Accepted Papers

Oral Presentation

  • Sam Devlin, Anastasija Anspoka, Nick Sephton, Peter Cowling and Jeff Rollason. Combining Gameplay Data With Monte Carlo Tree Search To Emulate Human Play
  • Adam Summerville and Michael Mateas. Mystical Tutor: A Magic: The Gathering Design assistant via Denoising Sequence-to-Sequence Learning
  • Alberto Uriarte and Santiago Ontañón. Improving Monte Carlo Tree Search Policies in StarCraft via Probabilistic Models Learned from Replay Data
  • Bilal Kartal, Nick Sohre and Stephen Guy. Data-Driven Sokoban Puzzle Generation with Monte Carlo Tree Search
  • Josep Valls-Vargas, Jichen Zhu and Santiago Ontañón. Predicting Proppian Narrative Functions from Stories in Natural Language
  • John Drake, Maxim Likhachev and Alla Safonova.Demonstration-Based Training of Non-Player Character Tactical Behaviors
  • Navjot Singh and Clark Verbrugge. Staying Hidden: An Analysis of Hiding Strategies in a 2D Level with Occlusions
  • Anderson R. Tavares, Amanda Santos, Hector Azpurua and Luiz Chaimowicz. Rock, Paper, StarCraft: Strategy Selection in Real-Time Strategy Games
  • Anders Drachen, Eric Thurston Lundquist, Yungjen Kung, Pranav Simha Rao, Diego Klabjan, Rafet Sifa and Julian Runge. Rapid Prediction of Player Retention in Free-to-Play Mobile Games
  • Julian R. H. Mariño and Levi H. S. Lelis. A Computational Model based on Symmetry for Generating Visually Pleasing Maps of Platform Games
  • Rogelio E. Cardona-Rivera and Boyang Li. PlotShot: Generating Discourse-constrained Stories around Photos
  • Sam Snodgrass and Santiago Ontañón. An Approach to Domain Transfer in Procedural Content Generation of Two-Dimensional Videogame Levels
  • Byron Harder, Imre Balogh and Chris Darken.Implementation of an Automated Fire Support Planner
  • Che Wang, Pan Chen, Yuanda Li, Christoffer Holmgård and Julian Togelius. Portfolio Online Evolution for Real-Time Strategy Games
  • Matthew Guzdial and Mark Riedl. Game Level Generation from Gameplay Videos
  • Rachelyn Farrell and Stephen Ware. Fast and Diverse Narrative Planning through Novelty Pruning
  • Nicholas Davis, Chih-Pin Hsiao, Kunwar Yashraj Singh and Brian Magerko. Co-creative Drawing Agent with Object Recognition

Poster Presentation

  • Alexander Braylan and Risto Miikkulainen. Object-Model Transfer in the General Video Game Domain
  • Hui-Yin Wu, R. Michael Young and Marc Christie. A Cognitive-Based Model of Flashbacks for Computational Narratives
  • Mehmet Akif Gunes, Gokhan Solak, Omer Erden, Ugur Akin and Sanem Sariel. A Generic Approach for Player Modeling using Event-Trait Mapping and Feature Weighting
  • Wookhee Min, Alok Baikadi, Bradford Mott, Jonathan Rowe, Barry Liu, Eun Ha and James Lester. A Generalized Multidimensional Evaluation Framework for Player Goal Recognition
  • Philip Bontrager, Ahmed Khalifa, Andre Mendes and Julian Togelius. Matching Games and Algorithms for General Video Game Playing
  • Von-Wun Soo, Chi-Mou Lee and Tai-Hsun Chen. Generate Believable Causal Plots with User Preferences Using Constrained Monte Carlo Tree Search
  • Sarah Harmon. UDA: An Expressive Dilemma Generation Model for Players and Artificial Agents
  • James Ryan, Michael Mateas and Noah Wardrip-Fruin.Characters Who Speak Their Minds: Dialogue Generation in [AnonymizedGame]
  • Funda Durupinar, Kuan Wang, Ani Nenkova and Norman Badler. An Environment for Transforming Game Character Animations Based on Nationality and Profession Personality Stereotypes
  • Thomas Hayton, Peter Gregory, Alan Lindsay and Julie Porteous. Best-Fit Action-Cost Domain Model Acquisition and its Application to Authorship in Interactive Narrative
  • Matthew Stephenson and Jochen Renz. Procedural Generation of Levels for Angry Birds Style Physics Games
  • Alexander Borodovski and Clark Verbrugge. Analyzing Stealth Games with Distractions
  • Christopher Geib, Janith Weerasinghe, Sergey Matskevich, Pavan Kantharaju, Ronald Petrick and Bart Craenen. Building Helpful Virtual Agents Using Plan Recognition and Planning
  • Alexander Braylan and Risto Miikkulainen. Object-Model Transfer in the General Video Game Domain
  • Vadim Bulitko. Per-map Algorithm Selection in Real-time Heuristic Search
  • Brent Harrison and Mark Riedl. Learning From Stories: Using Crowdsourced Narratives to Train Virtual Agents
  • Mike Treanor, Joshua McCoy and Anne Sullivan. A Framework for Playable Social Interactions
  • Kunwar Yashraj Singh, Nicholas Davis, Chih-Pin Hsiao, Mikhail Jacob, Krunal Patel and Brian Magerko. Recognizing Actions in Motion Trajectories using Deep Neural Networks
  • Damian Debkowski, Andrew Marrero, Nicole Yson, Li Yin, Yichen Yue, Seth Frey and Mubbasir Kapadia. Contained: Using Multiplayer Online Games to Quantify Success of Collaborative Group Behavior

Playable Experiences & Demos

  • James Ryan, Ben Samuel, Adam Summerville, Michael Mateas and Noah Wardrip-Fruin. Bad News
  • Sasha Azad, Carl Saldanha, Cheng Hann Gan and Mark Riedl. Procedural Level Generation for Mixed Reality Games