CIG18 Accepted Full Papers

Papers are ordered by submission id. Any paper accepted for oral presentation or poster will be published as a full 8-page paper in the proceedings.

Main Track

  • Ivan Bravi, Diego Perez, Simon Lucas and Jialin Liu. Shallow decision-making analysis in General Video Game Playing
  • Zhengxing Chen, Chris Amato, Magy Seif El-Nasr, Truong Nguyen, Seth Cooper and Yizhou Sun. Q-DeckRec: a Fast Deck Recommendation System for Collectible Card Games
  • Michael Cook, Simon Colton and Azalea Raad. Inferring Design Constraints From Game Ruleset Analysis
  • Amin Babadi, Kourosh Naderi and Perttu Hämäläinen. Intelligent Middle-Level Game Control
  • Stefan Gudmundsson, Philipp Eisen, Erik Poromaa, Alex Nodet, Sami Purmonen, Richard Meurling, Bartlomiej Kozakowski and Lele Cao. Human-Like Playtesting with Deep Learning
  • Garry Greenwood, Hussein Abbass and Eleni Petraki. A Critical Analysis of Punishment in Public Goods Games
  • Makoto Ishihara, Suguru Ito, Ryota Ishii, Tomohiro Harada and Ruck Thawonmas. Monte-Carlo Tree Search for Implementation of Dynamic Difficulty Adjustment Fighting Game AIs Having Believable Behaviors
  • Ryota Ishii, Suguru Ito, Makoto Ishihara, Tomohiro Harada and Ruck Thawonmas. Monte-Carlo Tree Search Implementation of Fighting Game AIs Having Personas
  • Raluca Gaina, Simon Lucas and Diego Perez Liebana. General Win Prediction from Agent Experience
  • Shanchuan Wan and Tomoyuki Kaneko. Building Evaluation Functions for Chess and Shogi with Uniformity Regularization Networks
  • Jakub Kowalski and Andrzej Kisielewicz. Regular Language Inference for Learning Rules of Simplified Boardgames
  • Jakub Kowalski, Radoslaw Miernik, Piotr Pytlik, Maciej Pawlikowski, Krzysztof Piecuch and Jakub Sekowski. Strategic Features and Terrain Generation for Balanced Heroes of Might and Magic III Maps
  • Magnus Gedda, Mikael Zayenz Lagerkvist and Martin Butler. Monte-Carlo Methods for the Game Kingdomino
  • Daniel Ashlock and Courtney Kolthof. Evolving number sentence puzzles.
  • Daniel A, Eun-Youn Kim and Diego Pérez-Liébana. Toward General Mathematical Game Playing
  • Myat Aung, Valerio Bonometti, Anders Drachen, Peter Cowling, Athanasios Kokkinakis and Alex Wade. Predicting skill learning outcomes in a large, longitudinal MOBA dataset
  • Michael Nixon, Steve Dipaola and Ulysses Bernardet. An eye gaze model for controlling the display of social status in believable virtual humans
  • Rahul Dubey, Joseph Ghantous, Sushil Louis and Siming Liu. Evolutionary Multi-objective Optimization of Real-Time Strategy Micro
  • Oleksandra Keehl and Adam Smith. Monster Carlo: an MCTS-based Framework for Machine Playtesting Unity Games
  • Per-Arne Andersen, Morten Goodwin and Ole-Christoffer Granmo. Deep RTS: A Game Environment for Deep Reinforcement Learning in Real-Time Strategy Games
  • Christian Guckelsberger, Christoph Salge and Julian Togelius. New And Surprising Ways to be Mean: Adversarial NPCs with Coupled Empowerment Minimisation
  • Christoph Salge, Christian Guckelsberger, Rodrigo Canaan and Tobias Mahlmann. Accelerating Empowerment Computation with UCT Tree Search
  • Devon Sigurdson, Vadim Bulitko, William Yeoh, Sven Koenig and Carlos Hernandez. Real-time Multi-agent heuristic search in videogame pathfinding
  • Sam Ganzfried and Qinyung Sun. Bayesian Opponent Exploitation in Imperfect-Information Games
  • Rutger Kraaijer, Marc Van Kreveld, Wouter Meulemans and Andre van Renssen. Geometry and Generation of a new Graph Planarity Game
  • Philip Rodgers, John Levine and Damien Anderson. Ensemble Decision Making in Real-time Video Games
  • Mike Preuss, Thomas Pfeiffer, Vanessa Volz and Nicolas Pflanzl. Integrated Balancing of an RTS Game: Case Study and Toolbox Refinement
  • Luiz Bernardo Martins Kummer, Júlio César Nievola and Emerson Paraiso. Applying Commitment to Churn and Remaining Players Lifetime Prediction
  • Aavaas Gajurel, Sushil J. Louis, Daniel J. Mendez and Siming Liu. Neuroevolution of real-time strategy game micro
  • Anderson R. Tavares and Luiz Chaimowicz. Tabular Reinforcement Learning in Real-Time Strategy Games via Options
  • Fernando De Mesentier Silva, Julian Togelius, Frank Lantz and Andy Nealen. Generating Novice Heuristics for Post-Flop Poker
  • André Siqueira Ruela and Karina Valdivia Delgado. Scale-free Evolutionary Level Generation
  • Hendrik Baier and Peter I. Cowling. Evolutionary MCTS for Multi-Action Adversarial Games
  • Frank Glavin and Michael Madden. Skilled Experience Catalogue: A Skill-Balancing Mechanism for Non-Player Characters using Reinforcement Learning
  • Mohammed Salem, Antonio Mora and Juan J. Merelo. The evolutionary race: improving the process of evaluating car controllers in racing simulators

SS1: Deep Learning in Games

  • Daniel Karavolos, Antonios Liapis and Georgios N. Yannakakis. Using a Surrogate Model of Gameplay for Automated Level Design
  • William Woof and Ke Chen. Learning to Play General Video-Games via an Object Embedding Network
  • Niels Justesen and Sebastian Risi. Automated Curriculum Learning by Rewarding Temporally Rare Events
  • Zuozhi Yang and Santiago Ontañón. Learning Map-Independent Evaluation Functions for Real-Time Strategy Games
  • Jack Harmer, Linus Gisslen, Henrik Holst, Joakim Bergdahl, Tom Olsson, Kristoffer Sjöö and Magnus Nordin. Imitation Learning with Concurrent Actions in 3D Games
  • Ruben Rodriguez Torrado, Philip Bontrager, Julian Togelius, Jialin Liu and Diego Perez Liebana. Deep reinforcement learning in the General Video Game AI framework

SS2: Intelligent Games for Learning

  • Sandra Kaczmarek and Sintija Petroviča. Promotion of Learning Motivation through Individualization of Learner-Game Interaction
  • Samuel Mascarenhas, Rui Prada, João Dias, Pedro A. Santos, Kam Star, Ben Hirsh, Ellis Spice and Rob Kommeren. A Virtual Agent Toolkit for Applied Game Developers
  • Maria Cutumisu. The Influence of Feedback Choice on University Students’ Revision Choices and Performance in a Digital Assessment Game
  • Gabriel Toschi de Oliveira, Hugo Henriques Pereira, Claudio Fabiano Motta Toledo, Seiji Isotani and Geiser Chaclo Challco. Plot from the Stars: educational game development for teaching basic mathematical functions

SS3: Integrating IoT Technologies with Serious Games

  • Chrysanthi Tziortzioti, Irene Mavrommati and Ioannis Chatzigiannakis. Delivering Educational Scenarios using Internet of Things Data
  • Evaggelos Spyrou, Nicholas Vretos, Andrew Pomazanskyi, Stylianos Asteriadis and Helen Leligou. Exploiting IoT Technologies for Personalized Learning
  • Pavlos Kosmides, Konstantinos Demestichas, Evgenia Adamopoulou, Nikos Koutsouris, Yannis Oikonomidis and Vanessa De Luca. InLife: Combining Real Life with Serious Games using IoT