IEEE CIG 2016 accepted papers

Regular Papers

Dennis J. N. J. Soemers and Mark H. M. Winands Hierarchical Task Network Plan Reuse for Video Games
Garrison Greenwood Altruistic Punishment Can Help Resolve Tragedy of the Commons Social Dilemmas
Francis Deboeverie, Sanne Roegiers, Gianni Allebosch, Peter Veelaert and Wilfried Philips Human Gesture Classification by Brute-Force Machine Learning for Exergaming in Physiotherapy
Jonas Schmitt and Harald Köstler A Multi-Objective Genetic Algorithm for Simulating Optimal Fights in StarCraft II
Theodosis Georgiou and Yiannis Demiris Track Design and Customisation in Car Racing Games using Adaptive User Models
Alain Saas, Anna Guitart and Africa Perianez Discovering Playing Patterns: Time Series Clustering of Free-To-Play Game Data
Maarten de Waard, Diederik M. Roijers and Sander C.J. Bakkes Monte Carlo Tree Search with Options for General Video Game Playing
Tristan Cazenave, Jialin Liu, Fabien Teytaud and Olivier Teytaud Learning opening books in partially observable games: using random seeds in Phantom Go
Markus Viljanen, Antti Airola, Tapio Pahikkala and Jukka Heikkonen Modelling User Retention in Mobile Games
Santiago Ontañón Informed Monte Carlo Tree Search for Real-Time Strategy Games
Daniel Karavolos, Antonios Liapis and Georgios N. Yannakakis Evolving Missions to Create Game Spaces
Peizhi Shi and Ke Chen Online Level Generation in Super Mario Bros via Learning Constructive Primitives
Andre Mendes Da Silva, Julian Togelius and Andy Nealen Hyper-heuristic general video game playing
Nick Sephton, Peter Cowling, Sam Devlin, Victoria Hodge and Nicholas Slaven Using Association Rule Mining to Predict Opponent Deck Content in Android: Netrunner
David B. Carvalho, Esteban Clua and Aline Paes Planning Social Actions Through the Others' Eyes for Emergent Storytelling
Shuo Xu and Clark Verbrugge Heuristics for Sleep and Heal in Combat
Markus Viljanen, Antti Airola, Tapio Pahikkala and Jukka Heikkonen User Activity Decay in Mobile Games Determined by Simple Differential Equations?
Elizabeth Camilleri, Georgios N. Yannakakis and Alexiei Dingli Platformer Level Design for Game Character Believability
Rafet Sifa, Sridev Srikanth, Anders Drachen, Cesar Ojeda and Christian Bauckhage Predicting Retention in Sandbox Games with Tensor Factorization-based Representation Learning
Christian Guckelsberger, Christoph Salge and Simon Colton Intrinsically Motivated General Companion NPCs
Fernando De Mesentier Silva, Aaron Isaksen, Julian Togelius and Andy Nealen Generating Heuristics for Novice Players
Daniele Gravina, Antonios Liapis and Georgios N. Yannakakis Constrained Surprise Search for Content Generation
Chairi Kiourt and Dimitris Kalles Using Opponent Models to Train Inexperienced Synthetic Agents in Social Environments
Matthew Stephenson and Jochen Renz Procedural Generation of Complex Stable Structures for Angry Birds Levels
Tobias Graf and Marco Platzner Monte-Carlo Simulation Balancing Revisited
Hanneke Kersjes and Pieter Spronck Modeling Believable Game Characters
Mateusz Kurek and Wojciech Jaśkowski Heterogeneous Team Deep Q-Learning in Low-Dimensional Multi-Agent Environments
Noor Shaker and Mohamed Abou-Zleikha Transfer Learning for Cross-Game Prediction of Player Experience
Elie Bursztein I am a legend: hacking Hearthstone using statistical learning methods
Davide Aversa, Stavros Vassos and Sebastian Sardina Pruning and Preprocessing Methods for Inventory-Aware Pathfinding
Andrea Clerico, Cindy Chamberland, Mark Parent, Pierre-Emmanuel Michon, Sébastien Tremblay, Tiago H. Falk, Jean-Christophe Gagnon and Philip Jackson Biometrics and classifier fusion to predict the fun-factor in video gaming
Ahmed Abdelrazek Recovering Visibility in Pursuit-Evasion Games
Maxim Mozgovoy, Iskander Umarov and Marina Purgina Believable Self-Learning AI for World of Tennis
Thibault Allart, Guillaume Levieux, Michel Pierfitte, Agathe Guilloux and Stephane Natkin Design Influence on Player Retention : A Method Based on Timevarying Survival Analysis
Anders Drachen, James Green, Chester Gray, Elie Harik, Patty Lu, Rafet Sifa and Diego Klabjan Guns and Guardians: Comparative Cluster Analysis and Behavioral Profiling in Destiny
Michael Cook, Jeremy Gow and Simon Colton Towards The Automatic Optimisation Of Procedural Content Generators
Marlene Beyer, Aleksandr Agureikin, Alexander Anokhin, Christoph Laenger, Felix Nolte, Jonas Winterberg, Marcel Renka, Martin Rieger, Nicolas Pflanzl, Mike Preuss and Vanessa Volz An Integrated Process for Game Balancing
Pablo García Sánchez, Alberto Tonda, Giovanni Squillero, Antonio Mora and Jj Merelo Evolutionary Deckbuilding in the Collectible Card Game HearthStone
Naoyuki Sato and Kokolo Ikeda Three Types of Forward Pruning Techniques to Apply Alpha Beta Algorithm to Turn-Based Strategy Game
Ali Kaan Sungur and Elif Surer Voluntary Behavior on Cortical Learning Algorithm Based Agents
Chiara F. Sironi and Mark H. M. Winands Comparison of Rapid Action Value Estimation Variants for General Game Playing
Diego Perez, Spyridon Samothrakis, Julian Togelius, Tom Schaul and Simon Lucas Analyzing the Robustness of General Video Game Playing Agents
Marco Tamassia, William Raffe, Rafet Sifa, Anders Drachen, Fabio Zambetta and Michael Hitchens Predicting Player Churn in Destiny: A Hidden Markov Models Approach to Predicting Player Departure in a Major Online Game
Philipp Beau and Sander Bakkes Automated Game Balancing of Asymmetric Video Games
Michał Kempka, Marek Wydmuch, Grzegorz Runc, Jakub Toczek and Wojciech Jaśkowski ViZDoom: A Doom-based AI Research Platform for Visual Reinforcement Learning
Cristinel Patrascu and Sebastian Risi Artefacts: Minecraft meets Collaborative Interactive Evolution
Patrikk Sørensen, Jeppeh Olsen and Sebastian Risi Interactive Super Mario Bros Evolution
Tyler Dewitt, Sushil Louis and Siming Liu Evolving Micro for 3D Real-Time Strategy Games
Edward J. Powley, Simon Colton, Swen Gaudl, Rob Saunders and Mark Nelson Semi-automated Level Design via Auto-Playtesting for Handheld Casual Game Creation
Marius Stanescu, Nicolas A. Barriga, Andy Hess and Michael Buro Evaluating Real-Time Strategy Game States Using Convolutional Neural Networks
Yusaku Mandai and Tomoyuki Kaneko Improved LinUCT and Its Evaluation on Incremental Random-Feature Tree
Kokolo Ikeda, Simon Viennot and Naoyuki Sato Detection and Labeling of Bad Moves for Coaching Go
Mark J. Nelson Investigating Vanilla MCTS Scaling on the GVG-AI Game Corpus
Yifan Sun, Chisheng Liang, Steven Sutherland, Casper Harteveld and David Kaeli Modeling Player Decisions in a Supply Chain Game

Vision Papers

Dan Ventura Beyond Computational Intelligence to Computational Creativity in Games
Noor Shaker Intrinsically Motivated Reinforcement Learning: A Promising Framework for Procedural Content Generation
Julian Togelius and Georgios N. Yannakakis General General Game AI
Owen Sacco, Antonios Liapis and Georgios Yannakakis A Holistic Approach for Semantic-Based Game Generation
Christoffer Holmgård Computational Intelligence and Cognitive Performance Assessment Games
Anders Drachen, Nicholas Ross, Julian Runge and Rafet Sifa Stylized facts for Mobile Game Analytics

Competition Papers

Piers Williams, Diego Perez and Simon Lucas Ms. Pac-Man Versus Ghost Team CIG 2016 Competition
Dennis J. N. J. Soemers, Chiara F. Sironi, Torsten Schuster and Mark H. M. Winands Enhancements for Real-Time Monte-Carlo Tree Search in General Video Game Playing
Chun-Yin Chu, Suguru Ito, Tomohiro Harada and Ruck Thawonmas Position-based Reinforcement Learning Biased MCTS for General Video Game Playing
Hendrik Horn, Vanessa Volz, Diego Perez and Mike Preuss MCTS/EA Hybrid GVGAI Players and Game Difficulty Estimation

Demo Papers

Phil Lopes, Antonios Liapis and Georgios N. Yannakakis Sonancia: a Multi-Faceted Generator for Horror
Hyunsoo Park and Kyung-Joong Kim Adaptive Deep Q-Learning using Redundant Outputs in Visual Doom
Byungho Yoo and Kyung-Joong Kim Changing Video Game Graphic Styles Using Neural Algorithms
Daniel Karavolos, Antonios Liapis and Georgios N. Yannakakis Evolving Missions for Dwarf Quest Dungeons