Table of Contents

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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