| pages | paper |
| 1-8 | Garrison W. Greenwood Enhanced Cooperation in the N-person Iterated Snowdrift Game Through Tag Mediation |
| 9-15 | Bruce Kwong-Bun Tong, Chun Man Ma and Chi Wan Sung. A Monte-Carlo Approach for the Endgame of Ms. Pac-Man |
| 16-23 | Daniel Ashlock and Cameron Mcguinness. Incorporating Required Structure into Tiles |
| 24-30 | Nirvana S. Antonio, Cicero F. F. Costa Filho, Marly G. F. Costa and Rafael Padilla. Optimization of an Evaluation Function of the 4-sided Dominoes Game Using a Genetic Algorithm |
| 31-38 | Ruck Thawonmas and Yoshinori Tani. Frame Selection Using Iterative Grammatical Evolution for Automatic Comic Generation from Game Logs |
| 39-46 | Nozomu Ikehata and Takeshi Ito. Monte-Carlo Tree Search In Ms. Pac-Man |
| 47-54 | Jorge Muñoz, Georgios N. Yannakakis, Fiona Mulvey, Dan Witzner Hansen, German Gutierrez and Araceli Sanchis. Towards Gaze-Controlled Platform Games |
| 55-62 | Nick Nygren, Joerg Denzinger, Ben Stephenson and John Aycock. User-preference-based automated level generation for platform games |
| 63-70 | Daniel Ashlock, Christopher Kuusela and Nicholas Rogers. Hormonal Systems for Prisoners Dilemma Agents |
| 71-78 | Antonios Liapis, Georgios N. Yannakakis and Julian Togelius. Neuroevolutionary Constrained Optimization for Content Creation |
| 79-86 | Reinaldo Uribe, Fernando Lozano, Katsunari Shibata and Charles Anderson. Discount and speed/execution tradeoffs in Makov Decision Process Games. |
| 87-94 | Daniel Whitehouse, Edward J. Powley and Peter I. Cowling. Determinization and Information Set Monte Carlo Tree Search for the Card Game Dou Di Zhu |
| 95-101 | Arthur Carvalho and Renato Oliveira. Reinforcement Learning for the Soccer Dribbling Task |
| 102-109 | Jacob Schrum and Risto Miikkulainen. Evolving Multimodal Networks for Multitask Games |
| 110-117 | Mark H. M. Winands and Yngvi Björnsson. Alphabeta-based Play-outs in Monte-Carlo Tree Search |
| 118-125 | Atif M. Alhejali and Simon M. Lucas. Using a Training Camp with Genetic Programming to Evolve Ms Pac-Man Agents |
| 126-133 | Noor Shaker, Georgios N. Yannakakis and Julian Togelius. Feature Analysis for Modeling Game Content Quality |
| 141-148 | Faisal Alvi and Moataz Ahmed. Complexity Analysis and Playing Strategies for Ludo and its Variant Race Games |
| 142-149 | Luis Peña, Jose-Maria Peña, Sascha Ossowski and Jose-Angel Sánchez. EEP – A lightweight emotional model: Application to RPG video game characters |
| 158-165 | J. A. M. Nijssen and Mark H. M. Winands. Monte-Carlo Tree Search for the Game of Scotland Yard |
| 166-173 | Gideon Avigad, Erella Eisenstadt and Miri Weiss Cohen. Optimal Strategies for Multi Objective Games and Their Search by Evolutionary Multi Objective Optimization |
| 174-181 | Tobias Mahlmann, Julian Togelius and Georgios N. Yannakakis. Modelling and evaluation of complex scenarios with the Strategy Game Description Language |
| 182-189 | Samuel Sarjant, Bernhard Pfahringer, Kurt Driessens and Tony Smith. Using the Online Cross-Entropy Method to Learn Relational Policies for Playing Different Games |
| 190-196 | Gabriel Synnaeve and Pierre Bessière. A Bayesian Model for RTS Units Control applied to StarCraft |
| 197-202 | Giel Van Lankveld, Pieter Spronck, Jaap Van Den Herik and Arnoud Arntz. Games as Personality Profiling Tools |
| 203-210 | Tim Uusitalo and Stefan J. Johansson. A Reactive Mutli-agent Approach to Car Driving using Artificial Potential Fields |
| 211-218 | Byung-Chull Bae, Yun-Gyung Cheong and R. Michael Young. Automated Story Generation with Multiple Internal Focalization |
| 219-226 | Alexandros Agapitos, Michael O'Neill, Anthony Brabazon and Theodoros Theodoridis. Learning Environment Models in Car Racing using Stateful Genetic Programming |
| 227-234 | Luigi Cardamone, Antonio Caiazzo, Daniele Loiacono and Pier Luca Lanzi. Transfer of Driving Behaviors Across Different Racing Games |
| 235-242 | Ping-Chiang Chou, Hassen Doghmen, Chang-Shing Lee, Fabien Teytaud, Olivier Teytaud, Hui-Ming Wang, Mei-Hui Wang, Li-Wen Wu and Shi-Jim Yen. Computational and Human Intelligence in Blind Go. |
| 243-249 | Fabien Teytaud and Olivier Teytaud. Lemmas on Partial Observation, with Application to Phantom Games |
| 250-257 | Bernard Helmstetter, Chang-Shing Lee, Mei-Hui Wang, Fabien Teytaud, Olivier Teytaud and Shi-Jim Yen. Random positions in Go |
| 258-265 | Padmini Rajagopalan, Aditya Rawal, Risto Miikkulainen, Marc A. Wiseman and Kay E. Holekamp. The Role of Reward Structure, Coordination Mechanism and Net Return in the Evolution of Cooperation |
| 266-272 | Luca Galli, Daniele Loiacono, Luigi Cardamone and Pier Luca Lanzi. A Cheating Detection Framework for Unreal Tournament III: a Machine Learning Approach |
| 273-280 | Diego Perez, Miguel Nicolau, Michael O'Neill and Anthony Brabazon. Reactiveness and Navigation in Computer Games: Different Needs, Different Approaches |
| 281-288 | Gabriel Synnaeve and Pierre Bessière. A Bayesian Model for Opening Prediction in RTS Games with Application to StarCraft |
| 289-296 | Michael Cook and Simon Colton. Multi-Faceted Evolution Of Simple Arcade Games |
| 297-304 | Ken Hartsook, Alexander Zook, Sauvik Das and Mark O. Riedl. Toward Supporting Stories with Procedurally Generated Game Worlds |
| 305-312 | David Robles, Philipp Rohlfshagen and Simon M. Lucas. Learning Non-Random Moves for Playing Othello: Improving Monte Carlo Tree Search |
| 313-320 | Hisao Ishibuchi, Keisuke Takahashi, Kouichirou Hoshino, Junpei Maeda and Yusuke Nojima. Effects of Configuration of Agents with Different Strategy Representations on the Evolution of Cooperative Behavior in a Spatial IPD Game |
| 321-328 | Aisha Abdullahi and Simon M. Lucas. Temporal Difference Learning with Interpolated N-Tuples: Initial Results from a Simulated Car Racing Environment |
| 329-336 | Jacob Schrum, Igor V. Karpov and Risto Miikkulainen. UTˆ2: Human-like Behavior via Neuroevolution of Combat Behavior and Replay of Human Traces |
| 337-344 | Mike Preuss, Jan Quadflieg and Guenter Rudolph. TORCS Sensor Noise Removal and Multi-objective Track Selection for Driving Style Adaptation |
| 345-349 | Ruck Thawonmas, Seiji Murakami and Takumi Sato. Believable Judge Bot That Learns to Select Tactics and Judge Opponents |
| 350-357 | Zafeirios Fountas, David Gamez and Andreas K. Fidjeland. A Neuronal Global Workspace for Human-like Control of a Computer Game Character |