yusuke1997/dblp-id-title huggingface dataset:
Tutorial II: Representations for evolutionary computation in games
3D Brawler Game Using a Hybrid Planning Approach
Anamorphic Projection as a Novel Game Mechanic for Investigating Impossible Spaces in 3D Puzzle Games
User-Generated Content and Editors in Video Games: Survey and Vision
The Relationship between Personality, Game Motive, and Game Genre Preference: Gender as a Moderator
CGAR: Critic Guided Action Redistribution in Reinforcement Leaning
Game AI Research with Fast Planet Wars Variants
The Playtime Principle: Large-scale cross-games interest modeling
The Experience, Dynamics and Artifacts Framework: Towards a Holistic Model for Designing Serious and Entertainment Games
Procedural content generation based on a genetic algorithm in a serious game for obstructive sleep apnea
Transfer learning for cross-game prediction of player experience
BrainBuilder: A Virtual Reality Serious Game for Insect Neuroanatomy Education
A binary classification approach for automatic preference modeling of virtual agents in Civilization IV
Music Matters: An empirical study on the effects of adaptive music on experienced and perceived player affect
Procedural generation of music-guided weapons
Predicting player behavior in Tomb Raider: Underworld
Give me a reason to dig Minecraft and psychology of motivation
Factors of player experience in describing the relationship between remade and original works
Learning Continuous 3-DoF Air-to-Air Close-in Combat Strategy using Proximal Policy Optimization
A Generalized Framework for Self-Play Training
Intelligent Battle Gaming Pragmatics with Belief Network Trees
A Novel Lip Synchronization Approach for Games and Virtual Environments
Experience Management in Multi-player Games
Effects of configuration of agents with different strategy representations on the evolution of cooperative behavior in a spatial IPD game
Training and assessing perspective taking through A Hole New Perspective
Behavioral profiles of character types in EverQuest II
Towards Field of Study in Rhythm-based Video Games
Neuroevolution for General Video Game Playing
A Metric Learning Approach to Anomaly Detection in Video Games
An Investigation into Tournament Poker Strategy using Evolutionary Algorithms
Multi-objective assessment of pre-optimized build orders exemplified for StarCraft 2
Analyzing the Evolution of Social Groups in World of Warcraft ®
Video Games as a Testbed for Open-Ended Phenomena
Go Game Capture and Reconstruction of Missing Moves Using Deep Learning Techniques
Towards Informed Design and Validation Assistance in Computer Games Using Imitation Learning
Monster Carlo: An MCTS-based Framework for Machine Playtesting Unity Games
Showdown AI competition
Design and Evaluation of Farm Farce: AI-Driven Improvisational Comedy in Farming Simulation Games
Measuring strategic depth in games using hierarchical knowledge bases
The Riddle of Togelby
Hold My Hand: Impact of Intimate Controllers on Player Experience
Let's Make Games Together: Explainability in Mixed-initiative Co-creative Game Design
Stereotypes as Design Patterns for Serious Games to Enhance Software Comprehension
Churn prediction for high-value players in casual social games
Training Function Stacks to play the Iterated Prisoner's Dilemma
Developments in metaphor inference and context-aware affect sensing
A Theoretical Framework for Managing Suspense in Games
A Research on High Performance Factors in Shooting Tasks of FPS Games
Beyond heatmaps: Spatio-temporal clustering using behavior-based partitioning of game levels
Random positions in Go
ChessBrain II - A Hierarchical Infrastructure for Distributed Inhomogeneous Speed-Critical Computation
JSON-Bag: A Generic Game Trajectory Representation
Macro and Micro Reinforcement Learning for Playing Nine-ball Pool
Project Beyond: An Escape Room Game in Virtual Reality to Teach Building Energy Simulations
PlotMap: Automated Layout Design for Building Game Worlds
Solving Japanese Puzzles with Heuristics
Transiting areas patrolled by a mobile adversary
Examining Gameplay Patterns and their Association with Nutritional Knowledge
Comparison of different selection strategies in Monte-Carlo Tree Search for the game of Tron
Lode Encoder: AI-constrained co-creativity
Fairer Chess: A Reversal of Two Opening Moves in Chess Creates Balance Between White and Black
Designing and Comparing Time Rewind Mechanics in 2D Interactive Game
Playing through Microaggressions on a College Campus with "Blindspot"
Playing With Neuroscience: Past, Present and Future of Neuroimaging and Games
Evolving missions for Dwarf quest dungeons
Social Learning methods in board game agents
Breeding a diversity of Super Mario behaviors through interactive evolution
Growing on the inside: Soulful characters for video games
Recognizing Multiplayer Behaviors Using Synthetic Training Data
Demonstration-Efficient Inverse Reinforcement Learning in Procedurally Generated Environments
Optimized sensory-motor couplings plus strategy extensions for the TORCS car racing challenge
Monte-Carlo Tree Search and minimax hybrids
Visualization of Deep Reinforcement Learning using Grad-CAM: How AI Plays Atari Games?
Procedural generation of rollercoasters
Master the Linguistic Landscape: Puzzle Integration in a 3D NLP Game
Towards General Models of Player Experience: A Study Within Genres
Co-evolution of strategies for multi-objective games under postponed objective preferences
Design influence on player retention: A method based on time varying survival analysis
Generating and Solving Champion-Level Romanian Crosswords Puzzles
Evaluating Generalisation in General Video Game Playing
MAP-Elites to Generate a Team of Agents that Elicits Diverse Automated Gameplay
A Historical Population in a Coevolutionary System
Pac-mAnt: Optimization based on ant colonies applied to developing an agent for Ms. Pac-Man
Using a Surrogate Model of Gameplay for Automated Level Design
Simulated car racing
Evolutionary reature evaluation for online Reinforcement Learning
Learning Controllable Content Generators
Influencing the Behavioral Responses of Players in an Interactive Narrative Game through Music and Arousal Congruency
microPhantom: Playing microRTS under uncertainty and chaos
Generating diverse opponents with multiobjective evolution
Finding an Equilibrium in the Traveler's Dilemma with Fuzzy Weak Domination
New And Surprising Ways to Be Mean
Replay-based strategy prediction and build order adaptation for StarCraft AI bots
Solving Physical Traveling Salesman Problems with policy adaptation
Towards LLM4PCG: A Preliminary Evaluation of Open-Weight Large Language Models Beyond ChatGPT4PCG
Toward a Unified Spatial Interface for Controlling Procedural Content Generation
Mouse Sensitivity in First-person Targeting Tasks
Assessing efficiency of different evolutionary strategies playing MasterMind
Using Learning Games to Teach Texas Civil War History to Public Middle School Students
Compressing and Comparing the Generative Spaces of Procedural Content Generators
A Game Interface to Study Semantic Grounding in Text-Based Models
Abduct, Deduct, Induct, Respawn! A Retroductive Perspective on Games
Fair Play and Identity: In-Game Behavioral Biometrics for Player Identification in Competitive Online Games
Procedurally generating rules to adapt difficulty for narrative puzzle games
2015 IEEE Conference on Computational Intelligence and Games, CIG 2015, Tainan, Taiwan, August 31 - September 2, 2015
Contrastive Learning of Generalized Game Representations
Fusing Level and Ruleset Features for Multimodal Learning of Gameplay Outcomes
Acoustic Rendering Based on Geometry Reduction and Acoustic Material Classification
Reinforcement learning to control a commander for capture the flag
An Approach Towards Designing Problem Networks in Serious Games
Relevant Information as a formalised approach to evaluate game mechanics
It might be balanced, but is it actually good? An Empirical Evaluation of Game Level Balancing
Identifying Cognitive Load in a Computer Game: An exploratory study of young children
DRONEscape: Designing an Educational Escape Room for Adult AI Literacy
The Onboarding Phase in a Game for Text Labelling: Comparing the Effect of Animated vs. Textual Onboarding on Player Experience and Accuracy
A data-driven approach for online adaptation of game difficulty
A game-theoretical approach for designing market trading strategies
Designing for Engagement: A Co-Created VR Game for Upper Limb Rehabilitation
Skilled Experience Catalogue: A Skill-Balancing Mechanism for Non-Player Characters using Reinforcement Learning
Procedural generation of complex stable structures for angry birds levels
Evaluating Quality of Gaming Narratives Co-Created with AI
vBattle: A new framework to simulate medium-scale battles in individual-per-individual basis
Feature analysis for modeling game content quality
Evolving both search and strategy for Reversi players using genetic programming
Improving hearthstone AI by learning high-level rollout policies and bucketing chance node events
Improving Bidding and Playing Strategies in the Trick-Taking game Wizard using Deep Q-Networks
Order versus Chaos
Gender-Based Behavioral Patterns in Twitch Gaming Live Streamers: An Observational Study
LUSITANOS LET's GO! from Banal to Joking Nationalism in Portuguese Esports Spectatorship
Analysis of Self-Adaptive Monte Carlo Tree Search in General Video Game Playing
Fighting Game Adaptive Background Music for Improved Gameplay
Local Forward Model Learning for GVGAI Games
Web-Based Interface for Data Labeling in StarCraft
Complexity analysis and playing strategies for Ludo and its variant race games
An approach to level design using procedural content generation and difficulty curves
Evolving Players for an Ancient Game: Hnefatafl
Realtime Adaptive Virtual Reality for Pain Reduction
Learning macromanagement in starcraft from replays using deep learning
UCT for PCG
Monte Carlo Tree Search variants for simultaneous move games
Space and depth-related enhancements of the history-ADS strategy in game playing
Evolving Warriors for the Nano Core
The Teaching Efficacy of the Protégé Effect in Gamified Education
Procedural Generation and Information Games
Configurable Agent With Reward As Input: A Play-Style Continuum Generation
Neuroevolution Strategies for Word Embedding Adaptation in Text Adventure Games
An Interactive Module for Learning and Evaluating the Basic Rules in Health Consultations
Perfect Information Monte Carlo with Postponing Reasoning
"Let's save resources!": A dynamic, collaborative AI for a multiplayer environmental awareness game
Evaluating Navigation Behavior of Agents in Games using Non-Parametric Statistics
A simple tree search method for playing Ms. Pac-Man
Reactiveness and navigation in computer games: Different needs, different approaches
Learning and evolving combat game controllers
Resolving Simultaneity Bias: Using Features to Estimate Causal Effects in Competitive Games
MiaoSuan Wargame: A Multi-Mode Integrated Platform for Imperfect Information Game
Making sense of emergent narratives: An architecture supporting player-triggered narrative processes
Adjutant bot: An evaluation of unit micromanagement tactics
The C 2 create authoring tool: Fostering creativity via game asset creation
Physically Active Games for the Cognitive Activation of Students
Amplitude of neural oscillations in the parietal area is associated with the results of esports competitions
Predicting Chess Player Rating Based on a Single Game
Update rules, reciprocity and weak selection in evolutionary spatial games
Teaching on a Budget in Multi-Agent Deep Reinforcement Learning
Evolving a general electronic stability program for car simulated in TORCS
Procedural Generation using Spatial GANs for Region-Specific Learning of Elevation Data
Turing Test Framework for Cooperative Games
DanZero: Mastering GuanDan Game with Reinforcement Learning
Automatic Generation of Diverse Cavern Maps with Morphing Cellular Automata
Deceptive strategies for the evolutionary minority game
Adaptivity of Card Recommendation Systems for Legends of Code and Magic
Comparing the structure of probabilistic 4- and 8-state finite transducer representations for Prisoner's Dilemma
Gamified VR Environment with Second-Screen Web Interface for Therapist-Guided Exposure Therapy
Extend Wave Function Collapse Algorithm to Large-Scale Content Generation
The Influence of Well-Dressed NPCs on Player Perception, Immersion and Decision-Making in Gaming
The Evolution of Multi-Layer Neural Networks for the Control of Xpilot Agents
Variable Frame Timing Affects Perception of Smoothness in First-Person Gaming
Achieving Fairness in DareFightingICE Agents Evaluation Through a Delay Mechanism
Timing in episodic memory for virtual characters
Evaluating a Plan Recognition Agent for the Game Pandemic with Human Players
AI for game production
Comparison of rapid action value estimation variants for general game playing
Deceptive Level Generation for Angry Birds
Keynotes [abstracts of three keynote presentations]
Improving Hearthstone AI by Combining MCTS and Supervised Learning Algorithms
Learning to Generate Levels From Nothing
A Survey on Multiagent Reinforcement Learning Towards Multi-Robot Systems
Applying reinforcement learning to small scale combat in the real-time strategy game StarCraft: Broodwar
Believable self-learning AI for world of tennis
Voronoi game on graphs and its complexity
Enhancing Rolling Horizon Evolution with Policy and Value Networks
The WCCI 2008 simulated car racing competition
The Illusion of Animal Body Ownership and Its Potential for Virtual Reality Games
SteamVis: A Tool for Collecting and Analyzing Data of the Game Distribution Platform Steam
Self-adaptive games for rehabilitation at home
Using Collaborative Filtering to Recommend Champions in League of Legends
Collaborative Practices in Massively Multiplayer Online Roleplaying Groups: Online Learning in Informal Groups
Neighborly: A Sandbox for Simulation-based Emergent Narrative
Story representation in analogy-based story generation in Riu
Emergent bluffing and inference with Monte Carlo Tree Search
Human-Like Playtesting with Deep Learning
Using association rule mining to predict opponent deck content in android: Netrunner
The Propaganda Machine: Generating Biased Reports about Risk Games
Customer Lifetime Value in Mobile Games: a Note on Stylized Facts and Statistical Challenges
Towards verifiable Benchmarks for Reinforcement Learning
Extending neuro-evolutionary preference learning through player modeling
Designing a Video Game to Measure Creativity
Applying data mining to extract design patterns from Unreal Tournament levels
Monte Carlo tree search experiments in hearthstone
Playing Good-Quality Games with Weak Players by Combining Programs with Different Roles
Modeling Uncertainty: Constraint-Based Belief States in Imperfect-Information Games
Not So Different Games: An exploration of five years of student game designers
Skill Depth in Tabletop Board Games
B2CI 2019: The IEEE Brain to Computer Interface Competition's Gaming Event
Building Reactive Characters for Dynamic Gaming Environments
Using opponent models to train inexperienced synthetic agents in social environments
Predicting Quality and Popularity of a Movie From Plot Summary and Character Description Using Contextualized Word Embeddings
Coevolving Strategies for General Game Playing
Non-Uniform Tile Wave Function Collapse
PrepPipe: Prototyping Compiler for Attainable Visual Novel Development
Synthesizing bots emotional behaviors through fuzzy cognitive processes
Learning to Play General Video-Games via an Object Embedding Network
On the Dynamics of Affective States During Play and the Role of Confusion
Comparison of Bayesian move prediction systems for Computer Go
Prototyping Video Games for Understanding Abstract Concepts
Automated Curriculum Learning by Rewarding Temporally Rare Events
Major Developments in the Evolution of Tabletop Game Design
A Player for Tactical Air Strike Games Using Evolutionary Computation
Explainable Search: An Exploratory Study in SameGame
Automatic Generation of Super Mario Levels via Graph Grammars
Heuristics for Board Game Usability Testing
On the Influence of the Supine Posture on Simulation Sickness in Virtual Reality
The Evolutionary Race: Improving the Process of Evaluating Car Controllers in Racing Simulators
Opponent state modeling in RTS games with limited information using Markov random fields
Towards market seller modeling in World of Warcraft
μCCG, a CCG-based Game-Playing Agent for μRTS
Evolutionary Multi-objective Optimization of Real-Time Strategy Micro
A UCT agent for Tron: Initial investigations
Task Relabelling for Multi-task Transfer using Successor Features
The role of reward structure, coordination mechanism and net return in the evolution of cooperation
Deep Reinforcement Learning for General Video Game AI
On the Effect of the Vertical Axis Alignment on Cybersickness and Game Experience in a Supine Posture
A Qualitative Investigation of Real World Accessible Design Experiences within a Large Scale Commercial Game Development Studio
Real-Time Evolution in the NERO Video Game (Winner of CIG 2005 Best Paper Award)
Hierarchical controller learning in a First-Person Shooter
When Are We Done with Games?
Predicting player churn in destiny: A Hidden Markov models approach to predicting player departure in a major online game
Toward curling informatics - Digital scorebook development and game information analysis
Two-Memory Reinforcement Learning
StarCraft: Brood War - Strategy powered by the SOMA swarm algorithm
Exploratory Bandit Experiments with "Starter Packs" in a Free-to-Play Mobile Game
Optimal strategy selection of non-player character on real time strategy game using a speciated evolutionary algorithm
Rogue-Gym: A New Challenge for Generalization in Reinforcement Learning
Policy Diversity for Cooperative Agents
Coevolution in Hierarchical AI for Strategy Games
Creating efficient walls using potential fields in real-time strategy games
The Perfect Looting System: Looking for a Phoenix?
Inferring the Past: A Computational Exploration of the Strategies that May Have Been Used in the Aztec Board Game of Patolli
Categorical Clustering Applied to the Discovery of Character Builds in TCTD2: the BaT Approach
A Local Approach to Forward Model Learning: Results on the Game of Life Game
PIFE: Permutation Invariant Feature Extractor for Danmaku Games
Simulation-based optimization of StarCraft tactical AI through evolutionary computation
Towards generating arcade game rules with VGDL
A Simple, Solid, and Reproducible Baseline for Bridge Bidding AI
2012 IEEE Conference on Computational Intelligence and Games, CIG 2012, Granada, Spain, September 11-14, 2012
Position-based reinforcement learning biased MCTS for General Video Game Playing
Acquiface Interface as a Device for Acquisition of User's Facial Expressions in Game Expression Hunter
Learning to intercept opponents in first person shooter games
Using Stochastic AI Techniques to Achieve Unbounded Resolution in Finite Player Goore Games and its Applications
Playing with the Sun: A Virtual Physics Experience for Nuclear Fusion Experimentation and Learning
How the Players Get Their Spots: A Study of Playstyle Emergence in Digital Games
Snooker Robot Player - 20 Years on
Introducing a round robin tournament into Blondie24
An Experiment on Game Facet Combination\
Portfolio greedy search and simulation for large-scale combat in starcraft
Blending Output from Generative Adversarial Networks to Texture High-Resolution 2D Town Maps for Roleplaying Games
Comparing Randomization Strategies for Search-Control Parameters in Monte-Carlo Tree Search
Automated design for playability in computer game agents
Illuminating the Space of Enemies Through MAP-Elites
Improved LinUCT and its evaluation on incremental random-feature tree
Procedural Content Generation through Quality Diversity
Try Again?: A Macro-Level Taxonomy of the Challenge and Failure Process in Games
Chemical Life: Knowledge-based Personality, Emotion and Action Cues in Educational Games
Real-time challenge balance in an RTS game using rtNEAT
Body motion design and analysis for fighting game interface
Production of various strategies and position control for Monte-Carlo Go - Entertaining human players
Match Point AI: A Novel AI Framework for Evaluating Data-Driven Tennis Strategies
Sonic Doom: Enhanced Sound Design and Accessibility in a First-Person Shooter Game
Knowledge-based fast evolutionary MCTS for general video game playing
A Turing Test for Beatmap-Generation
Using genetic programming to evolve heuristics for a Monte Carlo Tree Search Ms Pac-Man agent
From a Single Design to Multiple Variations: AI-Guided in-App Image Generation
Distilling Reinforcement Learning Tricks for Video Games
LevelEd VR: A virtual reality level editor and workflow for virtual reality level design
Rule fusion for the imitation of a human tutor
Hierarchical path planning for multi-size agents in heterogeneous environments
How players lose interest in playing a game: An empirical study based on distributions of total playing times
Probabilistic approaches to cheating detection in online games
A comparative study of solvers in Amazons endgames
Anxious Learning in Real-Time Heuristic Search
VGC AI Competition - A New Model of Meta-Game Balance AI Competition
A proof-search method for the first-order logic
Inductively defined types
A formulation of the simple theory of types (for Isabelle)
Algorithms for Probabilistic Inference
The resolution program, able to decide some solvable classes
Mathematics of infinity
A structural completeness theorem for a class of conditional rewrite rule systems
The use of justification systems for integrated semantics
Gentzen-type systems and resolution rules. Part I. Propositional logic
On some applications of Heyting-valued analysis II
An equational deductive system for the differential and integral calculus
On the problem of reducing search in logic program execution
On conditions of full coherence in biclosed categories: a new application of proof theory
On the syntax of infinite objects: an extension of Martin-Löf's theory of expressions
Geometry of interaction 2: deadlock-free algorithms
Flow-diagrams with sets
Group-theoretic approach to intractable problems
Correctness of short proofs in theory with notions of feasibility
Algebraic specified processes and enumerable models
COLOG-88, International Conference on Computer Logic, Tallinn, USSR, December 1988, Proceedings
On connections between classical and constructive semantics
beta-reductions and beta developments of lambda terms with the least number of steps
Exploiting Resolution Proofs to Speed Up LTL Vacuity Detection for BMC
Conformance Testing for Stochastic Cyber-Physical Systems
BMDs Can Delay the Use of Theorem Proving for Verifying Arithmetic Assembly Instructions
Induction with Recursive Definitions in Superposition
Verifying Transaction Ordering Properties in Unbounded Bus Networks through Combined Deductive/Algorithmic Methods
Proceedings of 10th International Conference on Formal Methods in Computer-Aided Design, FMCAD 2010, Lugano, Switzerland, October 20-23
Extending enumerative function synthesis via SMT-driven classification
Systems Correctness Practices at AWS: Leveraging Formal and Semi-formal Methods
Tbuddy: A Proof-Generating BDD Package
CAQE: A Certifying QBF Solver
Verifying Relational Properties using Trace Logic
Celestial: A Smart Contracts Verification Framework
Incremental upgrade checking by means of interpolation-based function summaries
A Methodology for Processor Implementation Verification
Specification based testing with QuickCheck: tutorial talk
Input Elimination and Abstraction in Model Checking
Formal Methods in Computer-Aided Design, 5th International Conference, FMCAD 2004, Austin, Texas, USA, November 15-17, 2004, Proceedings
Formal for everyone - Challenges in achievable multicore design and verification
Guiding Likely Invariant Synthesis on Distributed Systems with Large Language Models
A Brief Study of BDD Package Performance
Scalable Translation Validation of Unverified Legacy OS Code
Hardware model checking competition 2017
Formal Verification of Hardware Support for Advanced Encryption Standard
Consistency Checking of All Different Constraints over Bit-Vectors within a SAT Solver