Main Track
- Does the Moran Process Hinder Our Understanding of Cooperation in Human Populations?
Garry Greenwood and Phillipa Avery
- Automated Design for Playability in Computer Game Agents
Scott Watson, Wolfgang Banzhaf and Andrew Vardy
- The Effectiveness of Persuasion in The Settlers of Catan
Markus Guhe and Alex Lascarides
- Evolving Artificial Neural Networks Applied to Generate Virtual Characters
Joan Marc Llargues Asensio, Juan Peralta Donate and Paulo Cortez
- Common Fate Graph Patterns in Monte Carlo Tree Search for Computer Go
Tobias Graf and Marco Platzner
- Prolog versus specialized logic inference engine in General Game Playing
Maciej Swiechowski and Jacek Mandziuk
- Beyond Heatmaps: Spatio-Temporal Clustering using Behavior-Based Partitioning of Game Levels
Christian Bauckhage, Rafet Sifa, Anders Drachen, Christian Thurau and Fabian Hadiji
- Bejeweled, Candy Crush and other Match-Three Games are (NP-)Hard
Luciano Guala, Stefano Leucci and Emanuele Natale
- Automatic Generation of Fantasy Role-playing Modules
Daniel Ashlock and Cameron Mcguinness
- Knowledge-based Fast Evolutionary MCTS for General Video Game Playing
Diego Perez, Spyridon Samothrakis and Simon Lucas
- Shaped Prisoner's Dilemma Automata
Wendy Ashlock and Daniel Ashlock
- Temporal Difference Learning with Eligibility Traces for the Game Connect Four
Markus Thill, Samineh Bagheri, Patrick Koch and Wolfgang Konen
- Non-invasive Player Experience Estimation from Body Motion and Game Context
Paolo Burelli, Georgios Triantafyllidis and Ioannis Patras
- SpelunkBots API - An AI Toolset for Spelunky
Daniel Scales and Tommy Thompson
- Designer Modeling for Sentient Sketchbook
Antonios Liapis, Georgios Yannakakis and Julian Togelius
- Multi-Goal Motion Planning with Physics-based Game Engines
Stefan Edelkamp and Erion Plaku
- Churn Prediction for High-value Players in Casual Social Games
Julian Runge, Peng Gao, Florent Garcin and Boi Faltings
- Predicting Player Churn in the Wild
Fabian Hadiji, Rafet Sifa, Anders Drachen, Christian Thurau, Kristian Kersting and Christian Bauckhage
- Opponent State Modeling in RTS games with limited information using Markov Random Fields
Michael Leece and Arnav Jhala
- Predicting Unexpected Influxes of Players in EVE Online
Roman Garnett, Thomas Gartner, Timothy Ellersiek, Eyjolfur Gudmondsson and Petur Oskarsson
- Parallel UCT Search on GPUs
Nicolas A. Barriga, Marius Stanescu and Michael Buro
- Reinforcement Learning to Control a Commander for Capture The Flag
Jayden Ivanovic, Fabio Zambetta, Xiaodong Li and Jessica Rivera Villicana
- Converging to a Player Model in Monte-Carlo Tree Search
Trevor Sarratt, David Pynadath and Arnav Jhala
- Solving Physical Traveling Salesman Problems with Policy Adaptation
Stefan Edelkamp and Christoph Greulich
- Learning to Recommend Game Contents for Real-Time Strategy Gamers
Hyun-Tae Kim and Kyung-Joong Kim
- Game strategies for The Settlers of Catan
Markus Guhe and Alex Lascarides
- Generating an Attribute Space for analyzing Balance in Single Unit RTS Game Combat
Shaun Bangay and Owen Makin
- Control of non-playing characters in a medical learning game with Monte Carlo Tree Search
Maxime Sanselone, Stephane Sanchez, Cedric Sanza, David Panzoli and Yves Duthen
- Extended Ramp Goal Module: Low-Cost Behaviour Arbitration for Real-Time Controllers based on Biological Models of Dopamine Cells
Swen Gaudl and Joanna J. Bryson
- Rolling Horizon methods for Games with Continuous States and Actions
Spyridon Samothrakis, Samuel Roberts, Diego Perez and Simon Lucas
- Monte Carlo Tree Search Variants for Simultaneous Move Games
M.J.W. Tak, Marc Lanctot and Mark H. M. Winands
- Using Partial Satisfaction Planning to Automatically Select NPCs' Goals and Generate Plans in a Simulation Game
Sylvain Labranche, Nicolas Sola, Sophie Callies and Eric Beaudry
- Believable NPCs in Serious Games: HTN Planning Approach Based on Visual Perception
Ibrahim Mahmoud, Lianchao Li, Dieter Wloka and Mostafa Ali
- Heuristic Move Pruning in Monte Carlo Tree Search for the Strategic Card Game Lords of War
Nick Sephton, Peter Cowling and Edward Powley
- An Implementation of Affective Adaptation in Survival Horror Games
Vanus Vachiratamporn, Koichi Moriyama, Ken-Ichi Fukui and Masayuki Numao
- Cultural Influences on Play Style
Mateusz Bialas, Shoshannah Tekofsky and Pieter Spronck
- Enhancing Upper Confidence Bounds for Trees with Temporal Difference Values
Tom Vodopivec and Branko Ster
- An Approach to General Videogame Evaluation and Automatic Generation using a Description Language
Chong-U Lim and D. Fox Harrell
- The Nash and the Bandit Approaches for Adversarial Portfolios
David Lupien St-Pierre and Olivier Teytaud
- An Algorithmic Approach to Analyzing Combat and Stealth Games
Jonathan Tremblay, Pedro Andrade Torres and Clark Verbrugge
- Racing Tracks Improvisation
Jiao Jian Wang and Olana Missura
- Script- and Cluster-based UCT for StarCraft
Niels Justesen, Balint Tillman, Julian Togelius and Sebastian Risi
- Evolving Maps for Match Balancing in First Person Shooters
Pier Luca Lanzi, Daniele Loiacono and Riccardo Stucchi
- Designer-driven 3D Buildings Generated Using Variable Neighborhood Search
Jose-Maria Pena, Javier Viedma, Santiago Muelas, Antonio Latorre and Luis Pena
- Monte Carlo Tree Search with Heuristic Evaluations using Implicit Minimax Backups
Marc Lanctot, Mark H. M. Winands, Tom Pepels and Nathan R. Sturtevant
- Evolving Effective Micro Behaviors in RTS Game
Siming Liu, Sushil Louis and Christopher Ballinger
- Learning Robust Build-Orders from Previous Opponents with Coevolution
Christopher Ballinger and Sushil Louis
- The Playtime Principle: Large-scale Cross-games Interest Modeling
Rafet Sifa, Christian Bauckhage and Anders Drachen
- Temporal Difference Learning of N-Tuple Networks for the Game 2048
Marcin Szubert and Wojciech Jaskowski
- Searching for Good and Diverse Game Levels
Mike Preuss, Antonios Liapis and Julian Togelius
- A Multi-level Level Generator
Steve Dahlskog and Julian Togelius
- Comparing the Structure of Probabilistic 4- and 8-state Finite Transducer Representations for Prisoner’s Dilemma
Jeffrey Tsang
- Evolving Personas for Player Decision Modeling
Christoffer Holmgard, Antonios Liapis, Julian Togelius and Georgios N. Yannakakis
- A Search-based Approach for Generating Angry Birds Levels.
Lucas Ferreira and Claudio Toledo
- Applying Fingerprint Multilateration to Population Dynamics in Prisoner’s Dilemma Simulations
Jeffrey Tsang
- Applying Data Mining to Extract Design Patterns from Unreal Tournament Levels
Luca Galli, Pier Luca Lanzi and Daniele Loiacono
Auxiliary Track
Demo Papers
Competition Papers
Vision Papers
- Game Intelligence
Sam Devlin, Peter I. Cowling, Daniel Kudenko, Nikolaos Goumagias, Alberto Nucciarelli, Ignazio Cabras, Kiran Fernandes and Feng Li