Pages

Paper
 1-8 Eric Beaudry, Francis Bisson, Simon Chamberland and Froduald Kabanza. Using Markov Decision Theory to Provide a Fair Challenge in a Roll-and-Move Board Game
 9-16 Ondrej Vanek, Branislav Bosansky, Michal Jakob and Michal Pechoucek. Transiting Areas Patrolled by a Mobile Adversary
 17-22 Anton Chertov, Ziad Kobti and Scott D. Goodwin. Weighted SCAN for Modeling Cooperative Group Role Dynamics
 23-29 Yuji Sato and Hazuki Inoue. Solving Sudoku with Genetic Operations that Preserve Building Blocks
 30-37 Amit Benbassat and Moshe Sipper. Evolving Lose-Checkers Players using Genetic Programming
 38-45 JJ Merelo, Antonio M. Mora, Thomas P. Runarsson and Carlos Cotta. Assessing efficiency of different evolutionary strategies playing MasterMind
 46-53 Simon Butler and Yiannis Demiris. Partial Observability During Predictions of the Opponent's Movements in an RTS Game
 54-61 Jeffrey Tsang. The Structure of a Depth-3 Lookup Table Representation for Prisoner's Dilemma
 62-68 Chern Kuan Goh and Alexander Nareyek. Pleasure Propagation to Reward Predictors
 69-74 Jongwon Yoon, Su-Hyung Jang and Sung-Bae Cho. Enhanced User Immersive Experience with a Virtual Reality based FPS Game Interface
 75-82 Florent Levillain, Joseph Onderi Orero, Maria Rifqi and Bernadette Bouchon-Meunier. Characterizing Player’s Experience From Physiological Signals Using Fuzzy Decision Trees
 83-90 Slawomir Bojarski and Clare Bates Congdon. REALM: A Rule-Based Evolutionary Computation Agent that Learns to Play Mario
 91-98 Adam Smith, Mark Nelson and Michael Mateas. Ludocore: A Logical Game Engine for Modeling Videogames
 99-106 Bobby D. Bryant. Virtual Bagging for an Evolved Agent Controller
 107-114 Aditya Rawal, Padmini Rajagopalan and Risto Miikkulainen. Constructing Competitive and Cooperative Agent Behavior Using Coevolution
 115-122 Ben Weber, Peter Mawhorter, Michael Mateas and Arnav Jhala. Reactive Planning Idioms for Multi-Scale Game AI
 123-130 Enrique Onieva, Luigi Cardamone, Daniele Loiacono and Pier Luca Lanzi. Overtaking Opponents with Blocking Strategies Using Fuzzy Logic
 131-138 Markus Kemmerling and Mike Preuss. Automatic Adaptation to Generated Content Via Car Setup Optimization in TORCS
 139-145 Johan Hagelbäck and Stefan J. Johansson. A Study on Human like Characteristics in Real Time Strategy Games
 146-153 Greg Smith, Phillipa Avery, Ramona Houmanfar and Sushil Louis. Using Co-evolved RTS Opponents to Teach Spatial Tactics
 154-161 Vincent Scesa, Clement Raievsky, Stephane Sanchez, Herve Luga and Yves Duthen. Rule Fusion for the Imitation of a Human Tutor
 162-169 David Lupien St-pierre, Mark Winands and David Watt. A Selective Move Generator for the Game Axis and Allies
 170-177 Christian Thurau and Christian Bauckhage. Analyzing the Evolution of Social Groups in World of Warcraft
 178-185 Tobias Mahlmann, Anders Drachen, Julian Togelius, Alessandro Canossa and Georgios N. Yannakakis. Predicting Player Behavior in Tomb Raider: Underworld
 186-194 Kyong Jin Shim and Jaideep Srivastava. Behavioral Profiles of Character Types in EverQuest II
 195-202 Laetitia Chapel, Dmitri Botvich and David Malone. Probabilistic Approaches to Cheating Detection in Online Games
 203-210 Jahn-Takeshi Saito and Mark H. M. Winands. Paranoid Proof-Number Search
 211-218 Viliam Lisy, Branislav Bosansky, Roman Vaculin and Michal Pechoucek. Agent Subset Adversarial Search for Complex Non-cooperative Domains
 219-226 Daniel Ashlock, Eun-Youn Kim and Wendy Ashlock. Comparison of Different Prisoner’s Dilemma Payoff Matrices
 227-234 Garry Greenwood. Evolving N-Person Social Dilemma Strategies to Resolve Questions on Participation in Climate Change Programs
 235-240 Ruck Thawonmas and Takashi Ashida. Evolution Strategy for Optimizing Parameters in Ms Pac-Man Controller ICE Pambush 3
 241-248 A. M. Mora, M. A. Moreno, J. J. Merelo, P. A. Castillo, M. G. Arenas and J. L. J. Laredo. Evolving the Cooperative Behaviour in Unreal
 249-256 Matthew Patrick. Online Evolution in Unreal Tournament 2004
 257-264 Frederick W. P. Heckel, G. Michael Youngblood and Nikhil S. Ketkar. Representational Complexity of Reactive Agents
 265-272 Julian Togelius, Mike Preuss, Nicola Beume, Simon Wessing, Johan Hagelbäck and Georgios N. Yannakakis. Multiobjective Exploration of the StarCraft Map Space
 273-280 Adam Smith and Michael Mateas. Variations Forever: Flexibly Generating Rulesets from a Sculptable Design Space of Mini-Games
 281-288 Christoph Salge and Tobias Mahlmann. Relevant Information as a Formalised Approach to Evaluate Game Mechanics
 289-296 Daniel Ashlock. Automatic Generation of Game Elements via Evolution
 297-304 Anja Johansson and Pierangelo Dell'Acqua. Introducing Time in Emotional Behavior Networks
 305-312 Cyril Brom, Rudolf Kadlec and Ondrej Burkert. Timing in Episodic Memory for Virtual Characters
 313-320 Hector Perez Martinez, Kenneth Hullett and Georgios N. Yannakakis. Extending Neuro-evolutionary Preference Learning through Player Modeling
 321-328 Simone Tognetti, Maurizio Garbarino, Andrea Bonarini and Matteo Matteucci. Modeling enjoyment preference from physiological responses in a car racing game
 329-336 Giovanni Acampora, Fabio Ferraguto and Vincenzo Loia. Synthetizing Bots Emotional Behaviors through Fuzzy Cognitive Processes
 337-344 Rafael Bidarra, Robert Schaap and Kim Goossens. Growing on the Inside: Soulful Characters for Video Games
 345-350 Philip Hingston. A New Design for a Turing Test for Bots
 351-358 Peter A. Mawhorter and Michael Mateas. Procedural Level Generation Using Occupancy-Regulated Extension
 359-364 Fabien Teytaud and Olivier Teytaud. On the Huge Benefit of Decisive Moves in Monte-Carlo Tree Search Algorithms
 365-371 Spyridon Samothrakis, David Robles and Simon Lucas. A UCT Agent for Tron: Initial Investigations
 372-379 Simon Lucas. Estimating Learning Rates in Evolution and TDL: Results on a Simple Grid-World Problem
 380-387 Christopher Hanna, Raymond Hickey, Darryl Charles and Michaela Black. Modular Reinforcement Learning Architectures for Artificially Intelligent Agents in Complex Game Environments
 388-394 Luigi Cardamone, Daniele Loiacono, Pier Luca Lanzi and Alessandro Pietro Bardelli. Racing Line Optimization using Genetic Algoritms
 395-402 Jan Quadflieg, Mike Preuss, Oliver Kramer and Günter Rudolph. Learning the Track and Planning Ahead in a Car Racing Controller
 403-410 Paolo Burelli and Georgios N. Yannakakis. Combining Local and Global Optimisation for Virtual Camera Control
 411-418 Paolo Ciancarini and Gian Piero Favini. Retrograde analysis of Kriegspiel endgames
 419-426 Aswin Thomas Abraham and Kevin McGee. AI for Dynamic Team-mate Adaptation in Games
 427-434 Maria Arinbjarnar and Daniel Kudenko. Bayesian Networks: Real-Time Applicable Decision Mechanisms for Intelligent Agents in Interactive Drama
 435-442 Jichen zhu and Santiago Ontañón. Story Representation in Analogy-Based Story Generation in Riu
 443-449 Anna Syberfeldt and Sanny Syberfeldt. A serious game for understanding artificial intelligence in production optimization
 450-457 Joost Westra, Frank Dignum and Virginia Dignum. Keeping the Trainee on Track
 458-464 Emilio Martin, Moises Martinez, Gustavo Recio and Yago Saez. Pac-mAnt: Optimization Based on Ant Colonies Applied to Developing afn Agent for Ms. Pac-Man
 465-472 Nathaniel Bell, Xinghong Fang, Rory Hughes, Graham Kendall, Edward O’Reilly and Shenghui Qiu. Ghost Direction Detection and other Innovations for Ms. Pac-Man
 473-480 Jorge Muñoz, German Gutierrez and Araceli Sanchis. A human-like TORCS controller for the Simulated Car Racing Championship