, Ross Mawhorter, Edward Melcer and Michael Mateas
Using Multi-Armed Bandits to Dynamically Update Player Models in an Experience Managed Environment
Anton Vinogradov and Brent Harrison
The Nonsense Laboratory
Allison Parrish, Jenny Goldstick and Tim Szetela
A Hybrid Approach to Co-Creative Story Authoring Using Grammars and Language Models
Adam Riddle
A Demonstration of Possibilistic Hierarchical Task Networks For Believable Agent Behavior
Braeden Warnick
Never a Dull Moment: Believable Dynamic Character Beat Generation Between Game World Events
Kyle Mitchell, Joshua McCoy and Camden Pettijohn
Explainable CLIP-Guided 3D-Scene Generation in an AI Holodeck
Atefeh Mahdavi Goloujeh, Jason Smith and Brian Magerko
FarmQuest: A Demonstration of an AI Director Video Game Test Bed
Kristen K. Yu, Matthew Guzdial and Nathan R. Sturtevant