| 2025 | RANLP | Analysis of Vocabulary and Subword Tokenization Settings for Optimal Fine-tuning of MT: A Case Study of In-domain Translation. | Javad PourMostafa Roshan Sharami, Dimitar Shterionov, Pieter Spronck |
| 2024 | AMTA | Guiding In-Context Learning of LLMs through Quality Estimation for Machine Translation. | Javad PourMostafa Roshan Sharami, Dimitar Shterionov, Pieter Spronck |
| 2024 | VR | LoCoMoTe Dashboard: An Interactive Online Dashboard for the Standardised Categorisation of Natural Walking VR Experiments. | Charlotte Croucher, Wendy A. Powell, Travis J. Wiltshire, Pieter Spronck |
| 2023 | EAMT | Tailoring Domain Adaptation for Machine Translation Quality Estimation. | Javad PourMostafa Roshan Sharami, Dimitar Shterionov, Frdric Blain, Eva Vanmassenhove, Mirella De Sisto, Chris Emmery, Pieter Spronck |
| 2023 | FDG | Multiplayer Tension In the Wild: A Hearthstone Case. | Paris Mavromoustakos Blom, Dvid Melhrt, Antonios Liapis, Georgios N. Yannakakis, Sander Bakkes, Pieter Spronck |
| 2023 | FDG | Predicting Tetris Performance Using Early Keystrokes. | Gianluca Guglielmo, Michal Klincewicz, Elisabeth Huis in 't Veld, Pieter Spronck |
| 2022 | FDG | Blink To Win: Blink Patterns of Video Game Players Are Connected to Expertise. | Gianluca Guglielmo, Paris Mavromoustakos Blom, Michal Klincewicz, Elisabeth Huis in 't Veld, Pieter Spronck |
| 2022 | FDG | An Exploratory Study on the Purchase Intentions of Modern Board Games: Purchase Intentions of Modern Board Games. | Mehmet Kosa, Pieter Spronck |
| 2022 | FDG | Enabling Real-Time Prediction of In-game Deaths through Telemetry in Counter-Strike: Global Offensive. | Stefan Marshall, Paris Mavromoustakos Blom, Pieter Spronck |
| 2022 | FDG | An Internet-assisted Dixit-playing AI. | Dimitris Vatsakis, Paris Mavromoustakos Blom, Pieter Spronck |
| 2021 | FDG | Correlating Facial Expressions and Subjective Player Experiences in Competitive Hearthstone. | Paris Mavromoustakos Blom, Mehmet Kosa, Sander Bakkes, Pieter Spronck |
| 2020 | FDG | Multi-Modal Study of the Effect of Time Pressure in a Crisis Management Game. | Paris Mavromoustakos Blom, Sander Bakkes, Pieter Spronck |
| 2018 | FDG | Personalized crisis management training on a tablet. | Paris Mavromoustakos Blom, Sander Bakkes, Pieter Spronck |
| 2018 | FDG | What tabletop players think about augmented tabletop games: a content analysis. | Mehmet Kosa, Pieter Spronck |
| 2017 | SLE | Metacasanova: an optimized meta-compiler for domain-specific languages. | Francesco Di Giacomo, Mohamed Abbadi, Agostino Cortesi, Pieter Spronck, Giuseppe Maggiore |
| 2016 | ECAI | Rapid Adaptation of Air Combat Behaviour. | Armon Toubman, Jan Joris Roessingh, Pieter Spronck, Aske Plaat, H. Jaap van den Herik |
| 2015 | FDG | Procedurally Generated History: building a game ecosystem through autoplay. | Gabriele Trovato, Soren Johnson, Pieter Spronck |
| 2015 | ICMLA | Transfer Learning of Air Combat Behavior. | Armon Toubman, Jan Joris Roessingh, Pieter Spronck, Aske Plaat, H. Jaap van den Herik |
| 2015 | SMC | Rewarding Air Combat Behavior in Training Simulations. | Armon Toubman, Jan Joris Roessingh, Pieter Spronck, Aske Plaat, H. Jaap van den Herik |
| 2014 | ICAART | The Intelligence of Agents in Games. | Pieter Spronck |
| 2013 | FDG | PsyOps: Personality assessment through gaming behavior. | Shoshannah Tekofsky, Pieter Spronck, Aske Plaat, H. Jaap van den Herik, Jan M. Broersen |
| 2012 | ICEC | Writing Real-Time .Net Games in Casanova. | Giuseppe Maggiore, Pieter Spronck, Renzo Orsini, Michele Bugliesi, Enrico Steffinlongo, Mohamed Abbadi |
| 2005 | AAAI | Automatically Acquiring Domain Knowledge For Adaptive Game AI Using Evolutionary Learning. | Marc J. V. Ponsen, Hctor Muoz-Avila, Pieter Spronck, David W. Aha |
| 2000 | PRICAI | BOKS: A Rule-Based System in Support of the Dutch Building Materials Regulations. | Pieter Spronck, Klaas Schilstra |