Proceedings of the IEEE Conference on Games
CoG-2019, 2019.
Contents (161 items)
- CoG-2019-AbdullahPTHB #generative
- An Angry Birds Level Generator with Rube Goldberg Machine Mechanisms (FA, PP, RT, TH, FAB), pp. 1–8.
- CoG-2019-AbuzuraiqFP #clustering #framework #generative #graph #named
- Taksim: A Constrained Graph Partitioning Framework for Procedural Content Generation (AMA, AF, PP), pp. 1–8.
- CoG-2019-AgresLH #game studies #novel
- A novel music-based game with motion capture to support cognitive and motor function in the elderly (KA, SL, DH), pp. 1–4.
- CoG-2019-Aitchison #experience #using
- Optimal Use of Experience in First Person Shooter Environments (MA), pp. 1–4.
- CoG-2019-AlvarezDFT #design #interactive #quality
- Empowering Quality Diversity in Dungeon Design with Interactive Constrained MAP-Elites (AA, SD, JMF, JT), pp. 1–8.
- CoG-2019-AmarTAM #multi #scalability #towards
- Towards Cheap Scalable Browser Multiplayer (YA, GT, GA, LM), pp. 1–4.
- CoG-2019-AndersonRLGL #game studies #video
- Ensemble Decision Systems for General Video Game Playing (DA, PR, JL, CGR, DPL), pp. 1–8.
- CoG-2019-AndroulakakisF #behaviour #evolution #problem
- Evolution of Kiting Behavior in a Two Player Combat Problem (PA, ZEF), pp. 1–8.
- CoG-2019-AshleyCKB #evolution #learning
- Learning to Select Mates in Evolving Non-playable Characters (DRA, VC, BK, VB), pp. 1–8.
- CoG-2019-AshlockKS
- Prisoner's Dilemma Agents with Phenotypic Plasticity (DA, EYK, AS), pp. 1–8.
- CoG-2019-AshlockS
- The Riddle of Togelby (DA, CS), pp. 1–8.
- CoG-2019-AshlockS19a #automation #generative #representation #what
- Automatic Generation of Level Maps with the Do What's Possible Representation (DA, CS), pp. 1–8.
- CoG-2019-BallabioL #heuristic #multi
- Heuristics for Placing the Spawn Points in Multiplayer First Person Shooters (MB, DL), pp. 1–8.
- CoG-2019-BarzdinsGBLBC #challenge #database #graph
- RDF* Graph Database as Interlingua for the TextWorld Challenge (GB, DG, PFB, UL, GB, EC), pp. 1–2.
- CoG-2019-BeigKCM #game studies #graph #named
- G-SpAR: GPU-Based Voxel Graph Pathfinding for Spatial Audio Rendering in Games and VR (MB, BK, KC, PMB), pp. 1–8.
- CoG-2019-BlomBS #modelling #multi #towards
- Towards Multi-modal Stress Response Modelling in Competitive League of Legends (PMB, SB, PS), pp. 1–4.
- CoG-2019-BonomettiRHWD #estimation #interactive #modelling #probability
- Modelling Early User-Game Interactions for Joint Estimation of Survival Time and Churn Probability (VB, CR, MH, ARW, AD), pp. 1–8.
- CoG-2019-BornSM #multi #physics
- Co-Located vs. Remote Gameplay: The Role of Physical Co-Presence in Multiplayer Room-Scale VR (FB, PS, MM), pp. 1–8.
- CoG-2019-BraviLL0 #game studies #named #optimisation #statistics
- Rinascimento: Optimising Statistical Forward Planning Agents for Playing Splendor (IB, DPL, SML, JL0), pp. 1–8.
- CoG-2019-CabiochCBCD #interactive
- Timing Interactive Narratives (TC, RC, AGB, JNC, MD), pp. 1–8.
- CoG-2019-CanaanTNM #ad hoc
- Diverse Agents for Ad-Hoc Cooperation in Hanabi (RC, JT, AN, SM), pp. 1–8.
- CoG-2019-CatarinoM
- Procedural Progression Model for Smash Time (JC, CM), pp. 1–8.
- CoG-2019-ChangAS #assurance #automation #named #quality #testing #using
- Reveal-More: Amplifying Human Effort in Quality Assurance Testing Using Automated Exploration (KC, BA, AMS), pp. 1–8.
- CoG-2019-ChenC #problem
- Modified PPO-RND Method for Solving Sparse Reward Problem in ViZDoom (JCC, THC), pp. 1–4.
- CoG-2019-ChenL #game studies #learning #metaprogramming
- Macro and Micro Reinforcement Learning for Playing Nine-ball Pool (YC, YL), pp. 1–4.
- CoG-2019-ChenYL #abstraction #game studies #learning #object-oriented #video
- Object-Oriented State Abstraction in Reinforcement Learning for Video Games (YC, HY, YL), pp. 1–4.
- CoG-2019-ChoeK #game studies #monte carlo
- Enhancing Monte Carlo Tree Search for Playing Hearthstone (JSBC, JKK), pp. 1–7.
- CoG-2019-ChristiansenGW #bias #game studies #using
- Resolving Simultaneity Bias: Using Features to Estimate Causal Effects in Competitive Games (AHC, EG, BSW), pp. 1–8.
- CoG-2019-ChurchillBK #optimisation #robust
- Robust Continuous Build-Order Optimization in StarCraft (DC, MB, RK), pp. 1–8.
- CoG-2019-CookCGS #generative
- General Analytical Techniques For Parameter-Based Procedural Content Generators (MC0, SC, JG, GS), pp. 1–8.
- CoG-2019-CookR #analysis #automation #game studies #graph
- Hyperstate Space Graphs for Automated Game Analysis (MC0, AR), pp. 1–8.
- CoG-2019-DiazPF #game studies #interactive #machine learning
- Interactive Machine Learning for More Expressive Game Interactions (CGD, PP, RF), pp. 1–2.
- CoG-2019-DingliB #adaptation #artificial reality #realtime #reduction
- Realtime Adaptive Virtual Reality for Pain Reduction (AD, LB), pp. 1–4.
- CoG-2019-DockhornLVBGL #game studies #learning #modelling
- Learning Local Forward Models on Unforgiving Games (AD, SML, VV, IB, RDG, DPL), pp. 1–4.
- CoG-2019-DragesetWGL #game studies #generative #optimisation #video
- Optimising Level Generators for General Video Game AI (OD, MHMW, RDG, DPL), pp. 1–8.
- CoG-2019-Eidelberg0D #game studies #performance #using
- Using Active Probing by a Game Management AI to Faster Classify Players (AE, CJ0, JD), pp. 1–8.
- CoG-2019-FendtA #education #game studies #learning #student #using
- Using Learning Games to Teach Texas Civil War History to Public Middle School Students (MWF, EA), pp. 1–4.
- CoG-2019-FowlerNC #case study #game studies #identification
- Identifying Cognitive Load in a Computer Game: An exploratory study of young children (AF, KN, AC), pp. 1–6.
- CoG-2019-FriedmanS #behaviour
- Desirable Behaviors for Companion Bots in First-Person Shooters (AF, JS), pp. 1–8.
- CoG-2019-GainaLP
- Project Thyia: A Forever Gameplayer (RDG, SML, DPL), pp. 1–8.
- CoG-2019-GainaS #game studies #learning #video
- “Did You Hear That?” Learning to Play Video Games from Audio Cues (RDG, MS), pp. 1–4.
- CoG-2019-GeorgiadisLBW #assessment #learning
- Learning Analytics Should Analyse the Learning: Proposing a Generic Stealth Assessment Tool (KG, GvL, KB, WW), pp. 1–8.
- CoG-2019-GiacomelloLL #generative #network
- Searching the Latent Space of a Generative Adversarial Network to Generate DOOM Levels (EG, PLL, DL), pp. 1–8.
- CoG-2019-GomesDM #game studies #interactive #multi #named
- GIMME: Group Interactions Manager for Multiplayer sErious games (SG, JD, CM), pp. 1–8.
- CoG-2019-Goodman
- Re-determinizing MCTS in Hanabi (JG), pp. 1–8.
- CoG-2019-GravinaKLTY #generative #quality
- Procedural Content Generation through Quality Diversity (DG, AK, AL, JT, GNY), pp. 1–8.
- CoG-2019-GreenwoodA #game studies #monte carlo
- Monte Carlo Strategies for Exploiting Fairness in N-player Ultimatum Games (GWG, DA), pp. 1–7.
- CoG-2019-HarriesLRHD #3d #benchmark #learning #metric #named
- MazeExplorer: A Customisable 3D Benchmark for Assessing Generalisation in Reinforcement Learning (LH, SL, JR, KH, SD), pp. 1–4.
- CoG-2019-HernandezDGYDSW #framework #self
- A Generalized Framework for Self-Play Training (DH, KD, YG, PY, SD, SS, JAW), pp. 1–8.
- CoG-2019-HicksGRPBD #comprehension #gamification
- Understanding the Effects of Gamification and Juiciness on Players (KH, KG, GR, TP, OB, PD), pp. 1–8.
- CoG-2019-HuangL #approach #optimisation #policy #self
- A Self-Play Policy Optimization Approach to Battling Pokémon (DH, SL), pp. 1–4.
- CoG-2019-HufkensB #functional #logic #taxonomy
- A Functional Taxonomy of Logic Puzzles (LVH, CB), pp. 1–4.
- CoG-2019-IlhanGP #education #learning #multi
- Teaching on a Budget in Multi-Agent Deep Reinforcement Learning (EI, JG, DPL), pp. 1–8.
- CoG-2019-IshiiITH #game studies #generative #using
- A Fighting Game AI Using Highlight Cues for Generation of Entertaining Gameplay (RI, SI, RT, TH), pp. 1–6.
- CoG-2019-JaschekBGR #generative
- Mysterious Murder - MCTS-driven Murder Mystery Generation (CJ, TB, JAG, WLR), pp. 1–8.
- CoG-2019-JohansenPR #game studies #machine learning #video
- Video Game Description Language Environment for Unity Machine Learning Agents (MJ, MP, SR), pp. 1–8.
- CoG-2019-JooK #game studies #how #learning #question #using #visualisation
- Visualization of Deep Reinforcement Learning using Grad-CAM: How AI Plays Atari Games? (HTJ, KJK), pp. 1–2.
- CoG-2019-JoppenSF #approximate #game studies #using
- Ordinal Bucketing for Game Trees using Dynamic Quantile Approximation (TJ, TS, JF), pp. 1–8.
- CoG-2019-JustesenDR #game studies #question
- When Are We Done with Games? (NJ, MSD, SR), pp. 1–8.
- CoG-2019-JustesenUJMTR #challenge #contest #game studies
- Blood Bowl: A New Board Game Challenge and Competition for AI (NJ, LMU, CJ, PDM, JT, SR), pp. 1–8.
- CoG-2019-KamaldinovM #game studies #learning
- Deep Reinforcement Learning in Match-3 Game (IK, IM), pp. 1–4.
- CoG-2019-KanagawaK #challenge #learning #named
- Rogue-Gym: A New Challenge for Generalization in Reinforcement Learning (YK, TK), pp. 1–8.
- CoG-2019-KanervistoH #learning #named
- ToriLLE: Learning Environment for Hand-to-Hand Combat (AK, VH), pp. 1–8.
- CoG-2019-KantharajuOG #monte carlo #recognition #scalability
- Scaling up CCG-Based Plan Recognition via Monte-Carlo Tree Search (PK, SO, CWG), pp. 1–8.
- CoG-2019-KatonaSHDBDW #learning #predict #using
- Time to Die: Death Prediction in Dota 2 using Deep Learning (AK, RJS, VJH, SD, FB, AD, JAW), pp. 1–8.
- CoG-2019-KeehlS #learning
- Monster Carlo 2: Integrating Learning and Tree Search for Machine Playtesting (OK, AMS), pp. 1–8.
- CoG-2019-KhalifaGT #analysis #design
- ELIMINATION from Design to Analysis (AK, DG, JT), pp. 1–4.
- CoG-2019-KhalifaST #2d #design pattern #game studies
- Level Design Patterns in 2D Games (AK, FdMS, JT), pp. 1–8.
- CoG-2019-KhaustovBM #game studies #learning
- Pass in Human Style: Learning Soccer Game Patterns from Spatiotemporal Data (VK, GMB, MM), pp. 1–2.
- CoG-2019-KiarostamiDMRG #monte carlo #multi
- Multi-Agent non-Overlapping Pathfinding with Monte-Carlo Tree Search (MSK, MRD, SKM, DR, SG), pp. 1–4.
- CoG-2019-KimLLHK #algorithm #automation #game studies #generative #graph #using
- Automatic Generation of Game Content using a Graph-based Wave Function Collapse Algorithm (HK, SL, HL, TH, SK), pp. 1–4.
- CoG-2019-Konen #education #game studies #learning #research
- General Board Game Playing for Education and Research in Generic AI Game Learning (WK), pp. 1–8.
- CoG-2019-KreitzerAP #automation #automaton #generative
- Automatic Generation of Diverse Cavern Maps with Morphing Cellular Automata (MK, DA, RP), pp. 1–8.
- CoG-2019-KrekhovCK #artificial reality #game studies
- The Illusion of Animal Body Ownership and Its Potential for Virtual Reality Games (AK, SC, JHK), pp. 1–8.
- CoG-2019-KristensenB #game studies #predict
- Combining Sequential and Aggregated Data for Churn Prediction in Casual Freemium Games (JTK, PB), pp. 1–8.
- CoG-2019-KusanoLPTH #game studies #using
- Motion Gaming AI using Time Series Forecasting and Dynamic Difficulty Adjustment (TK, YL, PP, RT, TH), pp. 1–6.
- CoG-2019-Lanzi #complexity #using
- Evaluating the Complexity of Players' Strategies using MCTS Iterations (PLL), pp. 1–8.
- CoG-2019-Liapis #game studies
- The Newborn World: Guiding Creativity in a Competitive Storytelling Game (AL), pp. 1–8.
- CoG-2019-LiapisKMSY #learning #multimodal
- Fusing Level and Ruleset Features for Multimodal Learning of Gameplay Outcomes (AL, DK, KM, KS, GNY), pp. 1–8.
- CoG-2019-LipinskiSRA #generative #graph #incremental #using
- Level Graph - Incremental Procedural Generation of Indoor Levels using Minimum Spanning Trees (BvRL, SS, JR, DA), pp. 1–7.
- CoG-2019-LiuR0S #heuristic #performance #using
- Using Restart Heuristics to Improve Agent Performance in Angry Birds (TL, JR, PZ0, MS), pp. 1–8.
- CoG-2019-LucasDVBGBPMK #approach #game studies #learning
- A Local Approach to Forward Model Learning: Results on the Game of Life Game (SML, AD, VV, CB, RDG, IB, DPL, SM, RK), pp. 1–8.
- CoG-2019-MachadoGNT #design #game studies #recommendation
- Pitako - Recommending Game Design Elements in Cicero (TM, DG, AN, JT), pp. 1–8.
- CoG-2019-MadgeBCKP #design #game studies
- The Design Of A Clicker Game for Text Labelling (CM, RB, JC, UK, MP), pp. 1–4.
- CoG-2019-MarengoLB #artificial reality #on the #simulation
- On the Influence of the Supine Posture on Simulation Sickness in Virtual Reality (JM, PL, RB), pp. 1–8.
- CoG-2019-MartinC #development #game studies #liveness #towards
- Towards Liveness in Game Development (ARM, SC), pp. 1–4.
- CoG-2019-MassoudBBGP #behaviour #game studies #profiling #using
- Eco-driving Profiling and Behavioral Shifts Using IoT Vehicular Sensors Combined with Serious Games (RM, FB, RB, ADG, SP), pp. 1–8.
- CoG-2019-McQuighanBP #contest #game studies #interface
- B2CI 2019: The IEEE Brain to Computer Interface Competition's Gaming Event (JMM, GB, JMP), pp. 1–7.
- CoG-2019-MelhartACLY #modelling #motivation
- Your Gameplay Says It All: Modelling Motivation in Tom Clancy's The Division (DM, AA, AC, AL, GNY), pp. 1–8.
- CoG-2019-MillerPCE #analysis #game studies #multi #social
- An Analysis of Peer Presence Social Group Dynamics to Enhance Player Engagement in Multiplayer Games (MM, NP, GC, CE), pp. 1–8.
- CoG-2019-MinWGC #game studies #overview
- Blockchain Games: A Survey (TM, HW, YG, WC), pp. 1–8.
- CoG-2019-MugraiSHT #automation #game studies
- Automated Playtesting of Matching Tile Games (LM, FdMS, CH, JT), pp. 1–7.
- CoG-2019-NaderiBRH #approach #learning
- A Reinforcement Learning Approach To Synthesizing Climbing Movements (KN, AB, SR, PH), pp. 1–7.
- CoG-2019-Nagorko #adaptation #parallel #policy
- Parallel Nested Rollout Policy Adaptation (AN), pp. 1–7.
- CoG-2019-NaikJ #agile #development #game studies #gamification #learning
- Relax, It's a Game: Utilising Gamification in Learning Agile Scrum Software Development (NN, PJ), pp. 1–4.
- CoG-2019-NamI #game studies #generative #learning #using
- Generation of Diverse Stages in Turn-Based Role-Playing Game using Reinforcement Learning (SN, KI), pp. 1–8.
- CoG-2019-NeufeldML #approach #evaluation #evolution #game studies #hybrid
- Evolving Game State Evaluation Functions for a Hybrid Planning Approach (XN, SM, DPL), pp. 1–8.
- CoG-2019-NumminenVP #analysis #game studies #predict
- Predicting the monetization percentage with survival analysis in free-to-play games (RN, MV, TP), pp. 1–8.
- CoG-2019-NygrenD #case study #concept #game studies #self #using
- Using Simple Games to Evaluate Self-Organization Concepts: a Whack-a-mole Case Study (NN, JD), pp. 1–8.
- CoG-2019-PalenciaO #framework #named #platform #web
- PsyRTS: a Web Platform for Experiments in Human Decision-Making in RTS Environments (DOVP, MO), pp. 1–4.
- CoG-2019-ParakhCS #approach #design #game studies #network #problem #towards
- An Approach Towards Designing Problem Networks in Serious Games (AP, PC, MS), pp. 1–8.
- CoG-2019-ParkMMBWL #education #game studies #generative #multi #network
- Generating Educational Game Levels with Multistep Deep Convolutional Generative Adversarial Networks (KP, BWM, WM, KEB, ENW, JCL), pp. 1–8.
- CoG-2019-ParmeterF #behaviour #game studies #interactive #music
- Influencing the Behavioral Responses of Players in an Interactive Narrative Game through Music and Arousal Congruency (LP, MF), pp. 1–4.
- CoG-2019-PellingG #behaviour #probability
- Two Human-Like Imitation-Learning Bots with Probabilistic Behaviors (CP, HJG), pp. 1–7.
- CoG-2019-PerezTBF #behaviour #game studies #interactive #video
- Exploring User Motor Behaviour in Bimanual Interactive Video Games (NPP, LT, EB, IF), pp. 1–7.
- CoG-2019-PiergigliRMG #learning #multi
- Deep Reinforcement Learning to train agents in a multiplayer First Person Shooter: some preliminary results (DP, LAR, DM, DG), pp. 1–8.
- CoG-2019-PiettePSSB #game studies #logic
- Ludii and XCSP: Playing and Solving Logic Puzzles (CP, ÉP, MS, DJNJS, CB), pp. 1–4.
- CoG-2019-PietteSSB #empirical #evaluation #game studies
- An Empirical Evaluation of Two General Game Systems: Ludii and RBG (ÉP, MS, DJNJS, CB), pp. 1–4.
- CoG-2019-PleinesZB #learning
- Action Spaces in Deep Reinforcement Learning to Mimic Human Input Devices (MP, FZ, VPB), pp. 1–8.
- CoG-2019-PlutP #adaptation #empirical #matter #music
- Music Matters: An empirical study on the effects of adaptive music on experienced and perceived player affect (CP, PP), pp. 1–8.
- CoG-2019-PragerTBMYP #empirical #game studies
- An Experiment on Game Facet Combination (RPP, LT, SB, DM, GNY, MP), pp. 1–8.
- CoG-2019-RajalingamS #adaptation #game studies #word
- Neuroevolution Strategies for Word Embedding Adaptation in Text Adventure Games (VRR, SS), pp. 1–8.
- CoG-2019-Ramon #game studies #logic
- Logic foundations of manipulation as game mechanics (JMTR), pp. 1–4.
- CoG-2019-RatcliffeHD #optimisation #performance #policy
- Win or Learn Fast Proximal Policy Optimisation (DSR, KH, SD), pp. 1–4.
- CoG-2019-RebstockSB #learning #policy
- Learning Policies from Human Data for Skat (DR, CS, MB), pp. 1–8.
- CoG-2019-RebstockSBS #game studies #policy
- Policy Based Inference in Trick-Taking Card Games (DR, CS, MB, NRS), pp. 1–8.
- CoG-2019-RingerWN #game studies #multimodal #recognition
- Multimodal Joint Emotion and Game Context Recognition in League of Legends Livestreams (CR, JAW, MAN), pp. 1–8.
- CoG-2019-RioCP #predict #profiling
- Profiling Players with Engagement Predictions (AFdR, PPC, ÁP), pp. 1–4.
- CoG-2019-RossB #hardware #student
- Turning the classroom into an escape room with decoder hardware to increase student engagement (RR, CB), pp. 1–4.
- CoG-2019-SalemMG #evolution #nondeterminism
- Beating uncertainty in racing bot evolution through enhanced exploration and pole position selection (MS, AMM, JJMG), pp. 1–8.
- CoG-2019-Salvucci #named
- ToonToy: a node-based NPR solution for UnrealEngine4 (ES), pp. 1–4.
- CoG-2019-SantosGKM #experience
- Effects of advertisements and questionnaire interruptions on the player experience (CPS, NCMFvG, VJK, PM), pp. 1–8.
- CoG-2019-SarkarC #game studies #using
- Inferring and Comparing Game Difficulty Curves using Player-vs-Level Match Data (AS, SC), pp. 1–4.
- CoG-2019-ScholtenCHW #analysis #statistics
- Unconventional Exchange: Methods for Statistical Analysis of Virtual Goods (OJS, PC, KAH, JAW), pp. 1–7.
- CoG-2019-ShoopLAL #design #game studies
- The Games Fusion Project: Competencies for Game Design (KS, CL, LA, SL), pp. 1–4.
- CoG-2019-SilvaCLFTH #evolution
- Evolving the Hearthstone Meta (FdMS, RC, SL, MCF, JT, AKH), pp. 1–8.
- CoG-2019-SironiW #monte carlo #parametricity
- Comparing Randomization Strategies for Search-Control Parameters in Monte-Carlo Tree Search (CFS, MHMW), pp. 1–8.
- CoG-2019-SirotaBBH #game studies #towards #video
- Towards Procedurally Generated Languages for Non-playable Characters in Video Games (JS, VB, MRGB, SPH), pp. 1–4.
- CoG-2019-SoaresB #behaviour #classification
- Deep Variational Autoencoders for NPC Behaviour Classification (ESS, VB), pp. 1–4.
- CoG-2019-SoemersPSB #learning #policy #self
- Learning Policies from Self-Play with Policy Gradients and MCTS Value Estimates (DJNJS, ÉP, MS, CB), pp. 1–8.
- CoG-2019-Sovrano #experience #network #random
- Combining Experience Replay with Exploration by Random Network Distillation (FS), pp. 1–8.
- CoG-2019-SpickCW #generative #learning #using
- Procedural Generation using Spatial GANs for Region-Specific Learning of Elevation Data (RJS, PC, JAW), pp. 1–8.
- CoG-2019-StegerenT
- Remixing Headlines for Context-Appropriate Flavor Text (JvS, MT), pp. 1–2.
- CoG-2019-StephensonPSB #contest #framework #platform
- Ludii as a Competition Platform (MS, ÉP, DJNJS, CB), pp. 1–8.
- CoG-2019-StephensonPSB19a #game studies #overview
- An Overview of the Ludii General Game System (MS, ÉP, DJNJS, CB), pp. 1–2.
- CoG-2019-StreckSKW #artificial reality #towards
- neomento - Towards Building a Universal Solution for Virtual Reality Exposure Psychotherapy (AS, PS, JK, TW), pp. 1–2.
- CoG-2019-SykownikBM #analysis #automation #pipes and filters #sentiment #speech
- Can You Hear the Player Experienceƒ A Pipeline for Automated Sentiment Analysis of Player Speech (PS, FB, MM), pp. 1–4.
- CoG-2019-ThakkarCWCT #algorithm #generative
- Autoencoder and Evolutionary Algorithm for Level Generation in Lode Runner (ST, CC, LW, TJC, JT), pp. 1–4.
- CoG-2019-TheodorouBB #comprehension #game studies
- The Sustainability Game: AI Technology as an Intervention for Public Understanding of Cooperative Investment (AT, BBL, JJB), pp. 1–4.
- CoG-2019-TongLL #evolution #network #policy
- Enhancing Rolling Horizon Evolution with Policy and Value Networks (XT, WL, BL0), pp. 1–8.
- CoG-2019-TsujinoYY #game studies #video
- Characteristics Study of Dance-charts on Rhythm-based Video Games (YT, RY, YY), pp. 1–4.
- CoG-2019-Uiterwijk
- Solving Strong and Weak 4-in-a-Row (JWHMU), pp. 1–8.
- CoG-2019-VegtWKN #component #game studies
- Portability of Serious Game Software Components (WvdV, WW, HK, EN), pp. 1–8.
- CoG-2019-VihangaBLK #approach #clustering #game studies #online
- Weekly Seasonal Player Population Patterns in Online Games: A Time Series Clustering Approach (DV, MB, EL, KK), pp. 1–8.
- CoG-2019-VolkovasFWL #2d #game studies #named #prototype
- Mek: Mechanics Prototyping Tool for 2D Tile-Based Turn-Based Deterministic Games (RV, MF, JRW, SML), pp. 1–8.
- CoG-2019-VolzN #analysis #game studies #on the #simulation
- On the Effects of Simulating Human Decisions in Game Analysis (VV, BN), pp. 1–8.
- CoG-2019-Wallne #graph
- Enhancing Battle Maps through Flow Graphs (GW), pp. 1–4.
- CoG-2019-WallnerKD #game studies #online #profiling #twitter
- Tweeting your Destiny: Profiling Users in the Twitter Landscape around an Online Game (GW, SK, AD), pp. 1–8.
- CoG-2019-Walton-RiversWB #contest
- The 2018 Hanabi competition (JWR, PRW, RB), pp. 1–8.
- CoG-2019-WangSCF #behaviour #game studies #online
- Personality and Behavior in Role-based Online Games (ZW, AS, AC, EF), pp. 1–8.
- CoG-2019-WarriarUWT #design #framework #game studies #named #platform
- PlayMapper: Illuminating Design Spaces of Platform Games (VRW, CU, JRW, LT), pp. 1–4.
- CoG-2019-WarriarWT #game studies #mobile #modelling
- Modelling Player Preferences in AR Mobile Games (VRW, JRW, LNT), pp. 1–8.
- CoG-2019-WoodC #design #game studies #student
- Not So Different Games: An exploration of five years of student game designers (ZJW, ELC), pp. 1–8.
- CoG-2019-XuC #approach #challenge
- A Hierarchical Approach for MARLÖ Challenge (LX, YC), pp. 1–4.
- CoG-2019-YangHZYC0ML #game studies #mining #online #predict
- Mining Player In-game Time Spending Regularity for Churn Prediction in Free Online Games (WY, TH, JZ, GY, JC, LC0, SM, YEL), pp. 1–8.
- CoG-2019-YinM #game studies
- Comprehensible Context-driven Text Game Playing (XY, JM), pp. 1–8.
- CoG-2019-YudaMD #game studies
- Creating an Affective Fighting Game AI System with Gamygdala (KY, MM, ADB), pp. 1–4.
- CoG-2019-YuS #analysis #game studies
- Application of Retrograde Analysis on Fighting Games (KY, NRS), pp. 1–8.
- CoG-2019-ZhangPFAJ #game studies #learning #lr
- 1GBDT, LR & Deep Learning for Turn-based Strategy Game AI (LZ, HP, QF, CA, YJ), pp. 1–8.
- CoG-2019-ZhuO #experience #game studies #multi
- Experience Management in Multi-player Games (JZ, SO), pp. 1–6.
- CoG-2019-ZuinV #game studies #learning
- Learning a Resource Scale for Collectible Card Games (GLZ, AV), pp. 1–8.