GAN-Aimbots: Using Machine Learning for Cheating in First Person Shooters
Anssi Kanervisto, Tomi Kinnunen and Ville Hautamäki

Playing games with cheaters is not fun, and in a multibillion-dollar video game industry with hundreds of millions of players, game developers aim to improve the security and, consequently, the user experience of their games by preventing cheating. Both traditional software-based methods and statist...
read moreOpen-Ended Evolution for Minecraft Building Generation
Matthew Barthet, Antonios Liapis and Georgios N. Yannakakis

This article proposes a procedural content generator which evolves Minecraft buildings according to an open-ended and intrinsic definition of novelty. To realize this goal, we evaluate individuals’ novelty in the latent space using a 3-D autoencoder (AE), and alternate between phases of exploration...
read moreConceptual Game Expansion
Matthew Guzdial and Mark O. Riedl

Automated game design is the problem of automatically producing games through computational processes. Traditionally, these methods have relied on the authoring of search spaces by a designer, defining the space of all possible games for the system to the author. In this article, we instead learn re...
read moreInteractive Constrained MAP-Elites: Analysis and Evaluation of the Expressiveness of the Feature Dimensions
Alberto Alvarez, Steve Dahlskog, Jose Font, and Julian Togelius

In this article, we propose the interactive constrained multidimensional archive of phenotypic elites (MAP-Elites), a quality-diversity solution for game content generation, implemented as a new feature of the evolutionary dungeon designer (EDD): a mixed-initiative co-creativity tool for designing d...
read moreDesigning Game Feel: A Survey
Martin Pichlmair and Mads Johansen

Game feel design is the intentional design of the affective impact of moment-to-moment interaction with games. In this article, we survey academic research and publications by practitioners to give a complete overview of the state of research concerning this aspect of game design. We analyzed over 2...
read moreModeling Player Knowledge in a Parallel Programming Educational Game
Pavan Kantharaju, Katelyn Alderfer, Jichen Zhu, Bruce Char, Brian Smith & Santiago Ontañón

This article focuses on tracing player knowledge in educational games. Specifically, given a set of concepts or skills required to master a game, the goal is to estimate the likelihood with which the current player has mastery of each of those concepts or skills. The main contribution of the work is...
read moreDiscriminative Neural Network for Hero Selection in Professional Heroes of the Storm and DOTA 2
Daniel Gourdeau & Louis Archambault

Multiplayer online battle arena (MOBAs) games are one of the most popular types of online games. Annual tournaments draw large online viewership and reward the winning teams with large monetary prizes. Character selection prior to the start of the game (draft) plays a major role in the way the game...
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