yusuke1997/dblp-id-title huggingface dataset:
The Invisible Wall: A Critical Examination of Fourth Wall Breaks in Video Games
Imitative learning for real-time strategy games
Concept Accessibility as Basis for Evolutionary Reinforcement Learning of Dots and Boxes
Technical Challenges of Deploying Reinforcement Learning Agents for Game Testing in AAA Games
Optimizing αµ
Designer-driven 3D buildings generated using Variable Neighborhood Search
Toward supporting stories with procedurally generated game worlds
Win/loss States: An efficient model of success rates for simulation-based functions
Creating a multi-purpose first person shooter bot with reinforcement learning
Building a computer Mahjong player based on Monte Carlo simulation and opponent models
WheelUp! Developing an Interactive Electric-power Wheelchair Virtual Training Environment
A Virtual Agent Toolkit for Serious Games Developers
Towards Multi-modal Stress Response Modelling in Competitive League of Legends
From competition to cooperation: Co-evolution in a rewards continuum
A Plot from the Stars: Educational Game Development for Teaching Basic Mathematical Functions
IPCGRL: Language-Instructed Reinforcement Learning for Procedural Level Generation
Visual control in quake II with a cyclic controller
αβ-based play-outs in Monte-Carlo Tree Search
A Behavior-Based Architecture for Realistic Autonomous Ship Control
Behavioral-based cheating detection in online first person shooters using machine learning techniques
Rolling horizon methods for games with continuous states and actions
The Effect of Using Match History on the Evolution of RoboCup Soccer Team Strategies
Multi-unit tactical pathplanning
Prolog versus specialized logic inference engine in General Game Playing
Practical PCG Through Large Language Models
Prisoner's Dilemma Agents with Phenotypic Plasticity
Towards Game Design via Creative Machine Learning (GDCML)
Your Gameplay Says It All: Modelling Motivation in Tom Clancy's The Division
Neuroevolution for RTS Micro
Multiobjective exploration of the StarCraft map space
Observations on strategies for Goofspiel
Optimizing game live service for mobile free-to-play games
Voice-Controlled AI Companions for Natural Language Collaboration in a Survival Game
Learning and knowledge generation in General Games
Towards an AI playing Touhou from pixels: a dataset for real-time semantic segmentation
ToonToy: a node-based NPR solution for UnrealEngine4
Integrated Aerobic Exercise into Adult Second Language Learning in Virtual Reality Game
Rolling Horizon NEAT for General Video Game Playing
Generating 3D Terrain with 2D Cellular Automata
Metagame Autobalancing for Competitive Multiplayer Games
Using Active Probing by a Game Management AI to Faster Classify Players
Using a Large Language Model to turn Explorations of Virtual 3D-Worlds into Interactive Narrative Experiences
Speedup Training Artificial Intelligence for Mahjong via Reward Variance Reduction
Near-contact Person-to-3D Character Dance Training: Comparing AR and VR for Interactive Entertainment
NTRL: Encounter Generation via Reinforcement Learning for Dynamic Difficulty Adjustment in Dungeons and Dragons
On imitating Connect-4 game trajectories using an approximate n-tuple evaluation function
Towards a Characterisation of Monte-Carlo Tree Search Performance in Different Games
Parallel Dance: A Social Game on Campus Public Screens
Learning to recommend game contents for real-time strategy gamers
Monte Carlo Tree Search with macro-actions and heuristic route planning for the Physical Travelling Salesman Problem
neomento - Towards Building a Universal Solution for Virtual Reality Exposure Psychotherapy
A study on human like characteristics in real time strategy games
Solving Geometry Friends using Monte-Carlo Tree Search with directed graph representation
Logic foundations of manipulation as game mechanics
Efficient Ground Vehicle Path Following in Game AI
Combining Experience Replay with Exploration by Random Network Distillation
Enhancing upper confidence bounds for trees with temporal difference values
Mario Level Generation From Mechanics Using Scene Stitching
Evolving opponent models for Texas Hold 'Em
A modular parametric architecture for the TORCS racing engine
Sonancia: A multi-faceted generator for horror
Gamifying the World Wide Web: Competitive and Interactive Play on Real Websites
Transfer of evolved pattern-based heuristics in games
Characteristics Study of Dance-charts on Rhythm-based Video Games
Evolving missions to create game spaces
Keynote speech IV: Where games meet hyper-heuristics
Balancing of competitive two-player Game Levels with Reinforcement Learning
Taksim: A Constrained Graph Partitioning Framework for Procedural Content Generation
Incrementally Learned Subjectivist Probabilities in Games
A serious game for understanding artificial intelligence in production optimization
BCIManager: A library for development of brain-computer interfacing applications in Unity
Beam Monte-Carlo Tree Search
Monte Carlo search applied to card selection in Magic: The Gathering
Automated story generation with multiple internal focalization
We Never Took the Kobayashi Maru Test Until Now. What Do You Think of Our Solutions? Journeys of the Mind Through a No-Win Game
General Board Game Playing for Education and Research in Generic AI Game Learning
A fuzzy approach for the 2007 CIG simulated car racing competition
Interactive Machine Learning for More Expressive Game Interactions
Artificial intelligence in racing games
Project Thyia: A Forever Gameplayer
Learn to Play: Lessons Learned Developing Video Games for Entertainment and Education
A novel music-based game with motion capture to support cognitive and motor function in the elderly
Solving Sudoku with genetic operations that preserve building blocks
General Game Heuristic Prediction Based on Ludeme Descriptions
Quantum Checkers: The Development and Analysis of a Quantum Combinatorial Game
Evolving maps for match balancing in first person shooters
IEEE Conference on Games, CoG 2024, Milan, Italy, August 5-8, 2024
An Agent-Based Approach for Procedural Puzzle Generation in Graph-Based Maps
An evaluation of the benefits of look-ahead in Pac-Man
A Competition Winning Deep Reinforcement Learning Agent in microRTS
Heterogeneous team deep q-learning in low-dimensional multi-agent environments
Examining the Relationship of Gameplay and Learning in a Narrative-Centered Digital Game for Science Education
Informatical Analysis of Go, Part 1: Evolutionary Changes of Board Size
Evolving levels for Super Mario Bros using grammatical evolution
A Hierarchical Approach for MARLÖ Challenge
Optimization Problem Solving using Predator/Prey Games and Cultural Algorithms
Generating heuristics for novice players
A Genre-Specific Game Description Language for Game Boy RPGs
Analyzing simplified Geister using DREAM
Monte Carlo Tree Search: Long-term versus short-term planning
Analysing the effect of latent space mutation strategies for PCGML
HiveMind: Learning to Play the Cooperative Chess Variant Bughouse with DNNs and MCTS
A multi-level level generator
Segment-wise Level Generation using Iterative Constrained Extension
Using Heart Rate and Machine Learning for VR Horror Game Personalization
Landscape automata for search based procedural content generation
IEEE Conference on Games, CoG 2022, Beijing, China, August 21-24, 2022
MCTS with influence map for general video game playing
Generating Together: Lessons Learned from Developing an Educational Visual Novel with AI Collaboration
2021 IEEE Conference on Games (CoG), Copenhagen, Denmark, August 17-20, 2021
SWiMM DEEPeR: A Simulated Underwater Environment for Tracking Marine Mammals Using Deep Reinforcement Learning and BlueROV2
An Angry Birds Level Generator with Rube Goldberg Machine Mechanisms
Effect of look-ahead search depth in learning position evaluation functions for Othello using -greedy exploration
Generating Redstone Style Cities in Minecraft
Believable NPCs in serious games: HTN planning approach based on visual perception
Evolving N-person social dilemma strategies to resolve questions on participation in climate change programs
GIMME: Group Interactions Manager for Multiplayer sErious games
ACE-RL-Checkers: Improving automatic case elicitation through knowledge obtained by reinforcement learning in player agents
Play Style Identification Using Low-Level Representations of Play Traces in Microrts
Co-Design of a Serious Game to Promote Emotion Regulation Strategies in Parents
Friendly partner system of poker game with facial expressions
Game Level Blending using a Learned Level Representation
Image-to-Image Translation Method for Game-Character Face Generation
Fast: Similarity-Based Knowledge Transfer for Efficient Policy Learning
Reinforcement learning for the soccer dribbling task
Pleasure propagation to reward predictors
Combining cooperative and adversarial coevolution in the context of pac-man
A financial game with opportunities for fraud
Visualizing AI Playtesting Data of 2D Side-scrolling Games
Temporal difference learning of N-tuple networks for the game 2048
TD(λ) and Q-learning based Ludo players
Deep RTS: A Game Environment for Deep Reinforcement Learning in Real-Time Strategy Games
Does the moran process hinder our understanding of cooperation in human populations?
MindMeld Cyclers: Exploring New Collaborative Motion Modes Using Virtual Co-embodiment in a Serious Game
Practical issues in evolving neural network controllers for video game agents
Learning a context-aware weapon selection policy for Unreal Tournament III
Formal Game Grammar and Equivalence
Knowledge discovery for characterizing team success or failure in (A)RTS games
Beyond UCT: MAB Exploration Improvements for Monte Carlo Tree Search
A Case Study on User Perception of Parameterized LLM-Generated Narratives
Towards adaptive online RTS AI with NEAT
A New Rules Balance Track for the Pokémon VGC AI Competition 2.0
Regularized Soft Actor-Critic for Behavior Transfer Learning
Evolved weapons for RPG drop systems
Adaptive bots for real-time strategy games via map characterization
Swords, Data and Balls: Extracting Extreme Behavioural Prototypes with Kernel Minimum Enclosing Balls
Frame selection using iterative grammatical evolution for automatic comic generation from game logs
Monte-Carlo Tree Search for Implementation of Dynamic Difficulty Adjustment Fighting Game AIs Having Believable Behaviors
Imitation learning for combat system in RTS games with application to starcraft
Leveraging Gaming to Enhance Knowledge Graphs for Explainable Generative AI Applications
Balancing Wargames through Predicting Unit Point Costs
Investigating Complex Dynamics in Eye-Aspect-Ratio of Expert Tetris Players Using Recurrence Quantification Analysis
JUSTIN: An Audience Participation Game With A Purpose for Collecting Descriptions for Artwork Images
Chatter Generation through Language Models
Sound Judgment: A Multi-Year Evaluation of Audio Aesthetics and Gameplay Impact in DareFightingICE Sound Design Competition
Evolving Artificial Neural Networks applied to generate virtual characters
PSMAGE: Balanced map generation for StarCraft
Autoencoder-augmented neuroevolution for visual doom playing
Measuring Randomness in Tabletop Games
A Hybrid AI System for Agent Adaptation in a First Person Shooter
Games as personality profiling tools
Towards a hybrid neural and evolutionary heuristic approach for playing tile-matching puzzle games
Bandits all the way down: UCB1 as a simulation policy in Monte Carlo Tree Search
An Eye Gaze Model for Controlling the Display of Social Status in Believable Virtual Humans
MAIDCRL: Semi-centralized Multi-Agent Influence Dense-CNN Reinforcement Learning
A Cybersecurity Game to Probe Human-AI Teaming
Parallel OPM: A Visualization System for Analyzing Peers Board States for Gameplay Reflection
Carle's Game: An Open-Ended Challenge in Exploratory Machine Creativity
Interpretable Utility-based Models Applied to the FightingICE Platform
Retrograde Analysis of Kriegspiel endgames
Learning to Play 7 Wonders Duel Without Human Supervision
Bug-a-Tug: A Non-Interactive Game
Generalization of Agent Behavior through Explicit Representation of Context
Improving Temporal Difference game agent control using a dynamic exploration during control learning
Procedural Content Generation: Better Benchmarks for Transfer Reinforcement Learning
Keiki: Towards Realistic Danmaku Generation via Sequential GANs
Improving Monte-Carlo tree search for dots-and-boxes with a novel board representation and artificial neural networks
Lemmas on partial observation, with application to phantom games
(Anti)Social Challenge: Emotionally Challenging Interaction Dynamics in Multiplayer Experiences
The Effects of Social Presence on Gaze, Movement and Arousal in Autism: A Cooperative Virtual Reality Game-Based Approach
Synchronous and Asynchronous Network Evolution in a Population of Stubborn Prisoners
How costly is a good compromise: Multi-objective TORCS controller parameter optimization
Honey. I Shrunk The Actor: A Case Study on Preserving Performance with Smaller Actors in Actor-Critic RL
An algorithmic approach to analyzing combat and stealth games
Population-Based Evaluation for Dynamic Difficulty Adjustment in Repeated Rock-Paper-Scissors
How can you save the world? Empowering sustainable diet change with a serious game
Policy Based Inference in Trick-Taking Card Games
Enemy Spotted: In-game Gun Sound Dataset for Gunshot Classification and Localization
Psychometric Mapping of Audio Features to Perceived Physical Characteristics of Virtual Objects
Automatic Action Space Specification for Deep Reinforcement Learning in Games via Program Analysis
The Hero's Dilemma: Survival Advantages of Intention Perception in Virtual Agent Games
Learning opening books in partially observable games: Using random seeds in Phantom Go
Structure and Coherence in City Road Network Generation
Enhancements in Monte Carlo tree search algorithms for biased game trees
Towards Liveness in Game Development
Learning Policies from Self-Play with Policy Gradients and MCTS Value Estimates
A Reinforcement Learning Approach To Synthesizing Climbing Movements
On the huge benefit of decisive moves in Monte-Carlo Tree Search algorithms
A model-based cell decomposition approach to on-line pursuit-evasion path planning and the video game Ms. Pac-Man
Evolutionary Design of Cooperative Predation Strategies
Enabling Multi-Agent Transfer Reinforcement Learning via Scenario Independent Representation
Evaluating real-time strategy game states using convolutional neural networks
The Design Of A Clicker Game for Text Labelling
Effects of Task Type and Wall Appearance on Collision Behavior in Virtual Environments
Bayesian Optimization-based Search for Agent Control in Automated Game Testing
Trappy Minimax - using Iterative Deepening to Identify and Set Traps in Two-Player Games
Portability of Serious Game Software Components
Make your programs compete and watch them play in the Code Colosseum
Game-Oriented ASR Error Correction via RAG-Enhanced LLM
TreeCare: Development and Evaluation of a Persuasive Mobile Game for Promoting Physical Activity
Khaldun: GOAP for both Procedural Level generation and NPC Behaviors
Stylized facts for mobile game analytics
Gulliver's Game: Multiviewer and Vtuber Extreme Asymmetric Game
Systems for player reputation with NPC agents
Influencing the Affective State and Attention Restoration in VR-Supported Psychotherapy
Hybrid of Evolution and Reinforcement Learning for Othello Players
Prediction as faster perception in a real-time fighting video game
Representational complexity of reactive agents
AI for dynamic team-mate adaptation in games
PlayMapper: Illuminating Design Spaces of Platform Games
Modelling user retention in mobile games
Fit to Fling: Genetic Prompt Optimization for the LLMs4PCG Competition
Tutorials: Cultural Algorithms: Incorporating social intelligence into virtual worlds
Framework for Generating State-Space Graphs
Toward a Game Design Engineering Process Centered on Player Experience
Using plan-based reward shaping to learn strategies in StarCraft: Broodwar
Rapid adaptation of video game AI
Evolving Near Optimal Kiting Behavior with an Anchor Point Parameterization
Mysterious Murder - MCTS-driven Murder Mystery Generation
Subtle Attention Guidance for a New Virtual Reality Game
Deep Reinforcement Learning in Match-3 Game
Deduction of fighting-game countermeasures using the k-nearest neighbor algorithm and a game simulator
On Linking Level Segments
Towards Social Facilitation in Audience Participation Games: Fighting Game AIs whose Strength Depends on Audience Responses
A Future-Oriented Cache Management for Mobile Games
Evolving personas for player decision modeling
On the effects of locality in a permutation problem: The Sudoku Puzzle
Designing bots in games with a purpose
Enhancing the Monte Carlo Tree Search Algorithm for Video Game Testing
Intrinsically motivated general companion NPCs via Coupled Empowerment Maximisation
RL- and LLM-Based AI Solvers for the Game of Wordle/Fibble
Continuous Episodic Control
Understanding Game Performance: A Study of Eye Blinking and Pupil Metrics in Matching Pairs Game
Emotional behavior trees
Constrained surprise search for content generation
Non-invasive player experience estimation from body motion and game context
Estimating learning rates in evolution and TDL: Results on a simple grid-world problem
World of Bugs: A Platform for Automated Bug Detection in 3D Video Games
Action Spaces in Deep Reinforcement Learning to Mimic Human Input Devices
Generating interesting Monopoly boards from open data
Influence Map-based controllers for Ms. PacMan and the ghosts
Automatic design of deterministic sequences of decisions for a repeated imitation game with action-state dependency
Modelling the Evolution of Cooperative Behavior in Ad Hoc Networks using a Game Based Model
A Review of Agency Architectures in Interactive Drama Systems
LGOAP: Adaptive layered planning for real-time videogames
Strategic Features and Terrain Generation for Balanced Heroes of Might and Magic III Maps
Parallel Nested Rollout Policy Adaptation
Procedural Generation and Games at the Dawn of Fault Tolerant Quantum Computing
I Know How: Combining Prior Policies to Solve New Tasks
General video game playing escapes the no free lunch theorem
The Royal Crush: Analysis of Match-3 Mechanics
Is human-like and well playing contradictory for Diplomacy bots?
Archetypical motion: Supervised game behavior learning with Archetypal Analysis
Tutorial I: Video Game Description Language (VGDL) and the challenge of creating agents for General Video Game Playing (GVGP)
Crowdsourcing Controller - Utilizing Reliable Agents in a Multiplayer Game
Applying Commitment to Churn and Remaining Players Lifetime Prediction
Pareto Evolution and Co-Evolution in Cognitive Neural Agents Synthesis for Tic-Tac-Toe
Analysis and Generation of Flow in 3D Jump'n'Run Games
Extended ramp goal module: Low-cost behaviour arbitration for real-time controllers based on biological models of dopamine cells
The Game of Synchronized Cutcake
Investigating Trading Mechanisms as a Driver for User Experience in Racing Games
Adversarial Reinforcement Learning for Procedural Content Generation
Effects of advertisements and questionnaire interruptions on the player experience
Narrui: Visual Dialogue System Tool Featuring Interactive Editor Playback for Better Usability
Towards Game-based Metrics for Computational Co-Creativity
Racing tracks improvisation
Towards Modern Card Games with Large-Scale Action Spaces Through Action Representation
Trust-ya: design of a multiplayer game for the study of small group processes
An Exploration of Feedback Loops in Friendship Games
CHANCEPROBCUT: Forward pruning in chance nodes
Multi-source Data Multi-task Learning for Profiling Players in Online Games
Text-based adventures of the golovin AI agent
Inferring Design Constraints From Game Ruleset Analysis
Game State and Action Abstracting Monte Carlo Tree Search for General Strategy Game-Playing
Academic AI and Videogames: A Case Study of Incorporating Innovative Academic Research Into a Videogame Prototype
Evolutionary deckbuilding in hearthstone
Ordering Levels in Human Computation Games using Playtraces and Level Structure
G-PCGRL: Procedural Graph Data Generation via Reinforcement Learning
Validating the plot of Interactive Narrative games
Exploring Aim Assistance in a Foot-Based Target Shooting Game in Virtual Reality
Tutorial III: Evolving neural networks
Reactive planning idioms for multi-scale game AI
Intrinsically motivated reinforcement learning: A promising framework for procedural content generation
Physically Prototyping Physics for Play: Possibilities and Practicality
Mining Player Behavior Patterns from Domain-Based Spatial Abstraction in Games
Application of Retrograde Analysis on Fighting Games
Path Generation and Evaluation in Video Games: A Nonparametric Statistical Approach
A Call for Deeper Collaboration Between Robotics and Game Development
Evolving strategies to help resolve tragedy of the commons social dilemmas
Variations Forever: Flexibly generating rulesets from a sculptable design space of mini-games
Modified PPO-RND Method for Solving Sparse Reward Problem in ViZDoom
Profiling Players with Engagement Predictions
The Guardians: Designing a Game for Long-term Engagement with Mental Health Therapy
Optimists at Heart: Why Do We Research Game AI?
Evolving Parameters for Xpilot Combat Agents
Process Mining for Game Analytics
path2level: Constraint-Based Level Generation from Paths
Cross-Platform Games in Kotlin
Generating Diverse and Competitive Play-Styles for Strategy Games
Nannon: A Nano Backgammon for Machine Learning Research
Determinization and information set Monte Carlo Tree Search for the card game Dou Di Zhu
Adaptive General Search Framework for Games and Beyond
An Approximate Solution of "instein Würfelt Nicht!"
Transfer of driving behaviors across different racing games
Skeleton-based multi-agent opponent search
Proposing Formal Game Spaces as Foundation for Gameplay-Based Anti-Cheating Measures
The geometry friends game AI competition
An intentional AI for hanabi
Moody5: Personality-biased agents to enhance interactive storytelling in video games
Play-style Identification through Deep Unsupervised Clustering of Trajectories
Multiplayer Modeling via Multi-Armed Bandits
Temporal difference learning with interpolated n-tuples: Initial results from a simulated car racing environment
Multimodal Joint Emotion and Game Context Recognition in League of Legends Livestreams
Game and Player Feature Selection for Entertainment Capture
Round Outcome Prediction in VALORANT Using Tactical Features from Video Analysis
Adaptive gameplay for mobile gaming
CrawLLM: Theming Games with Large Language Models
Procedural generation of angry birds fun levels using pattern-struct and preset-model
A Refined 3D Dataset for the Analysis of Player Actions in Exertion Games
Evolving driving controllers using Genetic Programming
Reinforcement Learning with Action-Specific Focuses in Video Games
Flexible story generation with norms and preferences in computer role playing games
Learning on a Budget via Teacher Imitation
Evolving Number Sentence Morphing Puzzles
InLife: Combining Real Life with Serious Games using IoT
Evolving Initial Heuristic Functions for Agent-Centered Heuristic Search
Capturing augmented sensing capabilities and intrusion delay in patrolling-intrusion games
Automatic Generation of Evaluation Features for Computer Game Players
GENEVA: GENErating and Visualizing branching narratives using LLMs
In-game action list segmentation and labeling in real-time strategy games
Monte-Carlo Tree Search Implementation of Fighting Game AIs Having Personas
Solving Strong and Weak 4-in-a-Row
Formal analysis and algorithms for extracting coordinate systems of games
A Serious Game Platform to Train Teachers on Cyberbullying Prevention and Response
Using Vertical Dynamics Actuators in the Car as Haptic Feedback for Entertainment Applications
Agents that Listen: High-Throughput Reinforcement Learning with Multiple Sensory Systems
PGD: A Large-scale Professional Go Dataset for Data-driven Analytics
Unlocked: A Game On Human Trafficking
Agent subset adversarial search for complex non-cooperative domains
No-Limit Texas Hold'em Poker agents created with evolutionary neural networks