Accepted Papers, Demos & Experiences

Oral Presentation

 An Empirical Evaluation of Evaluation Metrics of Procedurally Generated Mario Levels, Julian Mariño, Willian Reis and Levi Lelis

 Automated Gameplay Generation from Declarative World Representations, Justus Robertson and R Michael Young

 Ceptre: A Language for Modeling Generative Interactive Systems, Chris Martens

 Evaluating the Pairwise Event Salience Hypothesis in Indexter, Christopher Kives, Stephen Ware and Lewis Baker

 Exploring Player Trace Segmentation for Dynamic Play Style Prediction, Josep Valls-Vargas, Santiago Ontañón and Jichen Zhu

 Hierarchical Portfolio Search: Prismata's robust AI architecture for games with large search spaces, David Churchill and Michael Buro

 Keeping the Player on an Emotional Trajectory in Interactive Storytelling, Sergio Poo Hernandez, Vadim Bulitko and Marcia Spetch

 Managing Player Expectations with Nonce, Peter A Mawhorter, Michael Mateas and Noah Wardrip-Fruin

 Optimizing Players' Expected Enjoyment in Interactive Stories, Hong Yu and Mark Riedl

 Path planning with Inventory-driven Jump-Point-Search, Davide Aversa, Sebastian Sardina and Stavros Vassos

 Predicting Purchase Decisions in Free To Play Mobile Games, Rafet Sifa, Fabian Hadiji, Julian Runge, Anders Drachen, Kristian Kersting and Christian Bauckhage

 Puppet Search: Enhancing Scripted Behavior by Look-Ahead Search with Applications to Real-Time Strategy Games, Nicolas A Barriga, Marius Stanescu and Michael Buro

 Targeting Horror: An Initial Approach for Generating Tense Levels and Soundscapes, Phil Lopes, Antonios Liapis and Georgios N Yannakakis

 Using Lanchester attrition laws for combat prediction in StarCraft, Marius Stanescu, Nicolas A Barriga and Michael Buro

 Width-based Planning for General Video-Game Playing, Tomas Geffner and Hector Geffner


Poster Presentation

 A Data-driven Approach for Computationally Modeling Avatar Customization Behavioral Patterns of Players, Chong-U Lim and D Fox Harrell

 A Hierarchical MdMC Approach to 2D Video Game Map Generation, Sam Snodgrass and Santiago Ontañón

 A Lightweight Algorithm for Procedural Generation of Emotionally Affected Behavior and Appearance, Yathirajan Brammadesam Manavalan, Vadim Bulitko and Marcia Spetch

 Automated Decomposition of Game Maps, Kári Halldórsson and Yngvi Björnsson

 Automatic Learning of Combat Models for RTS Games, Alberto Uriarte and Santiago Ontañón

 Bayesian Clustering of Player Styles for Multiplayer Games, Aline Normoyle and Shane Jensen

 Capturing the Essence: Towards the Automated Generation of Transparent Behavior Models, Patrick Schwab and Helmut Hlavacs

 Large-Scale Cross-Game Player Behavior Analysis on Steam, Rafet Sifa, Anders Drachen and Christian Bauckhage

 Maximizing Flow as a Metacontrol in Angband, Thorey Mariusdottir, Vadim Bulitko and Matthew Brown

 Multi-Level Evolution of Shooter Levels, William Cachia, Antonios Liapis and Georgios N Yannakakis

 Path Planning on Grids: Choose Your Vertices Wisely, James Bailey, Tansel Uras, Sven Koenig and Craig Tovey

 Playspecs: Regular Expressions for Game Play Traces, Joseph Osborn, Benjamin Samuel, Michael Mateas and Noah Wardrip-Fruin

 Quantifying and Predicting Collaboration in Shared Virtual Worlds, Stephan Müller, Seth Frey, Mubbasir Kapadia, Severin Klingler, Richard Mann, Barbara Solenthaler, Robert W. Sumner and Markus Gross.

 Refining the Paradigm of Sketching in AI-based Level Design, Antonios Liapis and Georgios N Yannakakis

 Towards Generic Models of Player Experience, Noor Shaker, Mohammad Shaker and Mohamed Abou-Zleikha

 Tuning Belief Revision for Coordination with Inconsistent Teammates, Trevor Sarratt and Arnav Jhala


Demo Presentation

 MKULTRA (demo), Ian Horswill

 Automatic Real-Time Music Generation for Games, Steve Engels, Tiffany Tong, and Fabian Chan


Playable Experiences
Chairs: Michael Cook (AIR Lab, Falmouth University) and Squirrel Eiserloh (SMU Guildhall)

 Base Case, Justus Robertson and R. Michael Young (North Carolina State University)

 iGiselle, Sergio Poo Hernandez and Vadim Bulitko (University of Alberta)

 Prismata, David Churchill (Lunarch Studios / University of Alberta)

 Sarah & Sally, Martin Cerny (Charles University in Prague)

 Sure Footing, Tommy Thompson, James Tatum and Neall Dewsbury (Table Flip Games / University of Derby)