Regular Papers
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| Dennis J. N. J. Soemers and Mark H. M. Winands |
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Hierarchical Task Network Plan Reuse for Video Games |
| Garrison Greenwood |
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Altruistic Punishment Can Help Resolve Tragedy of the Commons Social Dilemmas |
| Francis Deboeverie, Sanne Roegiers, Gianni Allebosch, Peter Veelaert and Wilfried Philips |
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Human Gesture Classification by Brute-Force Machine Learning for Exergaming in Physiotherapy |
| Jonas Schmitt and Harald Köstler |
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A Multi-Objective Genetic Algorithm for Simulating Optimal Fights in StarCraft II |
| Theodosis Georgiou and Yiannis Demiris |
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Track Design and Customisation in Car Racing Games using Adaptive User Models |
| Alain Saas, Anna Guitart and Africa Perianez |
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Discovering Playing Patterns: Time Series Clustering of Free-To-Play Game Data |
| Maarten de Waard, Diederik M. Roijers and Sander C.J. Bakkes |
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Monte Carlo Tree Search with Options for General Video Game Playing |
| Tristan Cazenave, Jialin Liu, Fabien Teytaud and Olivier Teytaud |
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Learning opening books in partially observable games: using random seeds in Phantom Go |
| Markus Viljanen, Antti Airola, Tapio Pahikkala and Jukka Heikkonen |
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Modelling User Retention in Mobile Games |
| Santiago Ontañón |
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Informed Monte Carlo Tree Search for Real-Time Strategy Games |
| Daniel Karavolos, Antonios Liapis and Georgios N. Yannakakis |
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Evolving Missions to Create Game Spaces |
| Peizhi Shi and Ke Chen |
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Online Level Generation in Super Mario Bros via Learning Constructive Primitives |
| Andre Mendes Da Silva, Julian Togelius and Andy Nealen |
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Hyper-heuristic general video game playing |
| Nick Sephton, Peter Cowling, Sam Devlin, Victoria Hodge and Nicholas Slaven |
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Using Association Rule Mining to Predict Opponent Deck Content in Android: Netrunner |
| David B. Carvalho, Esteban Clua and Aline Paes |
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Planning Social Actions Through the Others' Eyes for Emergent Storytelling |
| Shuo Xu and Clark Verbrugge |
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Heuristics for Sleep and Heal in Combat |
| Markus Viljanen, Antti Airola, Tapio Pahikkala and Jukka Heikkonen |
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User Activity Decay in Mobile Games Determined by Simple Differential Equations? |
| Elizabeth Camilleri, Georgios N. Yannakakis and Alexiei Dingli |
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Platformer Level Design for Game Character Believability |
| Rafet Sifa, Sridev Srikanth, Anders Drachen, Cesar Ojeda and Christian Bauckhage |
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Predicting Retention in Sandbox Games with Tensor Factorization-based Representation Learning |
| Christian Guckelsberger, Christoph Salge and Simon Colton |
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Intrinsically Motivated General Companion NPCs |
| Fernando De Mesentier Silva, Aaron Isaksen, Julian Togelius and Andy Nealen |
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Generating Heuristics for Novice Players |
| Daniele Gravina, Antonios Liapis and Georgios N. Yannakakis |
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Constrained Surprise Search for Content Generation |
| Chairi Kiourt and Dimitris Kalles |
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Using Opponent Models to Train Inexperienced Synthetic Agents in Social Environments |
| Matthew Stephenson and Jochen Renz |
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Procedural Generation of Complex Stable Structures for Angry Birds Levels |
| Tobias Graf and Marco Platzner |
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Monte-Carlo Simulation Balancing Revisited |
| Hanneke Kersjes and Pieter Spronck |
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Modeling Believable Game Characters |
| Mateusz Kurek and Wojciech Jaśkowski |
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Heterogeneous Team Deep Q-Learning in Low-Dimensional Multi-Agent Environments |
| Noor Shaker and Mohamed Abou-Zleikha |
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Transfer Learning for Cross-Game Prediction of Player Experience |
| Elie Bursztein |
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I am a legend: hacking Hearthstone using statistical learning methods |
| Davide Aversa, Stavros Vassos and Sebastian Sardina |
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Pruning and Preprocessing Methods for Inventory-Aware Pathfinding |
| Andrea Clerico, Cindy Chamberland, Mark Parent, Pierre-Emmanuel Michon, Sébastien Tremblay, Tiago H. Falk, Jean-Christophe Gagnon and Philip Jackson |
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Biometrics and classifier fusion to predict the fun-factor in video gaming |
| Ahmed Abdelrazek |
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Recovering Visibility in Pursuit-Evasion Games |
| Maxim Mozgovoy, Iskander Umarov and Marina Purgina |
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Believable Self-Learning AI for World of Tennis |
| Thibault Allart, Guillaume Levieux, Michel Pierfitte, Agathe Guilloux and Stephane Natkin |
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Design Influence on Player Retention : A Method Based on Timevarying Survival Analysis |
| Anders Drachen, James Green, Chester Gray, Elie Harik, Patty Lu, Rafet Sifa and Diego Klabjan |
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Guns and Guardians: Comparative Cluster Analysis and Behavioral Profiling in Destiny |
| Michael Cook, Jeremy Gow and Simon Colton |
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Towards The Automatic Optimisation Of Procedural Content Generators |
| Marlene Beyer, Aleksandr Agureikin, Alexander Anokhin, Christoph Laenger, Felix Nolte, Jonas Winterberg, Marcel Renka, Martin Rieger, Nicolas Pflanzl, Mike Preuss and Vanessa Volz |
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An Integrated Process for Game Balancing |
| Pablo García Sánchez, Alberto Tonda, Giovanni Squillero, Antonio Mora and Jj Merelo |
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Evolutionary Deckbuilding in the Collectible Card Game HearthStone |
| Naoyuki Sato and Kokolo Ikeda |
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Three Types of Forward Pruning Techniques to Apply Alpha Beta Algorithm to Turn-Based Strategy Game |
| Ali Kaan Sungur and Elif Surer |
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Voluntary Behavior on Cortical Learning Algorithm Based Agents |
| Chiara F. Sironi and Mark H. M. Winands |
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Comparison of Rapid Action Value Estimation Variants for General Game Playing |
| Diego Perez, Spyridon Samothrakis, Julian Togelius, Tom Schaul and Simon Lucas |
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Analyzing the Robustness of General Video Game Playing Agents |
| Marco Tamassia, William Raffe, Rafet Sifa, Anders Drachen, Fabio Zambetta and Michael Hitchens |
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Predicting Player Churn in Destiny: A Hidden Markov Models Approach to Predicting Player Departure in a Major Online Game |
| Philipp Beau and Sander Bakkes |
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Automated Game Balancing of Asymmetric Video Games |
| Michał Kempka, Marek Wydmuch, Grzegorz Runc, Jakub Toczek and Wojciech Jaśkowski |
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ViZDoom: A Doom-based AI Research Platform for Visual Reinforcement Learning |
| Cristinel Patrascu and Sebastian Risi |
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Artefacts: Minecraft meets Collaborative Interactive Evolution |
| Patrikk Sørensen, Jeppeh Olsen and Sebastian Risi |
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Interactive Super Mario Bros Evolution |
| Tyler Dewitt, Sushil Louis and Siming Liu |
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Evolving Micro for 3D Real-Time Strategy Games |
| Edward J. Powley, Simon Colton, Swen Gaudl, Rob Saunders and Mark Nelson |
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Semi-automated Level Design via Auto-Playtesting for Handheld Casual Game Creation |
| Marius Stanescu, Nicolas A. Barriga, Andy Hess and Michael Buro |
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Evaluating Real-Time Strategy Game States Using Convolutional Neural Networks |
| Yusaku Mandai and Tomoyuki Kaneko |
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Improved LinUCT and Its Evaluation on Incremental Random-Feature Tree |
| Kokolo Ikeda, Simon Viennot and Naoyuki Sato |
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Detection and Labeling of Bad Moves for Coaching Go |
| Mark J. Nelson |
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Investigating Vanilla MCTS Scaling on the GVG-AI Game Corpus |
| Yifan Sun, Chisheng Liang, Steven Sutherland, Casper Harteveld and David Kaeli |
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Modeling Player Decisions in a Supply Chain Game |
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Vision Papers
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| Dan Ventura |
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Beyond Computational Intelligence to Computational Creativity in Games |
| Noor Shaker |
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Intrinsically Motivated Reinforcement Learning: A Promising Framework for Procedural Content Generation |
| Julian Togelius and Georgios N. Yannakakis |
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General General Game AI |
| Owen Sacco, Antonios Liapis and Georgios Yannakakis |
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A Holistic Approach for Semantic-Based Game Generation |
| Christoffer Holmgård |
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Computational Intelligence and Cognitive Performance Assessment Games |
| Anders Drachen, Nicholas Ross, Julian Runge and Rafet Sifa |
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Stylized facts for Mobile Game Analytics |
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Competition Papers
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| Piers Williams, Diego Perez and Simon Lucas |
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Ms. Pac-Man Versus Ghost Team CIG 2016 Competition |
| Dennis J. N. J. Soemers, Chiara F. Sironi, Torsten Schuster and Mark H. M. Winands |
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Enhancements for Real-Time Monte-Carlo Tree Search in General Video Game Playing |
| Chun-Yin Chu, Suguru Ito, Tomohiro Harada and Ruck Thawonmas |
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Position-based Reinforcement Learning Biased MCTS for General Video Game Playing |
| Hendrik Horn, Vanessa Volz, Diego Perez and Mike Preuss |
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MCTS/EA Hybrid GVGAI Players and Game Difficulty Estimation |
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Demo Papers
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| Phil Lopes, Antonios Liapis and Georgios N. Yannakakis |
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Sonancia: a Multi-Faceted Generator for Horror |
| Hyunsoo Park and Kyung-Joong Kim |
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Adaptive Deep Q-Learning using Redundant Outputs in Visual Doom |
| Byungho Yoo and Kyung-Joong Kim |
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Changing Video Game Graphic Styles Using Neural Algorithms |
| Daniel Karavolos, Antonios Liapis and Georgios N. Yannakakis |
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Evolving Missions for Dwarf Quest Dungeons |