October 8: Workshops (all day)
October 9: Keynote, one full paper session, Doctoral Consortium, Workshop Reports
October 10: Keynote, two full paper sessions, case studies
October 11: Conference activity, two full paper sessions, poster presentations and reception
October 12: Keynote, one full paper session, closing remarks (end by 1pm)
The $5 Model: Generating Game Maps and Sprites from Sentence Embeddings - Tim Merino, Roman Negri, M Charity, Julian Togelius and Dipika Rajesh
Utilizing Generative Adversarial Networks for Stable Structure Generation in Angry Birds - Matthew Stephenson and Frederic Abraham
Beyond the Meta: Leveraging Game Design Parameters for Patch-Agnostic Esport Analitics - Alan Pedrassoli Chitayat, Florian Block, James Walker and Anders Drachen
Dynamic Difficulty Adjustment via Procedural Level Generation Guided by a Markov Decision Process for Platformers and Roguelikes - Colan Biemer
Understanding Human-AI Teaming Dynamics through Gaming Environments - Qiao Zhang
Career Advice for New Faculty - Panel
Language Model-Based Player Goal Recognition in Open World Digital Games - Yeo Jin Kim, Alex Goslen, Jonathan Rowe, Bradford Mott and James Lester
Risk Management: Anticipating and Reacting in StarCraft - Adam Amos-Binks and Bryan Weber
Player Identification and Next-Move Prediction for Collectible Card Games with Imperfect Information - Logan Fields and John Licato
Level Building Sidekick: An AI-Assisted Level Editor Package for Unity - Camila Aliaga, Cristian Vidal, Gabriel K. Sepulveda, Nicolas Romero, Fernanda González and Nicolas A. Barriga
Generally Genius: A Generals.io agent development and data collection framework - Aaditya Bhatia, Austin Davis, Soumik Ghosh and Gita Sukthankar
Praxish: A Rational Reconstruction of a Logic-Based DSL for Modeling Social Practices - James Dameris, Rosaura Hernandez Roman and Max Kreminski
Entropy as a Measure of Puzzle Difficulty - Eugene Youchen Chen, Nathan Sturtevant and Adam White
Are you Talking to Me? A Case Study in Emotional Human-Machine Interaction - Manuel Flurin Hendry, Norbert Kottmann, Martin Fröhlich, Florian Bruggisser, Marco Quandt, Stella Speziali, Valentin Huber and Chris Salter
Language as Reality: A Co-Creative Storytelling Game Experience in 1001 Nights using Generative AI - Yuqian Sun, Zhouyi Li, Ke Fang, Cheng Hee Lee and Ali Asadipour
Automatically Defining Game Action Spaces for Exploration Using Program Analysis - Sasha Volokh and William G.J. Halfond
Physics-Based Task Generation Through Causal Sequence of Physical Interactions - Chathura Gamage, Vimukthini Pinto, Matthew Stephenson and Jochen Renz
Hierarchical Wavefunction Collapse - Michael Beukman, Branden Ingram, Ireton Liu and Benjamin Rosman
There and Back Again: Extracting Formal Domains for Controllable Neurosymbolic Story Authoring - Jack Kelly, Alex Calderwood, Noah Wardrip-Fruin and Michael Mateas
SceneCraft: Automating Interactive Narrative Scene Generation in Digital Games with Large Language Models - Vikram Kumaran, Jonathan Rowe, Bradford Mott and James Lester
Evolving Interactive Narrative Worlds - Justus Robertson, John Heiden and Rogelio E. Cardona-Rivera
Enhancing Character Depth through Personality Exceptions for Narrative Planners - Elinor Rubin-McGregor, Cory Siler and Brent Harrison
MultiStyle: Characterizing Multiplayer Cooperative Gameplay by Incorporating Distinct Player Playstyles in a Multi-Agent Planner - Eric W. Lang and R. Michael Young
Causal Necessity as a Narrative Planning Step Cost Function - Stephen Ware, Lasantha Senanayake and Rachelyn Farrell
Cautious Curiosity: A Novel Approach to a Human-Like Gameplay Agent - Chujin Zhou, Tiago Machado and Casper Harteveld
Story Shaping: Teaching Agents Human-like Behavior with Stories - Xiangyu Peng, Christopher Cui, Wei Zhou, Renee Jia and Mark Riedl
Persona Agents from Playtraces and Emotion - Pedro M. Fernandes, Manuel Lopes and Rui Prada
DendryScope: Narrative Designer Support via Symbolic Analysis - Jasmine Otto, Autumn Chen and Adam M. Smith
Learning of Generalizable and Interpretable Knowledge in Grid-based Reinforcement Learning Environments - Manuel Eberhardinger, Johannes Maucher and Setareh Maghsudi
Expressive Response Curves: Testing Expressive Game Feel with A* - Nic Junius and Elin Carstensdottir
Distribution Fairness in Multiplayer AI using Shapley Constraints - Robert Gray, Jichen Zhu and Santiago Ontañón
CALYPSO: LLMs as Dungeon Master's Assistants - Andrew Zhu, Lara Martin, Andrew Head and Chris Callison-Burch
Tree-based Reconstructive Partitioning: A Novel Low-Data Level Generation Approach - Emily Halina and Matthew Guzdial
Creating Diverse Play-style-centric Agents through Behavioural Cloning - Branden Corwin Ingram, Clint Van Alten, Richard Klein and Benjamin Rosman
Investigating the Influence of Behaviors and Dialogs on Player Enjoyment in Stealth Games - Wael Al Enezi and Clark Verbrugge
Synthesizing Priority Planning Formulae for Multi-Agent Pathfinding - Shuwei Wang, Vadim Bulitko, Taoan Huang, Sven Koenig and Roni Stern
Evaluating Player Experience in Stealth Games: Dynamic Guard Patrol Behavior Study - Wael Al Enezi and Clark Verbrugge
Navigation in adversarial environments guided by PRA* and a local RL planner - Debraj Ray and Nathan Sturtevant
Modeling Morality-Based Argumentation for Believable Game Characters: A Design Postmortem - Rehaf Aljammaz, Michael Mateas and Noah Wardrip-Fruin
Probabilistic Logic Programming Semantics For Procedural Content Generation - Abdelrahman Madkour, Chris Martens, Steven Holtzen, Casper Harteveld and Stacy Marsella
Mechanic Maker 2.0: Reinforcement Learning for Evaluating Generated Rules - Johor Jara Gonzalez, Seth Cooper and Matthew Guzdial
Playing Various Strategies in Dominion with Deep Reinforcement Learning - Jasper Gerigk and Steve Engels
Reconstructing Existing Levels through Level Inpainting - Johor Jara Gonzalez and Matthew Guzdial
A Computational Tool for Recoloring Based on User Emotions - Jungah Son, Marko Peljhan, George Legrady and Misha Sra
FlexComb: A Facial Landmark-based Model for Expression Combination Generation - Bogdan Pikula and Steve Engels
Herd’s Eye View: Improving Game AI Agent Learning with Collaborative Perception - Dave Churchill
Observer Rules for Box-Split Grammars - Nicholas Baron and Markus Eger