Enhancing Character Depth through Personality Exceptions for Narrative Planners
Elinor Rubin-McGregor, Cory Siler and Brent Harrison
Utilizing Generative Adversarial Networks for Stable Structure Generation in Angry Birds
Matthew Stephenson and Frederic Abraham
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
Language Model-Based Player Goal Recognition in Open World Digital Games
Yeo Jin Kim, Alex Goslen, Jonathan Rowe, Bradford Mott and James Lester
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
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
SceneCraft: Automating Interactive Narrative Scene Generation in Digital Games with Large Language Models
Vikram Kumaran, Jonathan Rowe, Bradford Mott and James Lester
Beyond the Meta: Leveraging Game Design Parameters for Patch-Agnostic Esport Analitics
Alan Pedrassoli Chitayat, Florian Block, James Walker and Anders Drachen
Puzzle Entropy: Modeling Difficulty, Enjoyment and Learning
Eugene Youchen Chen, Nathan Sturtevant and Adam White
The $5 Model: Generating Game Maps and Sprites from Sentence Embeddings
Tim Merino, Roman Negri, M Charity, Julian Togelius and Dipika Rajesh
There and Back Again: Extracting Formal Domains for Controllable Neurosymbolic Story Authoring
Jack Kelly, Alex Calderwood, Noah Wardrip-Fruin and Michael Mateas
Evolving Interactive Narrative Worlds
Justus Robertson, John Heiden and Rogelio E. Cardona-Rivera
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
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
Natural language voice control of videogame engines for immersive storytelling
Phil Carlisle
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
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