yusuke1997/dblp-id-title huggingface dataset:
Using CIGAR for finding effective group behaviors in RTS game
Optimal strategies for multi objective games and their search by evolutionary multi objective optimization
Voice-Augmented Virtual Reality Interface for Serious Games
Holo Games: Investigating Game Mechanics and Player Experience Factors in Mixed Reality Platform
Demo Paper: A Game Agents Battle Driven by Free-Form Text Commands Using Code-Generation LLM and Behavior Branch
AI Agents: Design and Evaluation of Gamified Conversational Agents
On TRACS: Dealing with a Deck of Double-Sided Cards
Deep Variational Autoencoders for NPC Behaviour Classification
Sunset Valley: A Case Study in Computational Gossip
Viewport Tracking Model for Automatic Observing in League of Legends
Investigating the Uncanny Valley Phenomenon Through the Temporal Dynamics of Neural Responses to Virtual Characters
NEAT Particles: Design, Representation, and Animation of Particle System Effects
Multi-faceted evolution of simple arcade games
Coin Catcher: A Mobile Serious Game to Predict the Morality Personality Trait
Mad Mixologist: Exploring How Object Placement in Tangible Play Spaces Affects Collaborative Interaction Strategies
Fostering AI Literacy Through Strategic Play: A Competitive Pathfinding Game for Middle School
The Nash and the bandit approaches for adversarial portfolios
Responsive and Timely Virtual Reality Gaming: Which Frame Rate Should One Choose?
Summarizing Strategy Card Game AI Competition
Playing Wordle Using an Online Rollout Algorithm for Deterministic POMDPs
World-GAN: a Generative Model for Minecraft Worlds
Predicting Beliefs from NPC Dialogues
Ethermal - Lightweight Thermal Feedback for VR Games
2013 IEEE Conference on Computational Inteligence in Games (CIG), Niagara Falls, ON, Canada, August 11-13, 2013
Ms. Pac-Man Versus Ghost Team CIG 2016 competition
Building Evaluation Functions for Chess and Shogi with Uniformity Regularization Networks
Three types of forward pruning techniques to apply the alpha beta algorithm to turn-based strategy games
Predicting unexpected influxes of players in EVE online
Evolving a Neural Network Location Evaluator to Play Ms. Pac-Man
Terrain-adaptive PCGML in Minecraft
Estimating Player Completion Rate in Mobile Puzzle Games Using Reinforcement Learning
Understanding players' identities and behavioral archetypes from avatar customization data
Improvement of a car racing controller by means of Ant Colony Optimization algorithms
A Multimodal Architecture for Endpoint Position Prediction in Team-Based Multiplayer Games
Finding Game Levels with the Right Difficulty in a Few Trials through Intelligent Trial-and-Error
Stacked calibration of off-policy policy evaluation for video game matchmaking
Visual Attention Assisted Games
Turning the classroom into an escape room with decoder hardware to increase student engagement
Vintage CryptoKitties and the Quest for Authenticity
Enhanced cooperation in the N-person iterated snowdrift game through tag mediation
Generating Ensembles of Search Policies to Solve Baba is You Levels
Exploring the (Placebo) Effect of an AI-Powered Dialogue System on Player Experience
Automatic Generation of Level Maps with the Do What's Possible Representation
Optimal Strategies of the Iterated Prisoner's Dilemma Problem for Multiple Conflicting Objectives
Keke AI Competition: Solving puzzle levels in a dynamically changing mechanic space
Determination and evaluation of efficient strategies for a stop or roll dice game: Heckmeck am Bratwurmeck (Pickomino)
Case-Injection Improves Response Time for a Real-Time Strategy Game
Tone - an Interactive Music Learning Experience
An Approach to Partial Observability in Games: Learning to Both Act and Observe
Screen-capture Ms Pac-Man
Deep Reinforcement Learning with Transformers for Text Adventure Games
BeatTheBeat music-based procedural content generation in a mobile game
Mixture of Public and Private Distributions in Imperfect Information Games
Toxicity in Twitch Live Stream Chats: Towards Understanding the Impact of Gender, Size of Community and Game Genre
Adaptive game level creation through rank-based interactive evolution
Ghost Sweeper: Using a Heavy Passive Haptic Controller to Enhance a Room-Scale VR Exergame
Heuristic Sampling for Fast Plausible Playouts
Exploring the Role of AI-Generated Feedback Tangential to Learning Outcomes
Visualization-based Iterative Segmentation to Augment Video Game Analytics
Genetic Algorithms for Finding Optimal Strategies for a Student's Game
Using Wordle for Learning to Design and Compare Strategies
Win or Learn Fast Proximal Policy Optimisation
LILAC: Learning a Leader for Cooperative Reinforcement Learning
Monte Carlo Planning in RTS Games
Towards Game-Playing AI Benchmarks via Performance Reporting Standards
PsyRTS: a Web Platform for Experiments in Human Decision-Making in RTS Environments
Backpropagation without human supervision for visual control in Quake II
Real-Time Model Predictive Control for Shot Aiming in a Physical Pinball Machine
Sneak-Attacks in StarCraft using Influence Maps with Heuristic Search
Development and evaluation of a serious game for training patient-physician communication
Mjx: A framework for Mahjong AI research
NutricARe - An Augmented Reality Serious Game to Educate Type 2 Diabetics During Hospital Stays
Modeling and simulation framework of real urban and board games to train players
Evolving the optimal racing line in a high-end racing game
Enhanced user immersive experience with a virtual reality based FPS game interface
Resource systems in games: An analytical approach
Vision-based beatmap extraction in rhythm game toward platform-aware note generation
MAIDRL: Semi-centralized Multi-Agent Reinforcement Learning using Agent Influence
Imitating Agents in A Complex Environment by Generative Adversarial Imitation Learning
Developing a participatory game creation e-course in the field of Intellectual Disability
Potential-field based navigation in StarCraft
Evolving effective micro behaviors in RTS game
Memory-Augmented Episodic Value Network
Monte Carlo tree search with temporal-difference learning for general video game playing
Can Multimodal LLMs Reason About Stability? An Exploratory Study with Insights from the LLMs4PCG Challenge
Tournament Particle Swarm Optimization
Empirical Validation of the Independent Chip Model
Script- and cluster-based UCT for StarCraft
Game Dynamics Preferences Are Connected with Experiences Derived from First-Person Shooters
Multi-Objective Optimization and Decision-Making in Context Steering
ChatPCG: Large Language Model-Driven Reward Design for Procedural Content Generation
Understanding the Effects of Gamification and Juiciness on Players
Real-time Stress Detection Model and Voice Analysis: An Integrated VR-based Game for Training Public Speaking Skills
Self-Adapting Payoff Matrices in Repeated Interactions
Facial Emotion Recognition in VR Games
Enhancing Monte Carlo Tree Search for Playing Hearthstone
User activity decay in mobile games determined by simple differential equations?
Bootstrap Your Own Teacher: Online Policy Distillation for Multi-Game Reinforcement Learning
Towards Generation of Complex Game Worlds
IEEE Conference on Games, CoG 2025, Lisbon, Portugal, August 26-29, 2025
A Virtual Reality Serious Game to Teach About the Bullwhip Effect in Supply Chains
Computational and human intelligence in blind Go
EEP - A lightweight emotional model: Application to RPG video game characters
Combining Sequential and Aggregated Data for Churn Prediction in Casual Freemium Games
Mastering Strategy Card Game (Hearthstone) with Improved Techniques
Controllable Procedural Generation of Race Track Surroundings for Iterative Level Design
SketchTiler: Co-Creative Sketch-to-Tilemap Conversion Using Wave Function Collapse
Fly My Little Dragon: Using AR to Learn Geometry
Pass in Human Style: Learning Soccer Game Patterns from Spatiotemporal Data
Enhancements for real-time Monte-Carlo Tree Search in General Video Game Playing
What Are You Looking At? Team Fight Prediction Through Player Camera
Game-Ready Inventory Systems for Virtual Reality
Using Psychophysiological Insights to Evaluate the Impact of Loot Boxes on Arousal
Using a Team of General AI Algorithms to Assist Game Design and Testing
Iterated Prisoner's Dilemma for species
Modeling player experience in Super Mario Bros
Creative Sense-Making Analysis for the Representation of Collaboration in Embodied Play
Learning Task-Independent Game State Representations from Unlabeled Images
Predicting the monetization percentage with survival analysis in free-to-play games
Precision Under Fire: Analysis and Predictive Modeling in Counter-Strike: Global Offensive
Science Birds Gameplay With a Smile Interface to Promote the Spectator's Emotion
EvoMCTS: Enhancing MCTS-based players through genetic programming
Sakura: A VR musical exploration game with MIDI keyboard in Japanese Zen environment
Dramaturgical Design of the Narrative in Digital Games: AI planning of conflicts in non-linear spaces of time
Mastering Curling with RL-revised Decision Tree
Designing and Implementing E-market Games
The Interplay Between Delay and Device in a Moving Target Selection Game
AI Charades: Language Models as Interactive Game Environments
Face in the Game: Using Facial Action Units to Track Expertise in Competitive Video Game Play
A tag-mediated game designed to study cooperation in human populations
Learning Computational Efficient Bots with Costly Features
Automatic adaptation to generated content via car setup optimization in TORCS
ScriptDoctor: Automatic Generation of PuzzleScript Games via Large Language Models and Tree Search
Team of cognitive agents with a leader: how to let them acquire autonomy
A Playful Panacea - Exploring the Role of Board Games to Assess Behaviour in People with Dementia
NeuroPAL: Punctuated Anytime Learning with Neuroevolution for Macromanagement in Starcraft: Brood War
Sketch2Map: A Game Map Design Support System Allowing Quick Hand Sketch Prototyping
Chess fortresses, a causal test for state of the art Symbolic [Neuro] architectures
Rinascimento: using event-value functions for playing Splendor
Learning overtaking and blocking skills in simulated car racing
Fingerprinting Tabletop Games
Monte Carlo Tree Search with macro-actions and heuristic route planning for the Multiobjective Physical Travelling Salesman Problem
An Upper Bound on the State-Space Complexity of Brandubh
A cheating detection framework for Unreal Tournament III: A machine learning approach
Modeling Children's Entertainment in the Playware Playground
Integrated Balancing of an RTS Game: Case Study and Toolbox Refinement
Bayesian Generation and Integration of K-nearest-neighbor Patterns for 19x19 Go
Monte-Carlo tree search in Ms. Pac-Man
IEEE Conference on Games, CoG 2023, Boston, MA, USA, August 21-24, 2023
Story Improvisation in Tabletop Roleplaying Games: Towards a Computational Assistant for Game Masters
Discovering Meaningful Labelings for RTS Game Replays via Replay Embeddings
Exploiting IoT Technologies for Personalized Learning
Designing Quantum Games and Quantum Art for Exploring Quantum Physics
Converging to a player model in Monte-Carlo Tree Search
Assessing player performance in tactical FPS games: A proposal for an xGoals-inspired model
Emergent Multiplayer Games
Special tactics: A Bayesian approach to tactical decision-making
Temporal Difference Learning Versus Co-Evolution for Acquiring Othello Position Evaluation
Chuck Norris rocks!
Resource-gathering algorithms in the game of starcraft
Competitive Balance in Team Sports Games
Towards a multi-agent non-player character road network: a Reinforcement Learning approach
The turing test track of the 2012 Mario AI Championship: Entries and evaluation
Scene Classification in FPS Game Videos Based on Acoustic Information
Learning to shoot in first person shooter games by stabilizing actions and clustering rewards for reinforcement learning
Inter-Player Data for the Prediction of Emotional Intensity in a Multiplayer Game
Toward Cooperative Level Generation in Multiplayer Games: A User Study in Overcooked!
A search-based approach for generating Angry Birds levels
Tug & Swing: Traveling in Virtual Environments with Point-Tugging and Arm-Swinging
The structure of a 3-state finite transducer representation for Prisoner's Dilemma
Modeling enjoyment preference from physiological responses in a car racing game
AI-Assisted Wordle Demo: Combining LLMs and Rule-Based Solvers for Enhanced Gameplay
Exploration and analysis of the evolution of strategies for Mancala variants
A VR and AI-Powered Game-Based Approach to Minimally-Invasive Social Cognitive Assessment
Keynote speech II: General video game AI: Challenges and applications
StrEx: Towards a Modulator of Stressful Experience in Virtual Reality Games
Unconventional Exchange: Methods for Statistical Analysis of Virtual Goods
Interactively training first person shooter bots
Contextual Combinatorial Bandits in Real-Time Strategy Games
Generating Educational Game Levels with Multistep Deep Convolutional Generative Adversarial Networks
MyRoom: A Unity Plugin for Procedural and Interactive Indoor Scene Synthesis
Deductive search for logic puzzles
An investigation into 2048 AI strategies
Ensemble approaches in evolutionary game strategies: A case study in Othello
Forward Model Approximation for General Video Game Learning
Investigating Perceived and Mechanical Challenge in Games Through Cognitive Activity
Optimization of Angry Birds AI controllers with distributed computing
MJ-DLVAT: A Deep Learning Value Assessment Technique for Mahjong
Characterizing player's experience from physiological signals using fuzzy decision trees
Generalizations of Steering - A Modular Design
Predicting Player Churn with Echo State Networks
The Ludii Game Description Language is Universal
Improving generalization ability in a puzzle game using reinforcement learning
Soft computing for content generation: Trading market in a basketball management video game
Two Human-Like Imitation-Learning Bots with Probabilistic Behaviors
Formula- and Memory-based Heuristics In Video-game Pathfinding
Learning a game commentary generator with grounded move expressions
Emotion Regulation Through Play: A Serious Game for Preschool Children
Bejeweled, Candy Crush and other match-three games are (NP-)hard
AntiCheatPT: A Transformer-Based Approach to Cheat Detection in Competitive Computer Games
StABLE: Analyzing Player Movement Similarity Using Text Mining
Generating an attribute space for analyzing balance in single unit RTS game combat
Constrained control of non-playing characters using Monte Carlo Tree Search
TAG: Pandemic Competition
Novelty Generation Framework for AI Agents in Angry Birds Style Physics Games
Elastic Monte Carlo Tree Search with State Abstraction for Strategy Game Playing
Rap-Style Comment Generation to Entertain Game Live Streaming
Baked Burger Bash: A Serious Virtual Reality Game Informing about the Effects of Acute Cannabinoid Intoxication
Do 3D Visual Illusions Work for Immersive Virtual Environments?
Towards Cognitive Accessibility in Digital Game Design: Evidence-Based Guidelines for Adults with Intellectual Disability
Potential flows for controlling scout units in StarCraft
Towards Diverse Non-Player Character behaviour discovery in multi-agent environments
Singing with an Angry-Birds-like Game
Balance Masters: A Heart Rate Biofeedback Game for Enhancing Emotion Regulation in Adolescents
Liminal Procedural Horror
Learning Dark Souls Combat Through Pixel Input with Neuroevolution
CaiRL: A High-Performance Reinforcement Learning Environment Toolkit
Intelligent moving of groups in real-time strategy games
Game Generation via Large Language Models
Learning to play fighting game using massive play data
Learning Map-Independent Evaluation Functions for Real-Time Strategy Games
LLMaker: A Game Level Design Interface Using (Only) Natural Language
Fun in Slots
An influence map model for playing Ms. Pac-Man
Where are the Frontlines? A Visualization Approach for Map Control in Team-Based Games
Style in Poker
Efficient Octree-based 3D Pathfinding
Accelerating Empowerment Computation with UCT Tree Search
Believable judge bot that learns to select tactics and judge opponents
1GBDT, LR & Deep Learning for Turn-based Strategy Game AI
Neural Game Engine: Accurate learning of generalizable forward models from pixels
Board Representations for Neural Go Players Learning by Temporal Difference
Learning to play visual doom using model-free episodic control
Automatic Difficulty Balance in Two-Player Games with Deep Reinforcement Learning
Improving Model and Search for Computer Go
Tabular Reinforcement Learning in Real-Time Strategy Games via Options
AI vs. the Algorithm: Measuring Success on Twitch
Comparative Analysis of GAT and BERT for Human-Like Playtesting
PillagerBench: Benchmarking LLM-Based Agents in Competitive Minecraft Team Environments
An experimental study of action selection mechanisms to create an entertaining opponent
Wayfinding in Museums: A Cross-sectional Comparison Between 3D Serious Games and 2D Drawings as Tools for Participatory Design
Evolution of counter-strategies: Application of co-evolution to Texas Hold'em Poker
Ontologically Mapping Learning Objectives and Gameplay Goals
Ensemble Decision Making in Real-Time Games
Compressing Chinese dark chess endgame databases
"Can You Play Anything Else?" Understanding Play Style Flexibility in League of Legends
Scaling-up behaviours in EvoTanks: Applying subsumption principles to artificial neural networks
Smart terrain causality chains for adventure-game puzzle generation
Coevolving Probabilistic Game Playing Agents using Particle Swarm Optimization Algorithm
A Machine-Learning Item Recommendation System for Video Games
FRIGHT: A flexible rule-based intelligent ghost team for Ms. Pac-Man
Optimising Level Generators for General Video Game AI
Monte-Carlo Go Reinforcement Learning Experiments
A strongly typed GP-based video game player
Optimal Use of Experience in First Person Shooter Environments
Eco-driving Profiling and Behavioral Shifts Using IoT Vehicular Sensors Combined with Serious Games
Overtaking opponents with blocking strategies using fuzzy logic
Improving control through subsumption in the EvoTanks domain
Policy Fusion for Adaptive and Customizable Reinforcement Learning Agents
Generating Angry Birds-Like Levels With Domino Effects Using Constrained Novelty Search
Enhancing theme park experiences through adaptive cyber-physical play
Evolution strategy for optimizing parameters in Ms Pac-Man controller ICE Pambush 3
Wall Building in the Game of StarCraft with Terrain Considerations
Ensemble Decision Systems for General Video Game Playing
Adaptive Audio to Player Actions and Gameplay: a New Video Game
MCTS/EA hybrid GVGAI players and game difficulty estimation
Enhancing Battle Maps through Flow Graphs
Evolving multimodal networks for multitask games
Co-evolutionary Strategies for an Alternating-Offer Bargaining Problem
A Continual Offline Reinforcement Learning Benchmark for Navigation Tasks
Fuzzy Prolog as Cognitive Layer in RoboCupSoccer
A Generic Approach for Generating Interesting Interactive Pac-Man Opponents
A Deductive Agent Hierarchy: Strategic Reasoning in Codenames
Designing VR Games with Gaze Control for Directing Attention of Children with ADHD
Monte Carlo Tree Search with options for general video game playing
A Benchmark Environment for Offline Reinforcement Learning in Racing Games
Supervised and Reinforcement Learning from Observations in Reconnaissance Blind Chess
Dynamic formations in real-time strategy games
3D Building Generation in Minecraft via Large Language Models
Joint Level Generation and Translation Using Gameplay Videos
Adaptive Agents in 1v1 Snake Game with Dynamic Environment
Human Interactive Learning with Intrinsic Reward
Multi-DMC: Deep Monte-Carlo with Multi-Stage Learning in the Card Game UNO
The Sustainability Game: AI Technology as an Intervention for Public Understanding of Cooperative Investment
Combining Tactical Search and Monte-Carlo in the Game of Go
A Computer Vision Inspired Automatic Acoustic Material Tagging System for Virtual Environments
Surrogate Infeasible Fitness Acquirement FI-2Pop for Procedural Content Generation
Improving a case-based texas hold'em poker bot
Assessing Type Agreeability in the Unified Model of Personality and Play Styles
Intelligent anti-grouping in real-time strategy games
The Blondie25 Chess Program Competes Against Fritz 8.0 and a Human Chess Master
Extended Seeds in Optimization Crosswords
KeepStep: Interactive Projection-mapping Based Exergames for People with Multiple Sclerosis
ChemGrid: An Open-Ended Benchmark Domain for an Open-Ended Learner
Boosting Exploration of Low-Dimensional Game Spaces with Stale Human Demonstrations
The structure of a depth-3 lookup table representation for Prisoner's Dilemma
Playout Optimization for Monte-Carlo Search Algorithms. Application to Morpion Solitaire
A Coevolutionary Model for The Virus Game
Adaptive Game Soundtrack Tempo Based on Players' Actions
Computational intelligence and cognitive performance assessment games
Convergence and correctness analysis of Monte-Carlo tree search algorithms: A case study of 2 by 4 Chinese dark chess
VRCockpit: Mitigating Simulator Sickness in VR Games Using Multiple Egocentric 2D View Frames
Improving DNN-based 2048 Players with Global Embedding
Observer Interface Focused on Trends of Character Movement and Stamina in Fighting Games
Games of Knightian Uncertainty as AGI testbeds
Monte-Carlo simulation balancing revisited
The 2018 Hanabi competition
Personalised track design in car racing games
Beyond computational intelligence to computational creativity in games
Mining Player In-game Time Spending Regularity for Churn Prediction in Free Online Games
Towards conscious-like behavior in computer game characters
Monte-Carlo Tree Search for the game of Scotland Yard
Scenarios for Educational and Game Activities using Internet of Things Data
CamerAI: Chase Camera in a Dense Environment using a Proximal Policy Optimization-trained Neural Network
A Monte-Carlo path planner for dynamic and partially observable environments
Playing Geister by Estimating Hidden Information with Deep Reinforcement Learning
Evaluating the enjoyability of the ghosts in Ms Pac-Man
Understanding Enjoyment in ARTé: Mecenas with EGameFlow
Biometrics and classifier fusion to predict the fun-factor in video gaming
Unsupervised Behavior Inference From Human Action Sequences
Encourage Players to Smile While Playing Games Bring More Enjoyment
Identifying Playstyles in Games with NEAT and Clustering
Optimizations of data structures, heuristics and algorithms for path-finding on maps
3D cylindrical trace transform based feature extraction for effective human action classification
A Research on the Evaluation of the XR System for Soccer Game
Point-to-Point Car Racing: an Initial Study of Evolution Versus Temporal Difference Learning
NCsoft special session: NCsoft, connecting the world with entertainment
Measuring interestingness of continuous game problems
FAC.EX: FACial EXpressions for Video Game Characters
Pokémon Red via Reinforcement Learning
Player modeling using self-organization in Tomb Raider: Underworld
GamEmotion: A Serious Game for Emotion Regulation in Young Adolescents
Recursive Monte Carlo search for imperfect information games
Representational Sensitivity for Divide the Dollar Playing Agents
Generative AI with GOAP for Fast-Paced Dynamic Decision-Making in Game Environments
Evolution versus Temporal Difference Learning for learning to play Ms. Pac-Man
ADAPT - Empowering Healthcare Professionals to Tailor Collaborative VR-Games for Stroke Recovery
Evolved communication strategies and emergent behaviour of multi-agents in pursuit domains
Designing with Player Paths: Presenting a Game Design Framework
Multi-goal Reinforcement Learning via Exploring Successor Matching
DLNE: A hybridization of deep learning and neuroevolution for visual control
Learning Policies from Human Data for Skat
The rectangular seeds of Domineering
A statistical exploitation module for Texas Hold'em: And it's benefits when used with an approximate nash equilibrium strategy
Co-Located vs. Remote Gameplay: The Role of Physical Co-Presence in Multiplayer Room-Scale VR