yusuke1997/dblp-id-title huggingface dataset:
Proceedings of the 2007 IEEE Symposium on Computational Intelligence and Games, CIG 2007, Honolulu, Hawaii, USA, 1-5 April, 2007
FemQuest - An Interactive Multiplayer Game to Engage Girls in Programming
A data mining approach to strategy prediction
Personality traits in plots with nondeterministic planning for interactive storytelling
Predicting player disengagement and first purchase with event-frequency based data representation
The Mario AI Championship
Measuring gaze behavior to characterize spatial awareness skill in Rocket League
Generating Race Tracks With Repulsive Curves
Evolving Agents for the Hanabi 2018 CIG Competition
Die-r Consequences: Player Experience and the Design of Failure through Respawning Mechanics
Evaluating team behaviors constructed with human-guided machine learning
Temporal difference learning with eligibility traces for the game connect four
Reproduction and Extension of Playing Strength Models in Computer Go
A neuronal global workspace for human-like control of a computer game character
Salience as a Narrative Planning Step Cost Function
MazeExplorer: A Customisable 3D Benchmark for Assessing Generalisation in Reinforcement Learning
On the Importance of Representation in Imitating Human-Like Gameplay
Learning Analytics Should Analyse the Learning: Proposing a Generic Stealth Assessment Tool
Coevolutionary Temporal Difference Learning for Othello
Representing Player Behaviour via Graph Embedding Techniques: A Case Study in Dota 2
Ancestor-Based α-β Bounds for Monte-Carlo Tree Search
Learning robust build-orders from previous opponents with coevolution
The Purposes and Meanings of Video Game Bathrooms
Automated game design learning
Introducing real world physics and macro-actions to general video game ai
Constraint Propagation for Reasoning in Single-Player Deduction Games
How a genetic algorithm learns to play Traveler's Dilemma by choosing dominated strategies to achieve greater payoffs
Modifications of UCT and sequence-like simulations for Monte-Carlo Go
Real-Time Diffusion Policies for Games: Enhancing Consistency Policies with Q-Ensembles
Gameplay Evolution: A Game Design Method Based on Evolutionary Theory
Targeting Muscular Dystrophy with Serious Games for Exercise Rehabilitation Based on Mixed Reality
Dynamic difficulty for checkers and Chinese chess
Automated Playtesting of Matching Tile Games
Non-Player Character Decision-Making With Prolog and Ontologies
Action Window Planning for Stealth Missions
Discovering Chinese Chess Strategies through Coevolutionary Approaches
Introducing Tales of Tribute AI Competition
Evolving Reactive NPCs for the Real-Time Simulation Game
Rotation, Translation, and Cropping for Zero-Shot Generalization
DL-DDA - Deep Learning based Dynamic Difficulty Adjustment with UX and Gameplay constraints
Action Space Shaping in Deep Reinforcement Learning
NPCs and Chatterbots with Personality and Emotional Response
Declarative AI design in Unity using Answer Set Programming
Counter-Strike Deathmatch with Large-Scale Behavioural Cloning
Training an AI Player to play Pong Using the GTM
General general game AI
Exploring the Impact of Player Personality on Cooperative Game Reward Sharing
General Win Prediction from Agent Experience
Row Shifting as a Puzzle Mechanic in Generalized Connect Four
Monte Carlo Tree Search with heuristic evaluations using implicit minimax backups
Mastering the Game of 3v3 Snakes with Rule-Enhanced Multi-Agent Reinforcement Learning
On the Verge of Solving Rocket League using Deep Reinforcement Learning and Sim-to-sim Transfer
Unveiling modern board games: an ML-based approach to BoardGameGeek data analysis
Yet More Optimistic Temporal Difference Learning for Game Mini2048
Mastering Fighting Game Using Deep Reinforcement Learning With Self-play
Sensor-Based Virtual Reality for Clinical Decision Support in the Assessment of Mental Disorders
The Influence of Reward on the Social Valence of Interactions
Towards Procedurally Generated Languages for Non-playable Characters in Video Games
A Fighting Game AI Using Highlight Cues for Generation of Entertaining Gameplay
A human-like TORCS controller for the Simulated Car Racing Championship
Promotion of Learning Motivation through Individualization of Learner-Game Interaction
Measuring player experience on runtime dynamic difficulty scaling in an RTS game
Real-time adaptation of augmented-reality games for optimizing player satisfaction
The Art of Loci: Immerse to Memorize
Reinforcement Learning for High-Level Strategic Control in Tower Defense Games
General Game Playing Hyper-Agents for Ludii
Training Bao Game-Playing Agents using Coevolutionary Particle Swarm Optimization
Optimization of an evaluation function of the 4-sided dominoes game using a genetic algorithm
Exploring User Motor Behaviour in Bimanual Interactive Video Games
Evolving micro for 3D Real-Time Strategy games
Decentralized Decision Making in the Game of Tic-tac-toe
From Fads to Classics-Analyzing Video Game Trend Evolutions Through Steam Tags
Applying diegetic cues to an interactive virtual reality experience
Mining game logs to create a playbook for unit AIs
PyTAG: Challenges and Opportunities for Reinforcement Learning in Tabletop Games
Virtual Climate Activation: A Framework Approach to Sustainable Food Consumption in Games
Academical: A Dynamic Interactive Narrative Game for Responsible Conduct of Research Training
Anomaly Detection in Magnetic Motion Capture using a 2-Layer SOM network
Job-level UCT search for solving Hex
Deceptive Game Design? Investigating the Impact of Visual Card Style on Player Perception
Computer Strategies for Solitaire Yahtzee
Hierarchical Task Network Plan Reuse for video games
Perspectives of Sound Designers on Real-Time Sound Propagation in Games
Hyperstate Space Graphs for Automated Game Analysis
Dealing with fog of war in a Real Time Strategy game environment
Parallel UCT search on GPUs
The huddle: Combining AI techniques to coordinate a player's game characters
Incorporating required structure into tiles
Human gesture classification by brute-force machine learning for exergaming in physiotherapy
A New Framework to Analyze Evolutionary 2 x 2 Symmetric Games
Evolving multi-modal behavior in NPCs
Leveraging Large Language Models for Efficient Failure Analysis in Game Development
Toward Automated Game Balance: A Systematic Engineering Design Approach
Emotion Odyssey: Promoting Emotion Regulation Skills in Families Through a Serious Game
Learning Representations in Video Game Agents with Supervised Contrastive Imitation Learning
Creativity and competitiveness in polyomino-developing game playing agents
The Layers of Change: Multilevel Adaptations to Exogenous Game Patches in CS:GO
Using Wearable Sensors for Real-Time Recognition Tasks in Games of Martial Arts - An Initial Experiment
Survival by continuous learning in a dynamic multiple task environment
Generating Novice Heuristics for Post-Flop Poker
Capacity-Limited Decentralized Actor-Critic for Multi-Agent Games
An Exploration into "Perceived Sense of Challenge" in Level Design for fast paced Casual Mobile Games
Brain-computer interface: Next generation thought controlled distributed video game development platform
Toward Better Gossip Simulation in Emergent Narrative Systems
Using a Genetic Algorithm to Explore A*-like Pathfinding Algorithms
Implementing First-Person Shooter Game AI in WILD-SCAV with Rule-Enhanced Deep Reinforcement Learning
Automatic Generation of Game Content using a Graph-based Wave Function Collapse Algorithm
Game-map Pathfinding with Per-Problem Selection of Synthesized Heuristics
A Study on Real-Time Stress Detection in Virtual Reality Using a Stealth Game
Evolutionary MCTS for Multi-Action Adversarial Games
MirrorBot: Using human-inspired mirroring behavior to pass a turing test
Efficient Imitation Learning for Game AI
Stirring the Pot - Teaching Reinforcement Learning Agents a "Push-Your-Luck" board game
The 2K BotPrize
An Evolutionary Approach to Strategies for the Game of Monopoly
Exploring Engagement in Idle Game Design
Comparing the Structures and Characteristics of Different Game Social Networks - The Steam Case
Video Game Description Language Environment for Unity Machine Learning Agents
Hierarchical Nash-Q learning in continuous games
Mario Plays on a Manifold: Generating Functional Content in Latent Space through Differential Geometry
How to Protect Peer-to-Peer Online Games from Cheats
Examination of representational expression in maze generation algorithms
An Empirical Evaluation of Two General Game Systems: Ludii and RBG
Training a Reinforcement Learning Agent based on XCS in a Competitive Snake Environment
Learning non-random moves for playing Othello: Improving Monte Carlo Tree Search
XQSV: A Structurally Variable Network to Imitate Human Play in Xiangqi
Early Playtesting with Clients and Therapists of More Game-Like Therapy
I am a legend: Hacking hearthstone using statistical learning methods
Hyper-heuristic general video game playing
Distance-Based Mapping for General Game Playing
Planning in the midst of chaos: how a stochastic Blood Bowl model can help to identify key planning features
Software Engineering For Automated Game Design
EST-GAN: Enhancing Style Transfer GANs with Intermediate Game Render Passes
Neuroevolutionary constrained optimization for content creation
Ludii as a Competition Platform
The Maximum Number of Sets for 12 Cards is 14
QL-BT: Enhancing behaviour tree design and implementation with Q-learning
Feature Analysis to League of Legends Victory Prediction on the Picks and Bans Phase
Variance Decompositions for Extensive-Form Games
A Study of Machine Learning using the Game of Fox and Geese
Monte Carlo Tree Search With Reversibility Compression
Interleaving Health and Entertainment: Toward a Modular Architecture for Ethically Enabled Dark Patterns in Digital Interventions
Deep Dive on Checkers Endgame Data
Development of a Measure of Copresence, Social Interaction, and Engagement During Online Gameplay for Older Adults with and without Mild Cognitive Impairment
Heuristic Knowledge Transfer for General Game Playing
Automatic Bug Detection in Games using LSTM Networks
Towards better personas in gaming : Contract based expert systems
An Othello evaluation function based on Temporal Difference Learning using probability of winning
Towards a Competitive 3-Player Mahjong AI using Deep Reinforcement Learning
Proceedings of the 2009 IEEE Symposium on Computational Intelligence and Games, CIG 2009, Milano, Italy, 7-10 September, 2009
The Games Fusion Project: Competencies for Game Design
Pared-down Poker: Cutting to the Core of Command and Control
Personalized Dynamic Difficulty Adjustment Imitation Learning Meets Reinforcement Learning
Play × Discuss: A Digital Cooperative Discussion Game About Women in Science
Generation of Diverse Stages in Turn-Based Role-Playing Game using Reinforcement Learning
Re-determinizing MCTS in Hanabi
GCN-WP - Semi-Supervised Graph Convolutional Networks for Win Prediction in Esports
CDOPS: Complex Dynamics of Online Professional Squads
Similarity-based Opponent Modelling using Imperfect Domain Theories
A study on the curling robot will match with human result of one end game with one human
Augmenting Automated Game Testing with Deep Reinforcement Learning
Are You Lucky or Skilled? An Analysis of Elements of Randomness in Slay the Spire
Reward Allotment Considered Roles for Learning Classifier System For Soccer Video Games
Create Ice Cream: Real-time Creative Element Synthesis Framework Based on GPT3.0
Imitating play from game trajectories: Temporal difference learning versus preference learning
Motion-Based Educational Games: Using Multi-Modal Data to Predict Player's Performance
Towards Cheap Scalable Browser Multiplayer
Interactively evolved modular neural networks for game agent control
A Behavioral Pattern Mining Approach to Model Player Skills in Rocket League
Procedural level generation using multi-layer level representations with MdMCs
Predicting player churn in the wild
Toward a Competitive Pool Playing Robot: Is Computational Intelligence Needed to Play Robotic Pool?
Automatic Testing and Validation of Level of Detail Reductions Through Supervised Learning
Keynote speech I: Co-evolutionary learning in game-playing
A reactive mutli-agent approach to car driving using artificial potential fields
Toward General Mathematical Game Playing Agents
G-SpAR: GPU-Based Voxel Graph Pathfinding for Spatial Audio Rendering in Games and VR
Within the Mirror: A Narrative RPG to Empathize About Mental Health
Using the online cross-entropy method to learn relational policies for playing different games
Keynote speech III: Computer go research - The challenges ahead
Learning the track and planning ahead in a car racing controller
Generating Personas for Games with Multimodal Adversarial Imitation Learning
Guns and guardians: Comparative cluster analysis and behavioral profiling in destiny
Benchmarking End-to-End Behavioural Cloning on Video Games
Learning to Select Mates in Evolving Non-playable Characters
Utile Coordination: Learning Interdependencies Among Cooperative Agents
Promoting Computer Science Learning with Block-Based Programming and Narrative-Centered Gameplay
Applying fingerprint multilateration to population dynamics in Prisoner's Dilemma simulations
Highly Volatile Game Tree Search in Chain Reaction
Motion Gaming AI using Time Series Forecasting and Dynamic Difficulty Adjustment
Monster Carlo 2: Integrating Learning and Tree Search for Machine Playtesting
Standard Economic Models in Nonstandard Settings - StarCraft: Brood War
Generation of an arbitrary shaped large maze by assembling mazes
Co-Development of a Serious Game for Social Skills Training for patients with Acquired Brain Injury
Time-Critical and Confidence-Based Abstraction Dropping Methods
Evaluating Go game records for prediction of player attributes
Evolutionary Computations for Designing Game Rules of the COMMONS GAME
Observation Encoding for Reinforcement Learning Agents in 3D Game Environments
Applying GA for reward allotment in an event-driven hybrid learning classifier system for soccer video games
Experience-Driven PCG via Reinforcement Learning: A Super Mario Bros Study
Hierarchical Advantage for Reinforcement Learning in Parameterized Action Space
Inspector: Pixel-Based Automated Game Testing via Exploration, Detection, and Investigation
Turning Zeroes into Non-Zeroes: Sample Efficient Exploration with Monte Carlo Graph Search
Correlation Between Personality and Social Interactions in Online Strategy Games
Reinforcement Learning using Reward Expectations in Scenarios with Aleatoric Uncertainties
Predicting Skill Learning in a Large, Longitudinal MOBA Dataset
Intelligent Middle-Level Game Control
Transpositions and move groups in Monte Carlo tree search
An Online System for Player-vs-Level Matchmaking in Human Computation Games
Co-Evolving Influence Map Tree Based Strategy Game Players
Modelling and evaluation of complex scenarios with the Strategy Game Description Language
Open-Ended NPC Dialogue Favors Casual Players: A Pilot Comparison of Three LLM-Driven Dialogue Systems
Evidence for embodied cognition in immersive virtual environments using a second language learning environment
Introducing time in emotional behavior networks
A Functional Taxonomy of Logic Puzzles
Effect of Input-output Randomness on Gameplay Satisfaction in Collectable Card Games
VMAPD: Generate Diverse Solutions for Multi-Agent Games with Recurrent Trajectory Discriminators
Proceedings of the 2006 IEEE Symposium on Computational Intelligence and Games (CIG06), University of Nevada, Reno, USA, campus in Reno/Lake Tahoe, 22-24 May, 2006
Using partial satisfaction planning to automatically select NPCs' goals and generate plans in a simulation game
Evolving a fuzzy controller for a Car Racing Competition
Reactive strategy choice in StarCraft by means of Fuzzy Control
Using co-evolved RTS opponents to teach spatial tactics
Catch The Butterfly: A Gaminiscing Game about Immigration
Regulation of exploration for simple regret minimization in Monte-Carlo tree search
Empowering Quality Diversity in Dungeon Design with Interactive Constrained MAP-Elites
Strategy Game-Playing with Size-Constrained State Abstraction
An improved approach to reinforcement learning in Computer Go
Recording and Describing Poker Hands
An experiment in automatic game design
How Do Players Perceive Gender Discrimination? On the Differences of Harassment in Online Games
Simulating strategy and dexterity for puzzle games
Pitako - Recommending Game Design Elements in Cicero
God's Innovation Project - Empowering the Player with Generative AI
Capturing The Information Conveyed By Opponents' Betting Behavior in Poker
Analyzing player behavior in Pacman using feature-driven decision theoretic predictive modeling
A Viewpoint on Construction of Networked Model of Event-triggered Hybrid Dynamic Games
Personality and Behavior in Role-based Online Games
Interpreting behaviors of mobile game players from in-game data and context logs
Combining pathfmding algorithm with Knowledge-based Monte-Carlo tree search in general video game playing
Guiding Multiplayer MCTS by Focusing on Yourself
Training a Reinforcement Learning Agent for Tales of Tribute
Beyond playing to win: Diversifying heuristics for GVGAI
Online and offline learning in multi-objective Monte Carlo Tree Search
Fast Game Content Adaptation Through Bayesian-based Player Modelling
Voluntary behavior on cortical learning algorithm based agents
Extracting NPC behavior from computer games using computer vision and machine learning techniques
Open Game Data: Defining a Pipeline and Standards for Educational Data Mining and Learning Analytics with Video Game Data
Synthesizing human-friendly optimal strategies in board games
Procedural level generation using occupancy-regulated extension
Regression Oracles and Exploration Strategies for Short-Horizon Multi-Armed Bandits
AI4Health: A Narrative-Centered Educational Game for AI-Infused Biomedical Career Exploration
Proceedings of the 2008 IEEE Symposium on Computational Intelligence and Games, CIG 2009, Perth, Australia, 15-18 December, 2008
Playing Pong without a TV Screen: an Alternative controller game
FrAG: A Framework for the Analysis of Games
Baba is Y'all: Collaborative Mixed-Initiative Level Design
Using Restart Heuristics to Improve Agent Performance in Angry Birds
ViZDoom: A Doom-based AI research platform for visual reinforcement learning
Further Evolution of a Self-Learning Chess Program
Adapting Reinforcement Learning for Computer Games: Using Group Utility Functions
Altruistic punishment can help resolve tragedy of the commons social dilemmas
Reinforcement Learning via Gaussian Processes with Neural Network Dual Kernels
Automated learning of hierarchical task networks for controlling minecraft agents
Towards Interactive Evolutionary Camouflage Design
Hero featured learning algorithm for winning rate prediction of Honor of Kings
Can Deep Learning Predict Problematic Gaming?
Can LLMs Generate Good Stories? Insights and Challenges from a Narrative Planning Perspective
Controlling cooperative and conflicting continuous actions with a Gene Regulatory Network
Obstacle Tower Without Human Demonstrations: How Far a Deep Feed-Forward Network Goes with Reinforcement Learning
Heuristic move pruning in Monte Carlo Tree Search for the strategic card game Lords of War
Proposal and implementation of "digital curling"
UT 2 : Human-like behavior via neuroevolution of combat behavior and replay of human traces
Evaluating the Complexity of Players' Strategies using MCTS Iterations
Board Evaluation For The Virus Game
Towards gaze-controlled platform games
On the Influence of Reviews on Play Activity on Steam - A Statistical Approach
LUDOCORE: A logical game engine for modeling videogames
Brukel vs Brukel: Impact of Game Fidelity on Player Experience In Gaminiscing Games
IEEE Conference on Computational Intelligence and Games, CIG 2017, New York, NY, USA, August 22-25, 2017
Co-located Immersive Gaming: A Comparison between Augmented and Virtual Reality
Evaluating Performance and Gameplay of Virtual Reality Sickness Techniques in a First-Person Shooter Game
General video game rule generation
Measuring Time Delay Tolerance in Third-Person Live Commentary for Super Smash Bros. Ultimate
LangBirds: An Agent for Angry Birds using a Large Language Model
A Tabletop Game to Study Business Wargaming in the P-LEO SATCOM Marketplace
Testing reliability of replay-based imitation for StarCraft
Markov Senior - Learning Markov Junior Grammars to Generate User-specified Content
Using a training camp with Genetic Programming to evolve Ms Pac-Man agents
DareFightingICE Competition: A Fighting Game Sound Design and AI Competition
Deep Q networks for visual fighting game AI
Interpretation Using Classified Gradient-Based Saliency Maps for Two-Player Board Games
Waving Real Hand Gestures Recorded by Wearable Motion Sensors to a Virtual Car and Driver in a Mixed-Reality Parking Game
Integration and Evaluation of Exploration-Based Learning in Games
Fight or flight: Evolving maps for cube 2 to foster a fleeing behavior
Emerging collective intelligence in Othello players evolved by differential evolution
Investigating learning rates for evolution and temporal difference learning
Ludo-pedagogical Module for Emotion Regulation of Undergraduate Students
Automatically detecting player roles in Among Us
The Co-Design Process Behind CogniSpace: A Serious Game for Cognitive and Psychosocial Rehabiliation
The effectiveness of persuasion in The Settlers of Catan
Realtime execution of automated plans using evolutionary robotics
General Analytical Techniques For Parameter-Based Procedural Content Generators
Mobile Gamer Modelling and Game Performance Preference Measurement
Games and big data: A scalable multi-dimensional churn prediction model
A quantum procedure for map generation
Consistent Game Content Creation via Function Calling for Large Language Models
An integrated process for game balancing
Controllable Path of Destruction
Sonifying motor skills with Pizzicato, a game for motor behavior research
Generating varied, stable and solvable levels for angry birds style physics games
Space segmentation and multiple autonomous agents: a Minecraft settlement generator
Autoencoder and Evolutionary Algorithm for Level Generation in Lode Runner
Common fate graph patterns in Monte Carlo Tree Search for computer go
Manipulating the Distributions of Experience used for Self-Play Learning in Expert Iteration
Comprehensible Context-driven Text Game Playing
Ordinal Bucketing for Game Trees using Dynamic Quantile Approximation
Multi-Agent Pathfinding with Real-Time Heuristic Search
Rolling horizon evolution enhancements in general video game playing
A Quantum Adaptation to Roll Truly Random Dice in Role Playing Games
Matchmaking Beyond Elo: Why Teams are More Than the Sum of Individual Skill
Learning Battles in ViZDoom via Deep Reinforcement Learning
AI solutions for drafting in Magic: the Gathering
Improving testing of multi-unit computer players for unwanted behavior using coordination macros
Eco-Game Design Lessons for Climate Communication: Augmenting Players' Environmentalism
On-line adapting games using agent organizations
Preparing for the aftermath: Using emotional agents in game-based training for disaster response
Interactive Explanations: Diagnosis and Repair of Reinforcement Learning Based Agent Behaviors
Shaped prisoner's dilemma automata
Leveraging Video Games to Improve IT-Solutions for Remote Work
A Serious Game for Target Angle Recognition
Bayesian Opponent Modeling in a Simple Poker Environment
LevDoom: A Benchmark for Generalization on Level Difficulty in Reinforcement Learning
Guns, swords and data: Clustering of player behavior in computer games in the wild
Canvas Conversation Tales: A Web Application for Collaboratively Writing Imaginary Dialogues
A study of electricity market dynamics using Invasive Weed Colonization Optimization
Fast Synthesis of Algebraic Heuristic Functions for Video-game Pathfinding
The Real MVP: Quantifying Individual Performances in Multiplayer Online Games
Lower Limb Rehabilitation in Juvenile Idiopathic Arthritis using Serious Games
Exploiting Sensor Symmetries in Example-based Training for Intelligent Agents