yusuke1997/dblp-id-title huggingface dataset:
Evaluation of a domain independent approach to natural language processing for game-like user interfaces
Multi-Agent non-Overlapping Pathfinding with Monte-Carlo Tree Search
SCAIL: An integrated Starcraft AI system
Weighting Information Sets with Siamese Neural Networks in Reconnaissance Blind Chess
Remixing Headlines for Context-Appropriate Flavor Text
Self-Attention for Visual Reinforcement Learning
Improving Artificial Intelligence In a Motocross Game
A video game description language for model-based or interactive learning
Sonotris: Testing the Influence of Musical Tempo on Tetris Players Performance
Learning Strategies for Imperfect Information Board Games Using Depth-Limited Counterfactual Regret Minimization and Belief State
General Board Game Concepts
Neural networks compete with expert human players in solving the Double Dummy Bridge Problem
What Makes a Level Hard in Super Mario Maker 2?
Do Influencers Influence? - Analyzing Players' Activity in an Online Multiplayer Game
Weighted SCAN for modeling cooperative group role dynamics
Combining local and global optimisation for virtual camera control
On the Effects of Simulating Human Decisions in Game Analysis
Catch The Butterfly: Using Gaminiscing to Design a Serious Game about Immigrants
Finding Mechanisms to Build Analog Games for Spatial Planning and City Building
Applications of Artificial Intelligence in Live Action Role-Playing Games (LARP)
Investigating the Effect of Color Stimuli on Player Emotions in Games
AI isn't just for players: AI-based authoring tools
Investigating the Elusive Role of Level Design
Informed Monte Carlo Tree Search for Real-Time Strategy games
Using multiple worlds for multiple agent roles in games
Evolving robust strategies for an abstract real-time strategy game
Economic Indicators for Decision-Making inOperating Massive Multiplayer Online
Explainable AI for Designers: A Human-Centered Perspective on Mixed-Initiative Co-Creation
Towards automatic personalised content creation for racing games
Forcing Neurocontrollers to Exploit Sensory Symmetry Through Hard-wired Modularity in the Game of Cellz
Extracting gamers' cognitive psychological features and improving performance of churn prediction from mobile games
The impact of connection topology and agent size on cooperation in the iterated prisoner's dilemma
Procedural Progression Model for Smash Time
Trajectory Analysis and Prediction in Counter-Strike with LSTM Models
"RehabConnex": A middleware for the flexible connection of multimodal game applications with input devices used in movement therapy and physical exercising
Player-adaptive Spelunky level generation
Towards the Co-Evolution of Influence Map Tree Based Strategy Game Players
Generating Game Levels of Diverse Behaviour Engagement
Mek: Mechanics Prototyping Tool for 2D Tile-Based Turn-Based Deterministic Games
Declarative procedural generation of architecture with semantic architectural profiles
Binary GPU-Planning for Thousands of NPCs
Platformer level design for player believability
XAI-Driven Explainable Multi-view Game Cheating Detection
Evolving spaceship designs for optimal control and the emergence of interesting behaviour
Opponent modeling based on action table for MCTS-based fighting game AI
Paranoid Proof-Number Search
Reinforcement Learning with Temporal Logic Specifications for Regression Testing NPCs in Video Games
Combining Monte Carlo tree search and apprenticeship learning for capture the flag
Morphology independent dynamic locomotion control for virtual characters
End-to-End Procedural Level Generation in Educational Games with Natural Language Instruction
Enhancing touch-driven navigation using informed search in Ms. Pac-Man
Ludii and XCSP: Playing and Solving Logic Puzzles
Changing video game graphic styles using neural algorithms
Pruning and preprocessing methods for inventory-aware pathfinding
Temporal difference learning with interpolated table value functions
General game-playing systems
Exploring the Potential of an AI-Based Twitch Moderation and Toxicity Detection Bot
GPT for Games: A Scoping Review (2020-2023)
Influence of Perspectives on Human Player Decisions in Board Games Online
A reinforcement learning approach for the circle agent of geometry friends
Emotion Recognition from 3D Motion Capture Data using Deep CNNs
Improved Action Prediction through Multiple Model Processing of Player Trajectories
Deck-based prisoner's dilemma
Online learning and mining human play in complex games
A scalable neural network architecture for board games
Improving Playtesting Coverage via Curiosity Driven Reinforcement Learning Agents
Evolving Pac-Man Players: Can We Learn from Raw Input?
Practical Game Design Tool: State Explorer
Evaluation of Monte Carlo tree search and the application to Go
Building an automatic sprite generator with deep convolutional generative adversarial networks
Game intelligence
Fuzzy Q-learning in a nondeterministic environment: developing an intelligent Ms. Pac-Man agent
Blockchain Games: A Survey
Evaluating Team Skill Aggregation in Online Competitive Games
Evolving Adaptive Play for the Game of Spoof Using Genetic Programming
Sustainability Challenges in the Games Industry
REVIVE - Studying Social Dynamics of Stroke Survivors Using a Monitoring VR-Based Platform
Realistic Game Avatars Auto-Creation from Single Images via Three-pathway Network
Online Optimization of Curriculum Learning Schedules using Evolutionary Optimization
A Multi-Agent Architecture for Game Playing
Some Chess-Specific Improvements for Perturbation-Based Saliency Maps
Tweeting your Destiny: Profiling Users in the Twitter Landscape around an Online Game
Finding robust strategies to defeat specific opponents using case-injected coevolution
Detecting flow in games using facial expressions
Predicting Human Card Selection in Magic: The Gathering with Contextual Preference Ranking
From Participation to Play: Exploring the Role of Participatory Design in Post-Stroke Upper Limb Virtual Reality Telerehabilitation
Can You Hear the Player Experienceƒ A Pipeline for Automated Sentiment Analysis of Player Speech
Human computation for procedural content generation in platform games
Semi-automated level design via auto-playtesting for handheld casual game creation
Modeling Conflict De-Escalation in Shakespeare Through Hybrid NLP & Symbolic Approaches
Automatic Goal Discovery in Subgoal Monte Carlo Tree Search
Using Discrete Time Markov Chains for Control of Idle Character Animation
EvoTanks: Co-Evolutionary Development of Game-Playing Agents
Applying Hybrid Reward Architecture to a Fighting Game AI
Deep Reinforcement Learning to train agents in a multiplayer First Person Shooter: some preliminary results
The FESS Algorithm: A Feature Based Approach to Single-Agent Search
Quick generation of crosswords using concatenation
Prompt Engineering ChatGPT for Codenames
REALM: A rule-based evolutionary computation agent that learns to play Mario
General-Purpose Planning Algorithms in the Card Game Duelyst II
Behavior evolution in Tomb Raider Underworld
Evolution of Kiting Behavior in a Two Player Combat Problem
Discovering playing patterns: Time series clustering of free-to-play game data
Adaptation of Iterated Prisoner's Dilemma Strategies by Evolution and Learning
The Social Responsibility of Game AI
Searching the Latent Space of a Generative Adversarial Network to Generate DOOM Levels
Blood Bowl: A New Board Game Challenge and Competition for AI
Adversarial Planning Through Strategy Simulation
Using NEAT for continuous adaptation and teamwork formation in Pacman
AI-Buddies in MMORPGs: Player Perceptions of Conceptual LLM-Driven NPCs in World of Warcraft
Smelling on the Edge: Using Fuzzy Logic in Edge Computing to Control an Olfactory Display in a Video Game
A holistic approach for semantic-based game generation
IEEE Conference on Games, CoG 2020, Osaka, Japan, August 24-27, 2020
Design of an Artificial Game Entertainer by Reinforcement Learning
Effective Use of Transposition Tables in Stochastic Game Tree Search
Game Reviews Reviewed: A Game Designer's Perspective on AI-generated Game Review Analyses
Play style: Showing your age
Geometry and Generation of a New Graph Planarity Game
An Analysis of Peer Presence Social Group Dynamics to Enhance Player Engagement in Multiplayer Games
The Influence of Feedback Choice on University Students' Revision Choices and Performance in a Digital Assessment Game
Automatic generation of fantasy role-playing modules
Cultural influences on play style
Detecting Memory Editing Cheats by Validating Host Memory Integrity from GPU
The Newborn World: Guiding Creativity in a Competitive Storytelling Game
A fingerprint comparison of different Prisoner's Dilemma payoff matrices
Comparative Evaluation of the EEG Performance Metrics and Player Ratings on the Virtual Reality Games
IEEE Conference on Computational Intelligence and Games, CIG 2016, Santorini, Greece, September 20-23, 2016
Talking to NPCs: Three LLM-Driven Approaches to Dynamic RPG Dialogue
Towards story-based content generation: From plot-points to maps
An approach to general videogame evaluation and automatic generation using a description language
Mechanics or Mechanisms: defining differences in analog games to support game design
A Practical Evaluation of UI Element Detection for Automated Mobile Game Testing
A case study in AI-assisted board game design
Deep Q-learning using redundant outputs in visual doom
Online Adaptation for Enhancing Imitation Learning Policies
Reveal-More: Amplifying Human Effort in Quality Assurance Testing Using Automated Exploration
Learning Local Forward Models on Unforgiving Games
PaceMaker: A Practical Tool for Pacing Video Games
Measuring the Power Consumption of Video Games
Heuristics for Placing the Spawn Points in Multiplayer First Person Shooters
Statistical Modelling of Level Difficulty in Puzzle Games
Evaluating AI Cooperation with Humans in Codenames
Differences in visual-proprioceptive accuracy and visuomotor performance in immersive virtual reality and the physical world: a pilot study
Partial observability during predictions of the opponent's movements in an RTS game
Gaming for Equity: The Power of Diversity within Gender and Race in Gamers
Perception simulation in social planning for emergent storytelling
Modern Techniques for Ancient Games
Complete DouDizhu Agents: Bid Learning from Pretrained Cardplay
Relax, It's a Game: Utilising Gamification in Learning Agile Scrum Software Development
Active Learning Prototypes for Teaching Game AI
Exploring Q-Learning for Adaptive Difficulty in a Tile-based Image Labeling Game
Improvements in Evaluation Functions Based on Endgame Databases of Chinese Dark Chess
Explaining Synthesized Pathfinding Heuristics via Iterative Visualization and Modification
Scaling, Control and Generalization in Reinforcement Learning Level Generators
Combining Monte-Carlo Tree Search with Proof-Number Search
2018 IEEE Conference on Computational Intelligence and Games, CIG 2018, Maastricht, The Netherlands, August 14-17, 2018
Soundoku: A sound puzzle game
ELIMINATION from Design to Analysis
Evolving coordinated spatial tactics for autonomous entities using influence maps
Training Interactive Agent in Large FPS Game Map with Rule-enhanced Reinforcement Learning
Personality profiles for generating believable bot behaviors
Towards automatic StarCraft strategy generation using genetic programming
Multi-Parameterised Matchmaking: A Framework
Level Graph - Incremental Procedural Generation of Indoor Levels using Minimum Spanning Trees
Scale-Free Evolutionary Level Generation
NavySim: A Multi-Vessel Simulation and Analysis Engine for Naval Domains
Evolving Game State Evaluation Functions for a Hybrid Planning Approach
Searching for the optimal racing line using genetic algorithms
Ms Pac-Man versus ghost-team competition
Shallow Decision-Making Analysis in General Video Game Playing
Dungeon and Platformer Level Blending and Generation using Conditional VAEs
Digital curling strategy based on game tree search
Cellular automata simulation on FPGA for training neural networks with virtual world imagery
Evolving neural NPCs with layered influence map in the real-time simulation game 'Conqueror'
Sample Efficient Reinforcement Learning with Double Importance Sampling Weight Clipping
Preference-conditioned Pixel-based AI Agent For Game Testing
Super mario evolution
AI vs. AI: Comparing Artificial Intelligence with Actual Intelligence for a Gameplay Task
Temporal Difference Learning of an Othello Evaluation Function for a Small Neural Network with Shared Weights
Automatic generation and analysis of physics-based puzzle games
Empowering Through Posture: Power Poses in MR Exergames to Boost Self-Efficacy
Automatic generation of game elements via evolution
Interpreting Multi-objective Evolutionary Algorithms via Sokoban Level Generation
Towards the automatic optimisation of procedural content generators
Q-DeckRec: A Fast Deck Recommendation System for Collectible Card Games
Improving the Performance of MCTS-Based µRTS Agents Through Move Pruning
Keynotes: Data mining and machine learning applications in MMOs
Active Learning for Classifying 2D Grid-Based Level Completability
Designing Self-Efficacy Games for Informal Health Knowledge
Discount and speed/execution tradeoffs in Markov Decision Process games
Virtual Reality Game-Based Classification of Arachnophobia: A Two-Step Clustering Approach
Recursive Monte Carlo Search for Bridge Card Play
A Confidence-Calibrated MOBA Game Winner Predictor
Breathe and Rescue: Exploring Game-Based Breathing Therapies for Anxiety
Better Understanding of Humans for Cooperative AI through Clustering
An Intelligent Storytelling System for Narrative Conflict Generation and Resolution
Learning position evaluation for Go with Internal Symmetry Networks
User-preference-based automated level generation for platform games
Inventory Management with Attention-Based Meta Actions
Exergaming: The Impact of Virtual Reality on Cognitive Performance and Player Experience
Belief-state Monte-Carlo tree search for Phantom games
Online evolution in Unreal Tournament 2004
Evolvable fashion-based cellular automata for generating cavern systems
On the evolution of artificial Tetris players
Team Counter-Selection Games
A Comparison of Genetic Programming and Look-up Table Learning for the Game of Spoof
Assessing Simultaneous Action Selection and Complete Information in TAG with Sushi Go!
The day the game came alive: Virtual worlds and an origin of Artificial Life
Grid-Robot Drivers: an Evolutionary Multi-agent Virtual Robotics Task
Predicting Retention in Sandbox Games with Tensor Factorization-based Representation Learning
ChatGPT4PCG 2 Competition: Prompt Engineering for Science Birds Level Generation
RDF* Graph Database as Interlingua for the TextWorld Challenge
AI and computational intelligence for real-time strategy games
Pixels to Play: A Foundation Model for 3D Gameplay
Higher Replay Ratio Empowers Sample-Efficient Multi-Agent Reinforcement Learning
2011 IEEE Conference on Computational Intelligence and Games, CIG 2011, Seoul, South Korea, August 31 - September 3, 2011
Assessing Inherent Biases Following Prompt Compression of Large Language Models for Game Story Generation
Information Sharing in the Iterated Prisoner's Dilemma Game
Using Simple Games to Evaluate Self-Organization Concepts: a Whack-a-mole Case Study
"Did You Hear That?" Learning to Play Video Games from Audio Cues
Reactive control of Ms. Pac Man using information retrieval based on Genetic Programming
Keeping the trainee on track
Grammar and Gameplay-Aligned RL for Game Description Generation with LLMs
Game AI in Delta3D
Estimates for the Branching Factors of Atari Games
Proceedings of the 2005 IEEE Symposium on Computational Intelligence and Games (CIG05), Essex University, Colchester, Essex, UK, 4-6 April, 2005
Micro Robot Hockey Simulator - Game Engine Design
Exploring a large space of small games
Combining final score with winning percentage by sigmoid function in Monte-Carlo simulations
Modelling and Simulation of Combat ID - the INCIDER Model
Benni's Forest - a serious game on the challenges of reforestation
Bootstrapped model learning and error correction for planning with uncertainty in model-based RL
Spatial game analytics and visualization
Modeling player preferences in avatar customization using social network data: A case-study using virtual items in Team Fortress 2
Automatic Playtesting for Yahtzee
Multi-goal motion planning with physics-based game engines
Evaluating Individual Player Strategies in a Collaborative Incomplete-Information Agent-Based Game Playing Environment
MultiTree MCTS in Tabletop Games
Noisy Communication Modeling for Improved Cooperation in Codenames
Monte Carlo Tree Search Strategies in 2-Player Iterated Prisoner Dilemma Games
Learning visual composition preferences from an annotated corpus generated through gameplay
Baba is You is Undecidable
Heuristics for sleep and heal in combat
Controller for TORCS created by imitation
CiF-CK: An architecture for social NPCS in commercial games
Evolving content in the Galactic Arms Race video game
Dungeons & Replicants: Automated Game Balancing via Deep Player Behavior Modeling
A Self-Play Policy Optimization Approach to Battling Pokémon
Automated puzzle difficulty estimation
Evolving Lose-Checkers players using genetic programming
On-Device, Diverse, Difficulty-Driven Level Generation for Match 3D Puzzles via Reinforcement Learning
Prompt Override: LLM Hacking as Serious Game
Efficient Reasoning in Regular Boardgames
Enhancements for Monte-Carlo Tree Search in Ms Pac-Man
PIE: Permutation-Invariant Multi-Entity Evaluation
"I Packed My Bag and in It I Put...": A Taxonomy of Inventory Systems for Virtual Reality Games
Designing a Narrative-Centered Game to Promote AI Literacy and Health Career Exploration
Toward Optimal Play of Cribbage
Recovering visibility and dodging obstacles in pursuit-evasion games
Modeling player decisions in a supply chain game
Online level generation in Super Mario Bros via learning constructive primitives
Learning human-like behaviors using neuroevolution with statistical penalties
Evolutionary neural networks for Non-Player Characters in Quake III
Using Markov decision theory to provide a fair challenge in a roll-and-move board game
Gym-µRTS: Toward Affordable Full Game Real-time Strategy Games Research with Deep Reinforcement Learning
A Bayesian model for RTS units control applied to StarCraft
Examination of graphs in Multiple Agent Genetic Networks for Iterated Prisoner's Dilemma
Ascertaining the Play Outcome using the Single Conspiracy Number in GoBang
Designer modeling for Sentient Sketchbook
Object-Oriented State Abstraction in Reinforcement Learning for Video Games
Vidya: A God Game Based on Intelligent Agents Whose Actions are Devised Through Evolutionary Computation
Space Foundation System: An Approach to Spatial Problems in Games
Predicting skill from gameplay input to a first-person shooter
'Never Imagined I Would Work In The Digital Game Industry'
Using Monte Carlo tree search and google maps to improve game balancing in location-based games
Statistical analyses of representation choice in level generation
Modelling Early User-Game Interactions for Joint Estimation of Survival Time and Churn Probability
Believable Minecraft Settlements by Means of Decentralised Iterative Planning
A fuzzy system approach for choosing public goods game strategies
Exploring optimization strategies in board game Abalone for Alpha-Beta search
Little Big Data - a secondary school game raising awareness on data collection and analysis
On the Need for Reproducibility Guidelines for Open-Source Games: A itch.io Case Study
Playing NetHack with LLMs: Potential & Limitations as Zero-Shot Agents
Imitation Learning with Concurrent Actions in 3D Games
Horde Battle III or How to Dismantle a Swarm
Monte Carlo Strategies for Exploiting Fairness in N-player Ultimatum Games
Inferring and Comparing Game Difficulty Curves using Player-vs-Level Match Data
Investigating vanilla MCTS scaling on the GVG-AI game corpus
Scaling up CCG-Based Plan Recognition via Monte-Carlo Tree Search
Deduction Game Framework and Information Set Entropy Search
Hormonal systems for prisoners dilemma agents
IEEE Conference on Games, CoG 2019, London, United Kingdom, August 20-23, 2019
Dealing with Parameterized Actions in Behavior Testing of Commercial Computer Games
Modelling Player Preferences in AR Mobile Games
Mario AI competition
Missed Connections: Lateral Thinking Puzzles for Large Language Models
Quantitative Analysis of Visual Guidance in Level Transitions Using Multimodal Visual Metrics
Comparison of Game Playing AI Algorithms in Puyo Puyo Tetris
2014 IEEE Conference on Computational Intelligence and Games, CIG 2014, Dortmund, Germany, August 26-29, 2014
MOBA Game Item Recommendation via Relation-aware Graph Attention Network
EnHiC: An enforced hill climbing based system for general game playing
Humanlike Behavior in a Third-Person Shooter with Imitation Learning
Regular Language Inference for Learning Rules of Simplified Boardgames
Combining Influence Maps with Heuristic Search for Executing Sneak-Attacks in RTS Games
Toward avatar models to enhance performance and engagement in educational games
Modeling the game of Arimaa with Linguistic Geometry
Machine Learning Prediction of Just Dance Exergame Enjoyment from Mobile Sensor Data
Can Musical Tempo Makes Tetris Game Harder?
Combining Coaching and Learning to Create Cooperative Character Behavior
Adaptive Strategies of MTD-f for Actual Games
Using reinforcement learning for city site selection in the turn-based strategy game Civilization IV
A Deep Reinforcement Learning Blind AI in DareFightingICE
The Effect of LLM-Based NPC Emotional States on Player Emotions: An Analysis of Interactive Game Play
Detection and labeling of bad moves for coaching go
Measuring Difficulty of Novel Clockwork Puzzle Instances Using Evolutionary Algorithms
Monte Carlo tree search based algorithms for dynamic difficulty adjustment
Timing Interactive Narratives
Noise tolerance for real-time evolutionary learning of cooperative predator-prey strategies
TORCS sensor noise removal and multi-objective track selection for driving style adaptation
Use All Your Skills, Not Only The Most Popular Ones
A multi-objective genetic algorithm for simulating optimal fights in StarCraft II
An implementation of affective adaptation in survival horror games
Lightweight Multi-objective Voice Adaptation for Real-time Speech Interaction Applied in Games
Mitigating Cowardice for Reinforcement Learning Agents in Combat Scenarios
Knowledge-Based Paranoia Search
Bayesian Opponent Exploitation by Inferring the Opponent's Policy Selection Pattern
Opponent modeling with incremental active learning: A case study of Iterative Prisoner's Dilemma
Analyzing the robustness of general video game playing agents
Dynamic Decomposition Search: A Divide and Conquer Approach and its Application to the One-Eye Problem in Go
Learning drivers for TORCS through imitation using supervised methods
Planning social actions through the others' eyes for emergent storytelling
Analyzing Gamer Complaints in Reviews of Cross-Platform Video Games on Steam
Cute Helper: A Study on the Effect of Virtual Character Expressions on Players' Engagement in a Game for Collecting Artwork Descriptions
Mixed-initiative procedural generation of dungeons using game design patterns
Investigating MCTS modifications in general video game playing
Exploring Unknown States with Action Balance
Creating large numbers of game AIs by learning behavior for cooperating units
Single believe state generation for partially observable real-time strategy games
Creating an Affective Fighting Game AI System with Gamygdala
Discovering of Game AIs' Characters Using a Neural Network based AI Imitator for AI Clustering
A Bayesian model for opening prediction in RTS games with application to StarCraft
Aesthetic Terrain Programs database for creativity assessment
Analytics-driven dynamic game adaption for player retention in Scrabble
Player Adaptive Entertainment Computing (PAEC): Mechanism to model user satisfaction by using Neuro Linguistic Programming (NLP) techniques
Predictive Models and Monte Carlo Tree Search: A Pipeline for Believable Agents