Accepted Papers
Full Oral Papers
A Case Study in Learning in Metagames: Super Smash Bros.
Melee Julien Codsi, Adrian Vetta
Reinforcement Learning Methods to Evaluate the Impact of AI Changes in Game Design
Pablo Gutiérrez-Sánchez, Marco A. Gómez-Martín, Pedro A. González-Calero, Pedro P. Gómez- Martín
The Impact of Visualizing Design Gradients for Human Designers
Matthew Guzdial, Nathan Sturtevant, Carolyn Yang
Optimizing Profit by Mitigating Recurrent Churn Labeling Issues: Analysis from the Game Domain ✹ Artifact Evaluated ✹
João Felipe Humenhuk, Luiz Bernardo Martins Kummer, Emerson Cabrera Paraiso
Tile Embedding: A General Representation for Level Generation ✹ Artifact Evaluated ✹
Mrunal Jadhav, Matthew Guzdial
Challenges in Generating Juice Effects For Automatically Designed Games ✹ Artifact Evaluated ✹
Mads Johansen, Michael Cook
A Force Dynamic Model of Narrative Agents
Quinn Kybartas, Clark Verbrugge, Jonathan Lessard
Plug-and-Blend: A Framework for Plug-and-play Controllable Story Generation with Sketches ✹ Artifact Evaluated ✹
Zhiyu Lin, Mark O. Riedl
MappyLand: Fast, Accurate Mapping for Console Games
Joseph C. Osborn, Adam Summerville, Nathan Dailey, Soksamnang Lim
Birds in Boots: Learning to Play Angry Birds with Policy-Guided Search
Lucas V. S. Pereira, Luiz Chaimowicz, Levi H. S. Lelis
Explaining Deep Reinforcement Learning Agents in the Atari Domain
Alexander Sieusahai, Matthew Guzdial
Effects of Deep Neural Networks on the Perceived Creative Autonomy of a Generative Musical System
Jason Smith, Jason Freeman
Sabre: A Narrative Planner Supporting Intention and Deep Theory of Mind
Stephen G. Ware, Cory Siler
The Definition-Context-Purpose Paradigm and Other Insights from Industry Professionals About the Definition of a Quest
Kristen K. Yu, Matthew Guzdial, Nathan Sturtevant
Poster Papers
Hierarchical Dual Attention-Based Recurrent Neural Networks for Individual and Group Activity Recognition in Games
Sabbir Ahmad, Magy Seif El-Nasr, Ehsan Elhamifar
Assessing the Effects of Interacting with MAP-Elites
Alberto Alvarez, Jose Font, Steve Dahlskog, Julian Togelius
Efficient 2D Sound Propagation in Video Games ✹ Artifact Evaluated ✹
Nima Davari, Clark Verbrugge
Search-Based Exploration and Diagnosis of TOAD-GAN
Maria Edwards, Ming Jiang, Julian Togelius
TAG: Terraforming Mars
Raluca D. Gaina, James Goodman, Diego Perez-Liebana
Winnow: A Domain-Specific Language for Incremental Story Sifting ✹ Artifact Evaluated ✹
Max Kreminski, Melanie Dickinson, Michael Mateas
Arachnophobia Exposure Therapy using Experience-driven Procedural Content Generation via Reinforcement Learning (EDPCGRL)
Athar Mahmoudi-Nejad, Matthew Guzdial, Pierre Boulanger
Content Reinjection for Super Metroid
Ross Mawhorter, Batu Aytemiz, Isaac Karth, Adam Smith
Crosston Tavern: Modulating Autonomous Characters Behaviour through Player-NPC Conversation
Elisabeth Oliver, Michael Mateas
Revealing Game Dynamics via Word Embeddings of Gameplay Data
Younès Rabii, Michael Cook
Can We Infer Player Behavior Tendencies From A Player’s Decision-Making Data? Integrating Theory of Mind to Player Modeling
Murtuza N. Shergadwala, Zhaoqing Teng, Magy Seif El-Nasr
Practitioner Papers
Practitioner Papers
Multi-Agent Cooperation in Games with Goal Oriented Action Planner: Use Case in WONDER Prototype Project
Gautier Boeda
Advanced Real-Time Hierarchical Task Network: Long-Term Behavior in Real-Time Games
Kousuke Namiki, Tomohiro Mori, Youichiro Miyake, Shinpei Sakata, Gustavo Martins
AI Design Lessons for Social Modeling at Scale
Ethan Robison, Matthew Viglione, Robert Zubek, Ian Horswill
Social Modeling via Logic Programming in City of Gangsters
Robert Zubek, Ian Horswill, Ethan Robison, Matthew Viglione
Demonstrations and Playable Experiences
A Tool for Generating Monster Silhouettes with a Word-Conditioned Variational Autoencoder
Adrian Gonzalez, Matthew Guzdial, Felix Ramos
A Demonstration of KiaiTime: A Mixed-Initiative PCGML Rhythm Game Editor
Emily Halina, Matthew Guzdial
A Demonstration of Blabrecs, an AI-Based Wordgame
Max Kreminski, Isaac Karth
Curve-Based Level Generation for a Full-Body VR Rhythm Game
Erin J.K. Truesdell
Doctoral Consortium Abstracts
Generating Tailored Advice in Video Games through Play-Style Identification and Player Modelling
Branden Ingram
Automated Personalized Exposure Therapy Based on Physiological Measures Using Experience- Driven Procedural Content Generation
Athar Mahmoudi-Nejad