Volume 10, Number 4, 2018
Compressing Chinese Dark Chess Endgame Databases by Deep Learning.

Jr-Chang Chen Gang-Yu Fan Hung-Jui Chang Tsan-sheng Hsu

Learning to Navigate Through Complex Dynamic Environment With Modular Deep Reinforcement Learning.

Yuanda Wang Haibo He Changyin Sun

Exploration in Continuous Control Tasks via Continually Parameterized Skills.

Michael Dann Fabio Zambetta John Thangarajah

Multilabeled Value Networks for Computer Go.

Ti-Rong Wu I-Chen Wu Guan-Wun Chen Ting-Han Wei Hung-Chun Wu Tung-Yi Lai Li-Cheng Lan

Automatic Bridge Bidding Using Deep Reinforcement Learning.

Chih-Kuan Yeh Cheng-Yu Hsieh Hsuan-Tien Lin

Learning to Play Othello With Deep Neural Networks.

Pawel Liskowski Wojciech Jaskowski Krzysztof Krawiec

Can Deep Networks Learn to Play by the Rules? A Case Study on Nine Men's Morris.

Federico Chesani Andrea Galassi Marco Lippi Paola Mello

Move Prediction Using Deep Convolutional Neural Networks in Hex.

Chao Gao Ryan Hayward Martin Müller

Guest Editorial Special Issue on Deep/Reinforcement Learning and Games.

I-Chen Wu Chang-Shing Lee Yuandong Tian Martin Müller


Volume 10, Number 3, September 2018
Traditional Wisdom and Monte Carlo Tree Search Face-to-Face in the Card Game Scopone.

Stefano Di Palma Pier Luca Lanzi

Tanager: A Generator of Feasible and Engaging Levels forAngry Birds.

Lucas N. Ferreira Claudio Fabiano Motta Toledo

Multimodal Student Engagement Recognition in Prosocial Games.

Athanasios Psaltis Konstantinos C. Apostolakis Kosmas Dimitropoulos Petros Daras

Playing Multiaction Adversarial Games: Online Evolutionary Planning Versus Tree Search.

Niels Justesen Tobias Mahlmann Sebastian Risi Julian Togelius

Procedural Generation of Game Maps With Human-in-the-Loop Algorithms.

Levi H. S. Lelis Willian M. P. Reis Ya'akov Gal

Procedural Content Generation via Machine Learning (PCGML).

Adam Summerville Sam Snodgrass Matthew Guzdial Christoffer Holmgård Amy K. Hoover Aaron Isaksen Andy Nealen Julian Togelius

Pac-ManConquers Academia: Two Decades of Research Using a Classic Arcade Game.

Philipp Rohlfshagen Jialin Liu Diego Perez Liebana Simon M. Lucas


Volume 10, Number 2, June 2018
An Enhanced Particle Swarm Optimization Method Integrated With Evolutionary Game Theory.

Cédric Leboucher Hyo-Sang Shin Rachid Chelouah Stéphane Le Ménec Patrick Siarry Mathias Formoso Antonios Tsourdos Alexandre Kotenkoff

The 2016 Two-Player GVGAI Competition.

Raluca D. Gaina Adrien Couëtoux Dennis J. N. J. Soemers Mark H. M. Winands Tom Vodopivec Florian Kirchgeßner Jialin Liu Simon M. Lucas Diego Pérez-Liébana

Discovering Agent Behaviors Through Code Reuse: Examples From Half-Field Offense and Ms. Pac-Man.

Stephen Kelly Malcolm I. Heywood

Exploring Game Space of Minimal Action Games via Parameter Tuning and Survival Analysis.

Aaron Isaksen Daniel Gopstein Julian Togelius Andy Nealen

HearthBot: An Autonomous Agent Based on Fuzzy ART Adaptive Neural Networks for the Digital Collectible Card Game HearthStone.

Alysson Ribeiro Da Silva Luís Fabrício Wanderley Góes

Learning Constructive Primitives for Real-Time Dynamic Difficulty Adjustment in Super Mario Bros.

Peizhi Shi Ke Chen

Belief-State Monte Carlo Tree Search for Phantom Go.

Jiao Wang Tan Zhu Hongye Li Chu-Hsuan Hsueh I-Chen Wu

Playtime Measurement With Survival Analysis.

Markus Viljanen Antti Airola Jukka Heikkonen Tapio Pahikkala

Symbolic Reasoning for Hearthstone.

Andreas Stiegler Keshav P. Dahal Johannes Maucher Daniel Jack Livingstone


Volume 10, Number 1, March 2018
Residual Networks for Computer Go.

Tristan Cazenave

Integrating Skills and Simulation to Solve Complex Navigation Tasks in Infinite Mario.

Michael Dann Fabio Zambetta John Thangarajah

Predicting Students' Decisions in a Training Simulation: A Novel Application of TrueSkill.

Christopher Kawatsu Robert C. Hubal Robert Marinier

Learning Options From Demonstrations: APac-ManCase Study.

Marco Tamassia Fabio Zambetta William L. Raffe Florian Mueller Xiaodong Li

Informed Hybrid Game Tree Search for General Video Game Playing.

Tobias Joppen Miriam Ulrike Moneke Nils Schröder Christian Wirth Johannes Fürnkranz

Game Tree Search Based on Nondeterministic Action Scripts in Real-Time Strategy Games.

Nicolas A. Barriga Marius Stanescu Michael Buro

Multiagent Inverse Reinforcement Learning for Two-Person Zero-Sum Games.

Xiaomin Lin Peter A. Beling Randy Cogill

Authoring Adaptive Game World Generation.

Ricardo Lopes Elmar Eisemann Rafael Bidarra

Combat Models for RTS Games.

Alberto Uriarte Santiago Ontañón

Learning to Extract Action Descriptions From Narrative Text.

Oswaldo Ludwig Quynh Ngoc Thi Do Cameron G. Smith Marc Cavazza Marie-Francine Moens

Mastering 2048 With Delayed Temporal Coherence Learning, Multistage Weight Promotion, Redundant Encoding, and Carousel Shaping.

Wojciech Jaskowski

IEEE Transactions on Games: A Leading Journal for Games Research.

Julian Togelius