Our Publications

A list of all our publications in the domain of game research. Use the search box to filter the list.

    • 2023
      Believable Minecraft Settlements by Means of Decentralised Iterative Planning 2023 IEEE Conference on Games (CoG); DOI: 10.1109/CoG57401.2023.10333146
      Arthur van der Staaij, Jelmer Prins, Vincent L Prins, Julian Poelsma, Thera Smit, Matthias Müller-Brockhausen, Mike Preuss
    • 2023
      Chatter Generation through Language Models 2023 IEEE Conference on Games (CoG); DOI: 10.1109/CoG57401.2023.10333244
      Matthias Müller-Brockhausen, Giulio Barbero, Mike Preuss
    • 2023
      High-accuracy model-based reinforcement learning, a survey. Artificial Intelligence Review; DOI: 10.1007/s10462-022-10335-w
      Aske Plaat, Walter Kosters, Mike Preuss
    • 2023
      Analysis of Hyper-Parameters for AlphaZero-Like Deep Reinforcement Learning. International Journal of Information Technology & Decision Making; DOI: 10.1142/S0219622022500547
      Hui Wang, Michael Emmerich, Aske Plaat, Mike Preuss
    • 2023
      Continuous episodic control 2023 IEEE Conference on Games (CoG); DOI: 10.1109/CoG57401.2023.10333131
      Zhao Yang, Thomas Moerland, Mike Preuss, Aske Plaat
    • 2023
      Two-Memory Reinforcement Learning 2023 IEEE Conference on Games (CoG); DOI: 10.1109/CoG57401.2023.10333174
      Zhao Yang, Thomas Moerland, Mike Preuss, Aske Plaat
    • 2023
      StoryWorld: Procedural Quest Generation Rooted in Variety & Believability FDG '23: International Conference on the Foundations of Digital Games; DOI: 10.1145/3582437.3587181
      Vincent Prins, Jelmer Prins, Mike Preuss, Marcello Gómez-Maureira
    • 2023
      QuestVille: Procedural Quest Generation Using NLP Models FDG '23: International Conference on the Foundations of Digital Games; DOI: 10.1145/3582437.3587188
      Suzan Al-Nassar, Anthonie Schaap, Michael van der Zwart, Mike Preuss, Marcello Gómez-Maureira
    • 2023
      Designing for Playfulness in Human-AI Authoring Tools FDG '23: International Conference on the Foundations of Digital Games; DOI: 10.1145/3582437.3587192
      Antonios Liapis, Christian Guckelsberger, Jichen Zhu, Casper Harteveld, Simone Kriglstein, Alena Denisova, Jeremy Gow, Mike Preuss
    • 2023
      Memory gym: Partially observable challenges to memory-based agents ICLR 20222: The eleventh international conference on learning representations; DOI: 10.48550/arXiv.2309.17207
      Marco Pleines, Matthias Pallasch, Frank Zimmer, Mike Preuss
    • 2022
      Towards verifiable Benchmarks for Reinforcement Learning 2022 IEEE Conference on Games (CoG); DOI: 10.1109/CoG51982.2022.9893715
      Matthias Müller-Brockhausen, Mike Preuss, Aske Plaat
    • 2022
      Transferring While Playing the RL Agent BNAIC/BeNeLearn 2022: Joint International Scientific Conferences on AI and Machine Learning;
      Matthias Müller-Brockhausen, Hélene Plisnier
    • 2022
      First Go, then Post-Explore: the Benefits of Post-Exploration in Intrinsic Motivation arXiv preprint; DOI: 10.48550/arXiv.2212.03251
      Zhao Yang, Thomas Moerland, Mike Preuss, Aske Plaat
    • 2021
      A New Challenge: Approaching Tetris Link with AI 2021 IEEE Conference on Games (CoG); DOI: 10.1109/CoG52621.2021.9619044
      Matthias Müller-Brockhausen, Mike Preuss, Aske Plaat
    • 2021
      Procedural Content Generation: Better Benchmarks for Transfer Reinforcement Learning 2021 IEEE Conference on Games (CoG); DOI: 10.1109/CoG52621.2021.9619000
      Matthias Müller-Brockhausen, Mike Preuss, Aske Plaat
    • 2020
      Warm-Start AlphaZero Self-play Search Enhancements. Parallel Problem Solving from Nature - PPSN XVI - 16th International Conference, PPSN 2020, Leiden, The Netherlands, September 5-9, 2020, Proceedings, Part II; DOI: 10.1007/978-3-030-58115-2_37
      Hui Wang, Mike Preuss, Aske Plaat
    • 2020
      On the Potential of Rocket League for Driving Team AI Development. 2020 IEEE Symposium Series on Computational Intelligence, SSCI 2020, Canberra, Australia, December 1-4, 2020; DOI: 10.1109/SSCI47803.2020.9308248
      Yannick Verhoeven, Mike Preuss
    • 2020
      Applications of Artificial Intelligence in Live Action Role-Playing Games (LARP). IEEE Conference on Games, CoG 2020, Osaka, Japan, August 24-27, 2020; DOI: 10.1109/CoG47356.2020.9231724
      Christoph Salge, Emily Short, Mike Preuss, Spyridon Samothrakis, Pieter Spronck
    • 2020
      Special Issue on AI in Games. Künstliche Intell.; DOI: 10.1007/s13218-020-00645-y
      Sebastian Risi, Mike Preuss
    • 2020
      Behind DeepMind's AlphaStar AI that Reached Grandmaster Level in StarCraft II. Künstliche Intell.; DOI: 10.1007/s13218-020-00642-1
      Sebastian Risi, Mike Preuss
    • 2020
      From Chess and Atari to StarCraft and Beyond: How Game AI is Driving the World of AI. Künstliche Intell.; DOI: 10.1007/s13218-020-00647-w
      Sebastian Risi, Mike Preuss
    • 2020
      A Games Industry Perspective on Recent Game AI Developments. Künstliche Intell.; DOI: 10.1007/s13218-020-00643-0
      Mike Preuss, Sebastian Risi
    • 2020
      Obstacle Tower Without Human Demonstrations: How Far a Deep Feed-Forward Network Goes with Reinforcement Learning. IEEE Conference on Games, CoG 2020, Osaka, Japan, August 24-27, 2020; DOI: 10.1109/CoG47356.2020.9231802
      Marco Pleines, Jenia Jitsev, Mike Preuss, Frank Zimmer
    • 2020
      Towards a Taxonomy of AI in Hybrid Board Games. FDG '20: International Conference on the Foundations of Digital Games, Bugibba, Malta, September 15-18, 2020; DOI: 10.1145/3402942.3409607
      Marcello A. Gómez Maureira, Giulio Barbero, Maria Freese, Mike Preuss
    • 2020
      FakeYou! - A Gamified Approach for Building and Evaluating Resilience Against Fake News. Disinformation in Open Online Media - Second Multidisciplinary International Symposium, MISDOOM 2020, Leiden, The Netherlands, October 26-27, 2020, Proceedings; DOI: 10.1007/978-3-030-61841-4_15
      Lena Clever, Dennis Assenmacher, Kilian Müller, Moritz Vinzent Seiler, Dennis M. Riehle, Mike Preuss, Christian Grimme
    • 2020
      Computational Thinking through Design Patterns in Video Games. FDG '20: International Conference on the Foundations of Digital Games, Bugibba, Malta, September 15-18, 2020; DOI: 10.1145/3402942.3409622
      Giulio Barbero, Marcello A. Gómez-Maureira, Felienne F. J. Hermans
    • 2019
      Alternative Loss Functions in AlphaZero-like Self-play. IEEE Symposium Series on Computational Intelligence, SSCI 2019, Xiamen, China, December 6-9, 2019; DOI: 10.1109/SSCI44817.2019.9002814
      Hui Wang, Michael Emmerich, Mike Preuss, Aske Plaat
    • 2019
      An Experiment on Game Facet Combination. IEEE Conference on Games, CoG 2019, London, United Kingdom, August 20-23, 2019; DOI: 10.1109/CIG.2019.8848073
      Raphael Patrick Prager, Laura Troost, Simeon Brüggenjürgen, David Melhart, Georgios N. Yannakakis, Mike Preuss
    • 2019
      RTS AI Problems and Techniques. Encyclopedia of Computer Graphics and Games.; DOI: 10.1007/978-3-319-08234-9_17-1
      Santiago Ontañón, Gabriel Synnaeve, Alberto Uriarte, Florian Richoux, David Churchill, Mike Preuss
    • 2019
      Orchestrating Game Generation. IEEE Trans. Games; DOI: 10.1109/TG.2018.2870876
      Antonios Liapis, Georgios N. Yannakakis, Mark J. Nelson, Mike Preuss, Rafael Bidarra
    • 2019
      StarCraft Bots and Competitions. Encyclopedia of Computer Graphics and Games.; DOI: 10.1007/978-3-319-08234-9_18-1
      David Churchill, Mike Preuss, Florian Richoux, Gabriel Synnaeve, Alberto Uriarte, Santiago Ontañón, Michal Certický
    • 2018
      A Social Science-based Approach to Explanations for (Game) AI. 2018 IEEE Conference on Computational Intelligence and Games, CIG 2018, Maastricht, The Netherlands, August 14-17, 2018; DOI: 10.1109/CIG.2018.8490361
      Vanessa Volz, Kevin Majchrzak, Mike Preuss
    • 2018
      Towards Embodied StarCraft II Winner Prediction. Computer Games - 7th Workshop, CGW 2018, Held in Conjunction with the 27th International Conference on Artificial Intelligence, IJCAI 2018, Stockholm, Sweden, July 13, 2018, Revised Selected Papers; DOI: 10.1007/978-3-030-24337-1_1
      Vanessa Volz, Mike Preuss, Mathias Kirk Bonde
    • 2018
      Planning chemical syntheses with deep neural networks and symbolic AI. Nat.; DOI: 10.1038/nature25978
      Marwin H. S. Segler, Mike Preuss, Mark P. Waller
    • 2018
      Integrated Balancing of an RTS Game: Case Study and Toolbox Refinement. 2018 IEEE Conference on Computational Intelligence and Games, CIG 2018, Maastricht, The Netherlands, August 14-17, 2018; DOI: 10.1109/CIG.2018.8490426
      Mike Preuss, Thomas Pfeiffer, Vanessa Volz, Nicolas Pflanzl
    • 2017
      Multi-objective Adaptation of a Parameterized GVGAI Agent Towards Several Games. Evolutionary Multi-Criterion Optimization - 9th International Conference, EMO 2017, Münster, Germany, March 19-22, 2017, Proceedings; DOI: 10.1007/978-3-319-54157-0_25
      Ahmed Khalifa, Mike Preuss, Julian Togelius
    • 2016
      MCTS/EA hybrid GVGAI players and game difficulty estimation. IEEE Conference on Computational Intelligence and Games, CIG 2016, Santorini, Greece, September 20-23, 2016; DOI: 10.1109/CIG.2016.7860384
      Hendrik Horn, Vanessa Volz, Diego Perez Liebana, Mike Preuss
    • 2016
      Guest Editorial Real-Time Strategy Games. IEEE Trans. Comput. Intell. AI Games; DOI: 10.1109/TCIAIG.2016.2601116
      Michael Buro, Santiago Ontañón, Mike Preuss
    • 2016
      An integrated process for game balancing. IEEE Conference on Computational Intelligence and Games, CIG 2016, Santorini, Greece, September 20-23, 2016; DOI: 10.1109/CIG.2016.7860425
      Marlene Beyer, Aleksandr Agureikin, Alexander Anokhin, Christoph Laenger, Felix Nolte, Jonas Winterberg, Marcel Renka, Martin Rieger, Nicolas Pflanzl, Mike Preuss, Vanessa Volz
    • 2015
      Player-adaptive Spelunky level generation. 2015 IEEE Conference on Computational Intelligence and Games, CIG 2015, Tainan, Taiwan, August 31 - September 2, 2015; DOI: 10.1109/CIG.2015.7317948
      David Stammer, Tobias Günther, Mike Preuss
    • 2015
      How costly is a good compromise: Multi-objective TORCS controller parameter optimization. 2015 IEEE Conference on Computational Intelligence and Games, CIG 2015, Tainan, Taiwan, August 31 - September 2, 2015; DOI: 10.1109/CIG.2015.7317933
      Jan Quadflieg, Günter Rudolph, Mike Preuss
    • 2015
      Conference Report on IEEE CIG 2014 [Conference Reports]. IEEE Comput. Intell. Mag.; DOI: 10.1109/MCI.2014.2369880
      Mike Preuss, Günter Rudolph
    • 2015
      Artificial and Computational Intelligence in Games: Integration (Dagstuhl Seminar 15051). Dagstuhl Reports; DOI: 10.4230/DagRep.5.1.207
      Simon M. Lucas, Michael Mateas, Mike Preuss, Pieter Spronck, Julian Togelius
    • 2014
      Driving as a human: a track learning based adaptable architecture for a car racing controller. Genet. Program. Evolvable Mach.; DOI: 10.1007/s10710-014-9227-z
      Jan Quadflieg, Mike Preuss, Günter Rudolph
    • 2014
      Searching for good and diverse game levels. 2014 IEEE Conference on Computational Intelligence and Games, CIG 2014, Dortmund, Germany, August 26-29, 2014; DOI: 10.1109/CIG.2014.6932908
      Mike Preuss, Antonios Liapis, Julian Togelius
    • 2014
      Automatic Camera Control: A Dynamic Multi-Objective Perspective. Applications of Evolutionary Computation - 17th European Conference, EvoApplications 2014, Granada, Spain, April 23-25, 2014, Revised Selected Papers; DOI: 10.1007/978-3-662-45523-4_30
      Paolo Burelli, Mike Preuss
    • 2013
      Procedural Content Generation: Goals, Challenges and Actionable Steps. Artificial and Computational Intelligence in Games; DOI: 10.4230/DFU.Vol6.12191.61
      Julian Togelius, Alex J. Champandard, Pier Luca Lanzi, Michael Mateas, Ana Paiva, Mike Preuss, Kenneth O. Stanley
    • 2013
      Controllable procedural map generation via multiobjective evolution. Genet. Program. Evolvable Mach.; DOI: 10.1007/s10710-012-9174-5
      Julian Togelius, Mike Preuss, Nicola Beume, Simon Wessing, Johan Hagelbäck, Georgios N. Yannakakis, Corrado Grappiolo
    • 2013
      Reactive strategy choice in StarCraft by means of Fuzzy Control. 2013 IEEE Conference on Computational Inteligence in Games (CIG), Niagara Falls, ON, Canada, August 11-13, 2013; DOI: 10.1109/CIG.2013.6633627
      Mike Preuss, Daniel Kozakowski, Johan Hagelbäck, Heike Trautmann
    • 2013
      A Survey of Real-Time Strategy Game AI Research and Competition in StarCraft. IEEE Trans. Comput. Intell. AI Games; DOI: 10.1109/TCIAIG.2013.2286295
      Santiago Ontañón, Gabriel Synnaeve, Alberto Uriarte, Florian Richoux, David Churchill, Mike Preuss
    • 2013
      Artificial and Computational Intelligence in Games ISBN: 978-3-939897-62-0
      Editor(s): Simon M. Lucas, Michael Mateas, Mike Preuss, Pieter Spronck, Julian Togelius
    • 2013
      Computational intelligence and games. Genetic and Evolutionary Computation Conference, GECCO '13, Amsterdam, The Netherlands, July 6-10, 2013, Companion Material Proceedings; DOI: 10.1145/2464576.2480815
      Daniele Loiacono, Mike Preuss
    • 2013
      Multi-objective assessment of pre-optimized build orders exemplified for StarCraft 2. 2013 IEEE Conference on Computational Inteligence in Games (CIG), Niagara Falls, ON, Canada, August 11-13, 2013; DOI: 10.1109/CIG.2013.6633626
      Matthias Kuchem, Mike Preuss, Günter Rudolph
    • 2012
      Diversified Virtual Camera Composition. Applications of Evolutionary Computation - EvoApplications 2012: EvoCOMNET, EvoCOMPLEX, EvoFIN, EvoGAMES, EvoHOT, EvoIASP, EvoNUM, EvoPAR, EvoRISK, EvoSTIM, and EvoSTOC, Málaga, Spain, April 11-13, 2012, Proceedings; DOI: 10.1007/978-3-642-29178-4_27
      Mike Preuss, Paolo Burelli, Georgios N. Yannakakis
    • 2012
      Artificial and Computational Intelligence in Games (Dagstuhl Seminar 12191). Dagstuhl Reports; DOI: 10.4230/DagRep.2.5.43
      Simon M. Lucas, Michael Mateas, Mike Preuss, Pieter Spronck, Julian Togelius
    • 2012
      Computational intelligence in games. Genetic and Evolutionary Computation Conference, GECCO '12, Philadelphia, PA, USA, July 7-11, 2012, Companion Material Proceedings; DOI: 10.1145/2330784.2330934
      Daniele Loiacono, Mike Preuß
    • 2012
      Making Diplomacy Bots Individual. Believable Bots; DOI: 10.1007/978-3-642-32323-2_11
      Markus Kemmerling, Niels Ackermann, Mike Preuss
    • 2012
      BeatTheBeat music-based procedural content generation in a mobile game. 2012 IEEE Conference on Computational Intelligence and Games, CIG 2012, Granada, Spain, September 11-14, 2012; DOI: 10.1109/CIG.2012.6374172
      Annika Jordan, Dimitri Scheftelowitsch, Jan Lahni, Jannic Hartwecker, Matthias Kuchem, Mirko Walter-Huber, Nils Vortmeier, Tim Delbrügger, Ümit Güler, Igor Vatolkin, Mike Preuss
    • 2011
      Driving Faster Than a Human Player. Applications of Evolutionary Computation - EvoApplications 2011: EvoCOMPLEX, EvoGAMES, EvoIASP, EvoINTELLIGENCE, EvoNUM, and EvoSTOC, Torino, Italy, April 27-29, 2011, Proceedings, Part I; DOI: 10.1007/978-3-642-20525-5_15
      Jan Quadflieg, Mike Preuss, Günter Rudolph
    • 2011
      TORCS sensor noise removal and multi-objective track selection for driving style adaptation. 2011 IEEE Conference on Computational Intelligence and Games, CIG 2011, Seoul, South Korea, August 31 - September 3, 2011; DOI: 10.1109/CIG.2011.6032025
      Mike Preuss, Jan Quadflieg, Günter Rudolph
    • 2011
      Nested Look-Ahead Evolutionary Algorithm Based Planning for a Believable Diplomacy Bot. Applications of Evolutionary Computation - EvoApplications 2011: EvoCOMPLEX, EvoGAMES, EvoIASP, EvoINTELLIGENCE, EvoNUM, and EvoSTOC, Torino, Italy, April 27-29, 2011, Proceedings, Part I; DOI: 10.1007/978-3-642-20525-5_9
      Markus Kemmerling, Niels Ackermann, Mike Preuss
    • 2011
      Red teaming with coevolution. Proceedings of the IEEE Congress on Evolutionary Computation, CEC 2011, New Orleans, LA, USA, 5-8 June, 2011; DOI: 10.1109/CEC.2011.5949747
      Philip Hingston, Mike Preuss
    • 2010
      Multiobjective exploration of the StarCraft map space. Proceedings of the 2010 IEEE Conference on Computational Intelligence and Games, CIG 2010, Copenhagen, Denmark, 18-21 August, 2010; DOI: 10.1109/ITW.2010.5593346
      Julian Togelius, Mike Preuss, Nicola Beume, Simon Wessing, Johan Hagelbäck, Georgios N. Yannakakis
    • 2010
      Learning the track and planning ahead in a car racing controller. Proceedings of the 2010 IEEE Conference on Computational Intelligence and Games, CIG 2010, Copenhagen, Denmark, 18-21 August, 2010; DOI: 10.1109/ITW.2010.5593327
      Jan Quadflieg, Mike Preuss, Oliver Kramer, Günter Rudolph
    • 2010
      Towards Intelligent Team Composition and Maneuvering in Real-Time Strategy Games. IEEE Trans. Comput. Intell. AI Games; DOI: 10.1109/TCIAIG.2010.2047645
      Mike Preuss, Nicola Beume, Holger Danielsiek, Tobias Hein, Boris Naujoks, Nico Piatkowski, Raphael Stür, Andreas Thom, Simon Wessing
    • 2010
      The 2009 Simulated Car Racing Championship. IEEE Trans. Comput. Intell. AI Games; DOI: 10.1109/TCIAIG.2010.2050590
      Daniele Loiacono, Pier Luca Lanzi, Julian Togelius, Enrique Onieva, David A. Pelta, Martin V. Butz, Thies D. Lönneker, Luigi Cardamone, Diego Perez Liebana, Yago Sáez, Mike Preuss, Jan Quadflieg
    • 2010
      Automatic adaptation to generated content via car setup optimization in TORCS. Proceedings of the 2010 IEEE Conference on Computational Intelligence and Games, CIG 2010, Copenhagen, Denmark, 18-21 August, 2010; DOI: 10.1109/ITW.2010.5593361
      Markus Kemmerling, Mike Preuss
    • 2010
      RedTNet: A network model for strategy games. Proceedings of the IEEE Congress on Evolutionary Computation, CEC 2010, Barcelona, Spain, 18-23 July 2010; DOI: 10.1109/CEC.2010.5586505
      Philip Hingston, Mike Preuss, Daniel Spierling
    • 2010
      AI and computational intelligence for real-time strategy games. Proceedings of the 2010 IEEE Conference on Computational Intelligence and Games, CIG 2010, Copenhagen, Denmark, 18-21 August, 2010; DOI: 10.1109/ITW.2010.5593384
      Johan Hagelbäck, Stefan J. Johansson, Mike Preuss
    • 2009
      Is human-like and well playing contradictory for Diplomacy bots? Proceedings of the 2009 IEEE Symposium on Computational Intelligence and Games, CIG 2009, Milano, Italy, 7-10 September, 2009; DOI: 10.1109/CIG.2009.5286472
      Markus Kemmerling, Niels Ackermann, Nicola Beume, Mike Preuss, Sebastian Uellenbeck, Wolfgang Walz
    • 2008
      Intelligent moving of groups in real-time strategy games. Proceedings of the 2008 IEEE Symposium on Computational Intelligence and Games, CIG 2009, Perth, Australia, 15-18 December, 2008; DOI: 10.1109/CIG.2008.5035623
      Holger Danielsiek, Raphael Stür, Andreas Thom, Nicola Beume, Boris Naujoks, Mike Preuss
    • 2008
      To model or not to model: Controlling Pac-Man ghosts without incorporating global knowledge. Proceedings of the IEEE Congress on Evolutionary Computation, CEC 2008, June 1-6, 2008, Hong Kong, China; DOI: 10.1109/CEC.2008.4631266
      Nicola Beume, Tobias Hein, Boris Naujoks, Georg Neugebauer, Nico Piatkowski, Mike Preuss, Raphael Stür, Andreas Thom
    • 2008
      Measuring flow as concept for detecting game fun in the Pac-Man game. Proceedings of the IEEE Congress on Evolutionary Computation, CEC 2008, June 1-6, 2008, Hong Kong, China; DOI: 10.1109/CEC.2008.4631264
      Nicola Beume, Holger Danielsiek, Christian Eichhorn, Boris Naujoks, Mike Preuss, Klaus D. Stiller, Simon Wessing
    • 2008
      Intelligent anti-grouping in real-time strategy games. Proceedings of the 2008 IEEE Symposium on Computational Intelligence and Games, CIG 2009, Perth, Australia, 15-18 December, 2008; DOI: 10.1109/CIG.2008.5035622
      Nicola Beume, Tobias Hein, Boris Naujoks, Nico Piatkowski, Mike Preuss, Simon Wessing