| 2022 | Instant Architecture in Minecraft using Box-Split Grammars. | Markus Eger |
| 2022 | First Impressions Matter! IVR Haptic Feedback Effect on User Perception Towards Non-Player Characters. | Elena Dzardanova, Vlasios Kasapakis |
| 2022 | Ticket to the Mind: A Mobile Eye-Tracking Exploration of Game Media and Cognitive Functions. | Alexander Coburn, Casper Harteveld, Christoffer Holmgrd |
| 2022 | Working Backwards: Creating a Character Backstory Generation System Using Idealized Creative Writing Outputs: Creating a Character Backstory Generation System Using Idealized Creative Writing Outputs. | Lynda Clark, Divij Sood |
| 2022 | The Crypt of Notation: Rote Learning through Video Games For Adult Beginner Keyboard Learners. | Jack Brett, Christos Gatzidis, Tom Davis, Panos Amelidis |
| 2022 | The Effects of Human-like Modifications to Heuristic Action Evaluation in Video Game Pathfinding. | Robert Bishop, David Churchill |
| 2022 | Generative Personas That Behave and Experience Like Humans. | Matthew Barthet, Ahmed Khalifa, Antonios Liapis, Georgios N. Yannakakis |
| 2022 | The Sincerest Form of Flattery: Large-Scale Analysis of Code Re-Use in Atari 2600 Games. | John Aycock, Shankar Ganesh, Katie Biittner, Paul Allen Newell, Carl Therrien |
| 2022 | TropeTwist: Trope-based Narrative Structure Generation. | Alberto Alvarez, Jos M. Font |
| 2022 | Procedural Game Level Design to Trigger Spatial Exploration. | Pedro Acevedo, Minsoo Choi, Huimin Liu, Dominic Kao, Christos Mousas |
| 2022 | Story Designer: Towards a Mixed-Initiative Tool to Create Narrative Structures. | Alberto Alvarez, Jos M. Font, Julian Togelius |
| 2021 | Toward Co-creative Dungeon Generation via Transfer Learning. | Zisen Zhou, Matthew Guzdial |
| 2021 | Towards Disambiguating Quests as a Technical Term. | Kristen K. Yu, Nathan R. Sturtevant, Matthew Guzdial |
| 2021 | Antagonistic Procedural Content Generation Of Sparse Reward Game. | Shaoyou Xie, Wei Zhou, Honglei Han |
| 2021 | Towards explainable prediction of player frustration in video games. | Max Wolterink, Sander Bakkes |
| 2021 | Playing between Opposite Ideologies with Focalization and Agency: A Look at Ideological Perspective in Narrative-driven Games. | Huaxin Wei, Teresa H. M. Leung |
| 2021 | Improving the Discoverability of Indie Games by Leveraging their Similarity to Top-Selling Games: Identifying Important Requirements of a Recommender System. | Ngoc Quang Vu, Cor-Paul Bezemer |
| 2021 | Modular Reinforcement Learning Framework for Learners and Educators. | Rachael Versaw, Samantha Schultz, Kevin Lu, Richard Zhao |
| 2021 | Fine-tuning GPT-2 on annotated RPG quests for NPC dialogue generation. | Judith van Stegeren, Jakub Mysliwiec |
| 2021 | Orange is Sus: Among Us and Political Play. | Mel Stanfill, Anastasia Salter, Anne Sullivan |
| 2021 | Generating Lode Runner Levels by Learning Player Paths with LSTMs. | Kynan Sorochan, Jerry Chen, Yakun Yu, Matthew Guzdial |
| 2021 | Modding Support of Game Engines. | Lukas Schreiner, Sebastian von Mammen |
| 2021 | Meta-Learning a Solution to the Hanabi Ad-Hoc Challenge. | Aron Sarmasi, Timothy Zhang, Chu-Hung Cheng, Huyen Pham, Xuanchen Zhou, Duong Nguyen, Soumil Shekdar, Joshua McCoy |
| 2021 | Generating and Blending Game Levels via Quality-Diversity in the Latent Space of a Variational Autoencoder. | Anurag Sarkar, Seth Cooper |
| 2021 | Generating QUEST Representations for Narrative Plans Consisting of Failed Actions. | Rushit Sanghrajka, Eric W. Lang, R. Michael Young |