- Takeshi Ito, Yuuma Kitasei:
Proposal and implementation of "digital curling". CIG 2015: 469-473 - Jayden Ivanovo, William L. Raffe, Fabio Zambetta, Xiaodong Li:
Combining Monte Carlo tree search and apprenticeship learning for capture the flag. CIG 2015: 154-161 - Baozhu Jia, Marc Ebner:
A strongly typed GP-based video game player. CIG 2015: 299-305 - Hirotaka Kameko, Shinsuke Mori, Yoshimasa Tsuruoka:
Learning a game commentary generator with grounded move expressions. CIG 2015: 177-184 - Steffen Kampmann, Sven Seele, Rainer Herpers, Peter Becker, Christian Bauckhage:
Automatic mapping of human behavior data to personality model parameters for traffic simulations in virtual environments. CIG 2015: 336-343 - Dominic Kao, D. Fox Harrell:
Toward avatar models to enhance performance and engagement in educational games. CIG 2015: 246-253 - Igor V. Karpov, Leif M. Johnson, Risto Miikkulainen:
Evaluating team behaviors constructed with human-guided machine learning. CIG 2015: 292-298 - Takashi Kawamura, Ryosuke Kamimura, Satoshi Suzuki, Kojiro Iizuka:
A study on the curling robot will match with human result of one end game with one human. CIG 2015: 489-495 - Graham Kendall:
Keynote speech IV: Where games meet hyper-heuristics. CIG 2015: 19 - Li-Wei Ko, Peng-Wen Lai, Bao-Jun Yang, Chin-Teng Lin:
Mobile EEG & ECG integration system for monitoring physiological states in peforming simulated war game training. CIG 2015: 542-543 - Aliona Kozlova, Joseph Alexander Brown, Elizabeth Reading:
Examination of representational expression in maze generation algorithms. CIG 2015: 532-533 - Marc J. van Kreveld, Maarten Löffler, Paul Mutser:
Automated puzzle difficulty estimation. CIG 2015: 415-422 - Xi Liang, Tinghan Wei, I-Chen Wu:
Job-level UCT search for solving Hex. CIG 2015: 222-229 - Chong-U Lim, D. Fox Harrell:
Understanding players' identities and behavioral archetypes from avatar customization data. CIG 2015: 238-245 - Yun-Ching Liu, Yoshimasa Tsuruoka:
Regulation of exploration for simple regret minimization in Monte-Carlo tree search. CIG 2015: 35-42 - Simon Lucas:
Keynote speech II: General video game AI: Challenges and applications. CIG 2015: 17 - Anna Lisa Martin-Niedecken, René Bauer, Ralf Mauerhofer, Ulrich Götz:
"RehabConnex": A middleware for the flexible connection of multimodal game applications with input devices used in movement therapy and physical exercising. CIG 2015: 496-502 - Fumito Masui, Hiroki Ueno, Hitoshi Yanagi, Michal Ptaszynski:
Toward curling informatics - Digital scorebook development and game information analysis. CIG 2015: 481-488 - Risto Miikkulainen:
Tutorial III: Evolving neural networks. CIG 2015: 22 - Naoki Mizukami, Yoshimasa Tsuruoka:
Building a computer Mahjong player based on Monte Carlo simulation and opponent models. CIG 2015: 275-283 - Josef Moudrík, Petr Baudis, Roman Neruda:
Evaluating Go game records for prediction of player attributes. CIG 2015: 162-168 - Martin Müller:
Keynote speech III: Computer go research - The challenges ahead. CIG 2015: 18 - Henrique Castro Neto, Rita Maria da Silva Julia:
ACE-RL-Checkers: Improving automatic case elicitation through knowledge obtained by reinforcement learning in player agents. CIG 2015: 328-335 - Thorbjørn S. Nielsen, Gabriella A. B. Barros, Julian Togelius, Mark J. Nelson:
Towards generating arcade game rules with VGDL. CIG 2015: 185-192 - In-Seok Oh, Kyung-Joong Kim:
Testing reliability of replay-based imitation for StarCraft. CIG 2015: 536-537 - Caio Freitas de Oliveira, Charles Andryê Galvão Madeira:
Creating efficient walls using potential fields in real-time strategy games. CIG 2015: 138-145 - Pujana Paliyawan, Kingkarn Sookhanaphibarn, Worawat Choensawat, Ruck Thawonmas:
Body motion design and analysis for fighting game interface. CIG 2015: 360-367 - Hyun-Soo Park, Kyung-Joong Kim:
MCTS with influence map for general video game playing. CIG 2015: 534-535 - Diego Perez:
Tutorial I: Video Game Description Language (VGDL) and the challenge of creating agents for General Video Game Playing (GVGP). CIG 2015: 20 - Spencer Polk, B. John Oommen:
Space and depth-related enhancements of the history-ADS strategy in game playing. CIG 2015: 322-327