The Proceedings of the IEEE Conference on Computational Intelligence in Games

Session 1: Level and Map Generation

PSMAGE: Balanced Map Generation for StarCraft Page 1 Alberto Uriarte and Santiago Ontnon

Landscape Automata for Search Based Procedural Content Generation Page 9 Daniel Ashlock and Cameron McGuinness

Story-Based Map Generation Page 17 Josep Valls-Vargas, Santiago Ontanon and Jichen Zhu

An Approach to Level Design Using Procedural Content Generation and Difficulty Curves Page 25 Hector Adrian Diaz Furlong and Ana Luisa Solis

Session 2: New CI Applications in Games

Behavioral-Based Cheating Detection in Online First Person Shooters using Machine Learning Techniques Page 33 Hashem Alayed, Fotos Frangoudes and Clifford Neuman

Soft computing for content generation: Trading market in a basketball management video game Page 41 Jose Maria Pena, Ernestina Menasalvas, Santiago Muelas, Antonio Latorre, Luis Pena and Sascha Ossowski

Stacked Calibration of Off-Policy Policy Evaluation for Video Game Matchmaking Page 49 Eric Laufer, Raul Chandias Ferrari, Li Yao, Olivier Delalleau and Yoshua Bengio

Session 3: Monte Carlo Tree Search I

EvoMCTS: Enhancing MCTS-Based Players through Genetic Programming Page 57 Amit Benbassat and Sipper Moshe

Using Genetic Programming to Evolve Heuristics for a Monte-Carlo Tree Search Ms Pac-Man Agent Page 65 Atif Alhejali and Simon Lucas

Monte Carlo Tree Search with Macro-Actions and Heuristic Route Planning for the Multiobjective Physical Travelling Salesman Problem Page 73 Edward J. Powley, Daniel Whitehouse and Peter Cowling

Bandits all the way down: UCB1 as a simulation policy in Monte Carlo Tree SearchPage 81 Edward J. Powley, Daniel Whitehouse and Peter Cowling

Session 4: Player Modeling I

Archetypical Motion: Supervised Game Behavior Learning with Archetypal Analysis Page 89 Rafet Sifa and Christian Bauckhage

Give Me a Reason to Dig: Minecraft and the Psychology of Motivation Page 97 Alessandro Canossa, Josep B. Martinez and Julian Togelius

Predicting Skill from Gamplay Input to a First-Person Shooter Page 105 David Buckley, Ke Chen and Joshua Knowles

Psychometric Modeling of Decision Making Via Game Play Page 113 Kenneth Regan and Tamal Biswas

Session 5: Monte Carlo Tree Search II

Online and Offline Learning in Multi-Objective Monte Carlo Tree Search Page 121 Diego Perez, Spyridon Samothrakis and Simon Lucas

Monte-Carlo Tree Search and Minimax Hybrids Page 129 Hendrik Baier and Mark H. M. Winands

UCT for PCG Page 137 Cameron Browne

Production of Various Strategies and Position Control for Monte-Carlo Go - Entertaining human players Page 145 Kokolo Ikeda and Simon Viennot

Session 6: Player Modeling II

Modeling Player Preferences in Avatar Customization Using Social Network Data: A Case-Study Using Virtual Items in Team Fortress 2 Page 153 Chong-U Lim and D. Fox Harrell

Behavior Evolution in Tomb Raider Underworld Page 161 Rafet Sifa, Anders Drachen, Christian Bauckhage, Christian Thurau and Alessandro Canossa

Spatial Game Analytics and Visualization Page 169 Anders Drachen and Matthias Schubert

Play Style: Showing Your Age Page 177 Shoshannah Tekofsky, Pieter Spronck, Aske Plaat, Jaap van Den Herik and Jan Broersen

Session 7/8: Best Paper Nominations

Reactive Strategy Choice in StarCraft by Means of Fuzzy Control Page 185 Mike Preuss, Daniel Kozakowski, Johan Hagelback and Heike Trautmann

A Video Game Description Language for Model-based or Interactive Learning Page 193 Tom Schaul

MirrorBot: Using Human-inspired Mirroring Behavior To Pass A Turing Test Page 201 Mihai Polceanu

Adaptive Game Level Creation through Rank-based Interactive Evolution Page 209 Antonios Liapis, Hector Perez Martinez, Julian Togelius and Georgios N. Yannakakis

Portfolio Greedy Search and Simulation for Large-Scale Combat in StarCraft Page 217 David Churchill and Michael Buro

Recursive Monte Carlo Search for Imperfect Information Games Page 225 Timothy Furtak and Michael Buro

Analytics-Driven Dynamic Game Adaption for Player Retention in Scrabble Page 233 Brent Harrison and David Roberts

Automatic Generation and Analysis of Physics-Based Puzzle Games Page 241 Mohammad Shaker, Mhd Hasan Sarhan, Ola Al Naameh, Noor Shaker and Julian Togelius

Creativity and Competitiveness in Polyomino-Developing Game Playing Agents Page 249 Daniel Ashlock and Jeremy Gilbert

Poster Papers

Observations on Strategies for Goofspiel Page 257 Mark Grimes and Moshe Dror

Evolved Weapons for RPG Drop Systems Page 259 Joseph Alexander Brown

Enhancing Touch-Driven Navigation Using Informed Search in Ms. Pac-Man Page 261 Samuel Maycock and Tommy Thompson

Opponents Modeling with Incremental Active Learning: A Case Study of Iterative Prisoner’s Dilemma Page 263 Hyunsoo Park and Kyung-Joong Kim

Comparison of Human and AI Bots in StarCraft with Replay Data Mining Page 265 Ho Chul Cho and Kyung-Joong Kim

Session 9: Learning Planning and Believability

Evolutionary Feature Evaluation for Online Reinforcement Learning Page 267 Julian Bishop and Risto Miikkulainen

QL-BT: Enhancing Behaviour Tree Design and Implementation with Q-Learning Page 275 Rahul Dey and Christopher Child

LGOAP: adaptive layered planning for real-time videogames Page 283 Giuseppe Maggiore, Carlos Santos, Dino Dini, Frank Peters, Hans Bouwknegt and Pieter Spronck

The Turing Test Track of the 2012 Mario AI Championship: Entries and Evaluation Page 291 Noor Shaker, Julian Togelius, Georgios N. Yannakakis, Likith P. K. Satish, Vinay S. Ethiraj, Stefan J. Johansson, Robert Reynolds, Leonard Kinnaird-Heether, Tom Schumann and Marcus Gallagher

Session 10: Mathematical Games

The Impact of Connection Topology and Agent Size on Cooperation in the Iterated Prisoner's Dilemma Page 299 Lee Ann Barlow and Daniel Ashlock

The Structure of a 3-state Finite Transducer Representation for Prisoner's Dilemma Page 307 Jeffrey Tsang

Examination of Graphs in Multiple Agent Genetic Networks for Iterated Prisoner's Dilemma Page 314 Joseph Alexander Brown

A Tag-Mediated Game Designed to Study Cooperation in Human Populations Page 322 Garrison Greenwood

Session 11: RTS Game Playing I

Replay-based Strategy Prediction and Build Order Adaptation for StarCraft AI Bots Page 329 Ho-Chul Cho, Kyung-Joong Kim and Sung-Bae Cho

Adjutant Bot: An Evaluation of Unit Micromanagement Tactics Page 336 Nicholas Bowen, Jonathan Todd and Gita Sukthankar

Potential Flows for Controlling Scout Units in StarCraft Page 344 Kien Nguyen, Zhe Wang and Ruck Thawonmas

Using CIGAR for Finding Effective Group Behaviors in RTS Game Page 351 Siming Liu, Sushil Louis and Monica Nicolescu

Session 12: Game and Puzzle Generation

Deductive Search for Logic Puzzles Page 359 Cameron Browne

Measuring Interestingness of Continuous Game Problems Page 367 Samuel Roberts and Simon Lucas

AI for Game Production Page 375 Mark Riedl and Alexander Zook

Creating large numbers of game AIs by learning behavior for cooperating units Page 383 Stephen Wiens, Joerg Denzinger and Sanjeev Paskaradevan

Session 13: RTS Game Playing II

Knowledge Discovery for Characterizing Team Success or Failure in (A)RTS Games Page 391 Pu Yang and David Roberts

Finding Robust Strategies to Defeat Specific Opponents Using Case-Injected Coevolution Page 399 Christopher Ballinger and Sushil Louis

Using Plan-Based Reward Shaping To Learn Strategies in StarCraft: Broodwar Page 407 Kyriakos Efthymiadis and Daniel Kudenko

Multi-Objective Assessment of Pre-Optimized Build Orders exemplified for StarCraft 2 Page 415 Matthias Kuchem, Mike Preuss and Guenter Rudolph

Session 14: Board and Card Games

A Statistical Exploitation Module for Texas Hold’em And It’s Benefits When Used With an Approximate Nash Equilibrium Strategy Page 423 Kevin Norris and Ian Watson

Exploration and Analysis of the Evolution of Strategies for Mancala Variants Page 431 Colin Divilly, Colm O’riordan and Seamus Hill

Mobile Games with Intelligence: a Killer Application? Page 438 Philip Hingston, Clare Congdon and Graham Kendall