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Amsterdam Applied Gaming Research Community


A research community for scholars and game designers that are interested in the application of games beyond entertainment purposes.

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Amsterdam Applied Gaming Research Community


A research community for scholars and game designers that are interested in the application of games beyond entertainment purposes.

Games for behavioural change SYMPOSIUM, January 28

The Game Studies master programme of the University of Amsterdam is proud to announce its first Games for Behavioural Change Symposium. It will be held on Thursday, January 28, from 13:00 till 18:30h in Science Park 904, auditorium C0.05.

We are excited to have as keynote speaker Prof. dr. Pamela Kato (Serious Games Institute, Coventry University). Prof. Kato is an internationally recognized expert on serious games for health (with a background in psychology and counseling), and designer of the award-winning cancer-treatment game 'Re-Mission'. In addition, we are most pleased to announce as speakers Prof. dr. Reinout Wiers (University of Amsterdam) and Hans Luijckx (IJsfontein). Prof. Wiers investigates game-related aspects of developmental psychology, addiction, and cognitive bias modification. Mr. Luijckx is operational manager of numerous projects on playful learning for (public) interactive experiences.

Moreover, we are proud to showcase the Games for Behavioural Change Projects on which five groups of master student have been working for the past half year. The projects address real-world challenges for Cordaan (well-being of elderly citizens with dementia), Radboud University (anxiety training for children), Mainline (prevention of substance abuse), Hogeschool van Amsterdam (digital privacy awareness), and Wonderwel (technological awareness and wonder).

Attendance to the symposium is free of charge.
You do not need to register in order to attend.
 

Programme


13:00 - 13:05
Welcome by Programme Director (Andrea Haker)

13:05 - 13:45
"Effective Serious Games for Health"
Prof. dr. Pamela Kato (Serious Games Institute, Coventry University)

13:45 - 14:15
Coffee Break

14:15 - 14:20
Games for Behavioural Change Project (Ellis Bartholomeus)

14:20 - 15:35
5 x Project Presentations

15:35 - 16:00
Coffee Break

16:00 - 17:00

"Playful Learning for (Public) Interactive Experiences"
Hans Luijckx (IJsfontein)

"Game-related aspects of developmental psychology, addiction, and cognitive bias modification"
Prof. dr. Reinout Wiers (University of Amsterdam)

17:00 - 17:10
Award Ceremony & Closing Remarks 

17:10 - 18:30
Demonstration Market & Drinks

 

 

WHO ARE WE?


university of amsterdam

 

Sander Bakkes

Informatics Institute, FNWI

Keywords: Game personalisation, experience modelling, adaptive environments, artificial intelligence

 

WOUTER BOENDERMAKER

Psychology Institute, FMG

Keywords: Serious games, cognitive (re)training, psychological task design, motivation, substance addiction

 

BERT BREDEWEG

Informatics Institute, FNWI

Keywords: Intelligent education technology, human-computer interaction, learner modelling, systems thinking

 

ANJA VAN DER HULST

Informatics Institute, FNWI / TNO

Keywords: Goal-design alignment, tactical decision-making games, simulation games

 

Frank nack

Informatics Institute, FNWI

Keywords: Mobile and pervasive HCI, interactive storytelling, multimedia computing, artificial intelligence

 

DIEDERIK ROIJERS

Informatics Institute, FNWI

Keywords: Multiple objective learning, multi-agent systems, graphical models, machine learning

 

Jacobijn sandberg

Informatics Institute, FNWI

Keywords: Educational technolgy, educational games, ontologies, adaptive systems

 


vu university amsterdam

 

Tibor Bosse

Department of Computer Science

Keywords: Virtual humans, user modeling, emotions, simulation-based training

 

Charlotte gerritsen

Department of Computer Science

Keywords: Criminal behaviour, criminology, crowd control, modelling & simulation, VR

 

TILO HARTMANN

Department of Communication Science

Keywords: Presence, perceived realism, virtual reality, video games, entertainment

 

JOHAN HOORN

Department of Communication Science

Keywords: Robots, emotion, reality orientation, creativity                         

 

MICHEL KLEIN

Department of Computer Science

Keywords: E-coaching, behaviour change, behaviour understanding, E-mental health                         

 

jeroen de man

Department of Computer Science

Keywords: Affective computing, emotion generation, cognitive modelling, serious gaming

 

MARCO OTTE

Network Institute Tech Labs

Keywords: Game & simulation design, VR, virtual humans, user experience, experimental systems

 

MONIQUE SIMONS

Department of Health Sciences

Keywords: Activity-promoting video games
 

JOLANDA VELDHUIS

Department of Communication Science

Keywords: Health, media & peer in-fluence, adolescents, body percep-tions, media-based interventions

 

natalie van der wal

Department of Computer Science

Keywords: Crowd behaviour, crowd modelling and simulation, simulation-based training

                          hogeschool van amsterdam

 

anders bouwer

Lectoraat Play and Civic Media

Keywords: Automated game design, PCG, intelligent learning environments & simulations

 

Stefan leijnen

Lectoraat Play and Civic Media

Keywords: Artificial creativity, automated game design, adaptive systems, emergence, neural networks

 

KAREL MILLENAAR

Lectoraat Play and Civic Media

Keywords: Playful interaction in public spaces, interaction design, concept development
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What is our mission?


Applied Gaming (or Serious Gaming) refers to the use of computer games and game principles for a primary purpose other than pure entertainment. Applications of gaming can be found in a wide variety of domains, including health care, education, and social safety. Applied gaming is one of the focus areas of the Creative Industry top sector, a sector in which the Netherlands is a top-10 player in the international field.

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What is our mission?


Applied Gaming (or Serious Gaming) refers to the use of computer games and game principles for a primary purpose other than pure entertainment. Applications of gaming can be found in a wide variety of domains, including health care, education, and social safety. Applied gaming is one of the focus areas of the Creative Industry top sector, a sector in which the Netherlands is a top-10 player in the international field.

Founded in October 2014 by Sander Bakkes (UvA) & Tibor Bosse (VU), the Amsterdam Applied Gaming Research Community aims to bring together people from different backgrounds who share an interest in research on Applied Gaming. Such research may involve scientific questions from various disciplines, including, but not limited to, Computer Science (e.g., how can we design and implement games?), Artificial Intelligence (e.g., how can we make games adaptive to the needs of the player?), Psychology (e.g., how can we increase and evaluate the effectiveness of games?), and Social Science (e.g., what is the impact of game characteristics on player experience?).

The community serves as an informal platform where researchers can, among others, get to know each other, initiate research collaborations, and form consortia for grant proposals. By doing so, it attempts to build a bridge between the different research institutes and groups in Amsterdam with an interest in Applied Gaming. Additionally, the community provides opportunities for game companies to be informed about the state-of-the-art in Applied Gaming research in Amsterdam, hence also building a bridge between academia and industry.

The Amsterdam Applied Gaming Research Community is supported by the Network Institute (VU University Amsterdam), and the Informatics Institute (University of Amsterdam).

Supported by: Network Institute

Supported by: Network Institute

Supported by: Informatics Institute

Supported by: Informatics Institute

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Our publications


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Our publications


2015

Stefan Leijnen, Paul Brinkkemper and Anders Bouwer (2015). Generating Game Mechanics in a Model Economy: a MoneyMaker Deluxe Case Study, in Proceedings of the FDG workshop on Procedural Content Generation in Games.

Wouter J. Boendermaker, Pier J.M. Prins, and Reinout W. Wiers (2015). Cognitive Bias Modification for Adolescents with Substance Use Problems - Can Serious Games Help? Journal of Behavioral Therapy and Experimental Psychiatry.

Wouter J. Boendermaker, Pier J.M. Prins, and Reinout W. Wiers (2015). Prevention in Addiction: Using Serious Games to (re)train Cognition in Dutch Adolescents. In S. Göbel, M. Ma, J. Baalsrud Hauge, M. F. Oliveira, J. Wiemeyer, and V. Wendel (Eds.), Proceedings of the First Joint International Conference on Serious Games, JCSG 2015, Springer International Publishing, pp. 173-178.

Tibor Bosse, Charlotte Gerritsen, Jeroen de Man, and Suzanne Tolmeijer (2015). Adaptive Training for Aggression De-escalation. Proceedings of the Artificial Life and Intelligent Agents Symposium, ALIA'14. Springer Verlag.

Michel C.A. Klein, Adnan Manzoor, Anouk Middelweerd, Julienka S. Mollee, and Saskia J. Te Velde (2015). Encouraging Physical Activity via a Personalized Mobile System. IEEE Internet Computing, 19(4), 20-27.

Michel C.A. Klein, Adnan Manzoor, Julienka S. Mollee, and Jan Treur (2015). Effect of Changes in the Structure of a Social Network on Emotion Contagion. In: Proceedings of the 2014 IEEE/WIC/ACM International Conference on Intelligent Agent Technology (IAT 2014), IEEE Computer Society Press, vol. 3, pp. 270-277.

Melvin Roest and Sander Bakkes (2015). Engaging Casual Games That Frustrate You: An Exploration on Understanding Engaging Frustrating Casual Games. FDG 2015, the 10th International Conference on the Foundations of Digital Games. Nominated for the Best Paper Award.

Monique Simons (2015). Active video games: Can they contribute to the prevention of excessive weight gain in gaming adolescents? Ph.D. Thesis, VU University Amsterdam.

Monique Simons, Johannes Brug, Mai J.M. Chinapaw, Michiel de Boer, Jaap Seidell, and Emely de Vet (2015). Replacing Non-Active Video Gaming by Active Video Gaming to Prevent Excessive Weight Gain in Adolescents. PLoS ONE, 10(7), pp. e0126023.

Monique Simons, Mai J.M. Chinapaw, Johannes Brug, Jaap Seidell, and Emely de Vet (2015). Associations between active video gaming and other energy-balance related behaviours in adolescents - a 24-hour recall diary study. The International Journal of Behavioral Nutrition and Physical Activity, 12(32).

Leon M. Straker, Ashley A. Fenner, Erin K. Howie, Deborah L. Feltz, Cindy M. Gray, Amy S. Lu, Florian F. Mueller, Monique Simons, and Lisa M. Barnett (2015). Efficient and Effective Change Principles in Active Videogames. Games for Health Journal, 4(1), pp. 43-52.

Mircea Traichioiu, Sander Bakkes, and Diederik Roijers (2015). Grammar-based Procedural Content Generation from Designer-provided Difficulty Curves. FDG 2015, the 10th International Conference on the Foundations of Digital Games.

 

2014

Stefan Leijnen (2014). Creativity and Constraint in Artificial Systems, PhD Dissertation, Radboud University Nijmegen.

Stefan Leijnen and Joris Dormans (2014). Order of Battle: A Case Study for Designing Emergent Structure in Games, in Proceedings of the 2014 Workshop on Complex Systems Modelling and Simulation, pp. 81-84.

Sander Bakkes and Shimon Whiteson (2014). Design Criteria for Challenge Balancing of Personalised Game Spaces. FDG 2014, the 9th International Conference on the Foundations of Digital Games.

Sander Bakkes and Shimon Whiteson (2014). Towards Challenge Balancing for Personalised Game Spaces. PCG 2014, the 5th Workshop on Procedural Content Generation in Games.

Sander Bakkes, Shimon Whiteson, Guangliang Li, George Visniuc, Efstathios Charitos, Norbert Heijne and Arjen Swellengrebel (2014). Challenge Balancing for Personalised Game Spaces. GEM 2014, the 6th International IEEE Consumer Electronics Society Games, Entertainment, Media Conference.

Tom Baranowski, Ralph Maddison, Ann Maloney, Ernie Medina, and Monique Simons (2014). Building a Better Mousetrap (Exergame) to Increase Youth Physical Activity. Games for Health Journal, 3(2), pp. 72-8.

Inge Becht and Sander Bakkes (2014). meIRL-BC: Predicting Player Positions in Video Games. FDG 2014, the 9th International Conference on the Foundations of Digital Games. Accepted as Exemplary Full Paper.

Tibor Bosse, Charlotte Gerritsen, and Jeroen de Man (2014). Agent-Based Simulation as a Tool for the Design of a Virtual Training Environment. Proceedings of the 14th International Conference on Intelligent Agent Technology, IAT'14. IEEE Computer Society Press, pp. 40-47.

Tibor Bosse, Charlotte Gerritsen, Jeroen de Man, and Jan Treur (2014). Towards Virtual Training of Emotion Regulation. Brain Informatics: Brain Data Computing and Health Studies. Springer Verlag, pp. 27-37.

Tibor Bosse and Simon Provoost (2014). Towards Aggression De-escalation Training with Virtual Agents: A Computational Model. Proceedings of the 16th International Conference on Human-Computer Interaction, HCI'14. Springer Verlag, pp. 375-387.

Tibor Bosse and Edwin Zwanenburg (2014). Do Prospect-Based Emotions Enhance Believability of Game Characters? A Case Study in the Context of a Dice Game. IEEE Transactions on Affective Computing, vol. 5, issue 1, pp. 17-31.

Jeltsje J. Cusveller, Charlotte Gerritsen, and Jeroen de Man (2014). Evoking and Measuring Arousal in Game Settings. Proceedings of the 3rd International Conference on Serious games, Gamedays’14, Springer Verlag, pp. 165-174.

Jean-Louis van Gelder, Marco Otte and Eva Luciano (2014). Using virtual reality in criminology research. Crime Science, vol. 3, issue 10.

Michel C.A. Klein, Nataliya Mogles, and Arlette van Wissen (2014). Intelligent mobile support for therapy adherence and behavior change. Journal of biomedical informatics, 51, 137-151.

Paris Mavromoustakos Blom, Sander Bakkes, Chek Tien Tan, Shimon Whiteson, Diederik Roijers, Roberto Valenti, Theo Gevers (2014). Towards Personalised Gaming via Facial Expression Recognition. AIIDE-14, the Tenth AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment.

Paris Mavromoustakos Blom, Sander Bakkes, and Diederik Roijers (2014). Using Facial Expressions for Personalised Gaming. 26th Belgium-Netherlands Artificial Intelligence Conference (Demo).

Alex Rietveld, Sander Bakkes and Diederik Roijers (2014). Circuit-adaptive Rubber Banding for Racing Games. GEM 2014, the 6th International IEEE Consumer Electronics Society Games, Entertainment, Media Conference.

Monique Simons, Mai J.M. Chinapaw, Maaike van de Bovenkamp, Michiel R. de Boer, Jacob C. Seidell, Johannes Brug, and Emely de Vet (2014). Active video games as a tool to prevent excessive weight gain in adolescents - rationale, design and methods of a randomized controlled trial. BMC Public Health [E], 14(275).

Monique Simons, Emely de Vet, Johannes Brug, Jaap Seidell, and Mai J.M. Chinapaw (2014). Active and non-active video gaming among Dutch adolescents - who plays and how much? Journal of Science and medicine in sport, 17(6), pp. 597-601.

Monique Simons, Emely de Vet, Mai J.M. Chinapaw, Michiel de Boer, Jaap Seidell, and Johannes Brug (2014). Personal, social, and game-related correlates of active and non-active gaming among dutch gaming adolescents - survey-based multivariable, multilevel logistic regression analyses. JMIR serious games, 2(1).

Monique Simons, Sanne I. de Vries, Tinus Jongert, and Marieke W. Verheijden (2014). Energy expenditure of three public and three home-based active video games in children. Computers in Entertainment, 11(1).

Chek Tien Tan, Sander Bakkes, and Yusuf Pisan (2014). Correlation between Facial Expressions and the Game Experience Questionnaire. ICEC 2014, the IFIP International Conference on Entertainment Computing.

Chek Tien Tan, Sander Bakkes, Yusuf Pisan (2014). Inferring Player Experiences Using Facial Expressions Analysis. IE 2014, the 2014 Interactive Entertainment conference.

Emely de Vet, Monique Simons, and Maarten Wesselman (2014). Dutch children and parents' views on active and non-active video gaming. Health Promotion International, 29(2), pp. 235-243.

 

2013

Joris Dormans and Stefan Leijnen (2013). Combinatorial and exploratory creativity in procedural content generation., in Proceedings of the FDG workshop on Procedural Content Generation in Games.

Sander Bakkes, Chek Tien Tan, and Yusuf Pisan (2013). Personalised Gaming. Creative Technologies, #3.

Tom Baranowski, Kristi B. Adamo, Melanie Hingle, Ralph Maddison, Ann Maloney, Monique Simons, and Amanda Staiano (2013). Gaming, Adiposity, and Obesogenic Behaviors Among Children. Games for Health Journal, 2(3), pp. 119-26.

Monique Simons, Janice Baranowski, Debbe Thompson, Richard Buday, Dina Abdelsamad, and Tom Baranowski (2013). Child Goal Setting of Dietary and Physical Activity in a Serious Videogame. Games for Health Journal, 2(3), pp. 150-7.

Monique Simons, Lex Opdam, and Pepijn van Empelen (2013). Feasibility of an Active Game Program in a Dutch Pre-Vocational High School Setting. Games for Health Journal, 2(6), pp. 332-40.

 

2012

Sander Bakkes, Chek Tien Tan, and Yusuf Pisan (2012). Personalised Gaming: A Motivation and Overview of Literature. In Proceedings of the 8th Australasian Conference on Interactive Entertainment (IE 2012) (eds. Daniel Cermak-Sassenrath, Charles Walker, and Chek Tien Tan), pp. 4:1-4:10.

Sander Bakkes, Pieter Spronck, and Giel van Lankveld (2012). Player Behavioural Modelling for Video Games. Entertainment Computing, 3(3):71-79.

Monique Simons, Claire Bernaards, and Jantine Slinger (2012). Active gaming in Dutch adolescents - a descriptive study. The International Journal of Behavioral Nutrition and Physical Activity, 9, pp. 118.

Monique Simons, Emely de Vet, Sjoukje Hoornstra, Johannes Brug, Jaap Seidell, and Mai J.M. Chinapaw (2012). Adolescents' Views on Active and Non-Active Videogames - A Focus Group Study. Games for Health Journal, 1(3), pp. 211-8.

Marloes Spekman, Elly Konijn, Eveline Vedder, Jolanda Veldhuis, Johan Hoorn, and Heleen Riper (2012). E-health game on overweight and its effects on adolescent girls’ psychosocial responses: CityGirlZ. International Journal of Psychology, 47(1):437-438.

Chek Tien Tan, Daniel Rosser, Sander Bakkes, and Yusuf Pisan (2012). A Feasibility Study in Using Facial Expressions Analysis to Evaluate Player Experiences. In Proceedings of the 8th Australasian Conference on Interactive Entertainment (IE 2012) (eds. Daniel Cermak-Sassenrath, Charles Walker, and Chek Tien Tan), pp. 5:1-5:10.

 

2011

Sander Bakkes, Pieter Spronck, and Jaap Van Den Herik (2011). A CBR-Inspired Approach to Rapid and Reliable Adaption of Video Game AI. In Proceedings of the 19th International Conference on Case-Based Reasoning (ICCBR-2011), Workshop on Case-Based Reasoning for Computer Games (eds. Belen Díaz Agudo and Amelie Cordier), pp. 17-26. (Presented at the ICCBR-2011)

Tibor Bosse and Daniel Höhle (2011). Enhancing Believability of Virtual Soccer Players: Application of a BDI-Model of Emotions and Trust. Developing Concepts in Applied Intelligence, Proceedings of the 24th International Conference on Industrial, Engineering & Other Applications of Applied Intelligent Systems, IEA/AIE'11, short papers (eds. Mehrotra, K.G., Mohan, C., Oh, J.C., Varshney, P.K., and Ali, M.). Studies in Computational Intelligence, vol. 363, Springer Verlag, pp. 119-128.

Joris Dormans and Sander Bakkes (2011). Generating Missions and Spaces for Adaptable Play Experiences. IEEE Transactions on Computational Intelligence and AI in Games, 3(3):216-228.

Brahim Gacem, Robert Vergouw, Harm Verbiest, Emrullah Cicek, Tim van Oosterhout, Sander Bakkes, and Ben Kröse (2011). Gesture Recognition for an Exergame Prototype. In Proceedings of the BNAIC 2011, the 23rd Benelux Conference on Artificial Intelligence (eds. Patrick De Causmaecker, Joris Maervoet, Tommy Messelis, Katja Verbeeck, and Tim Vermeulen), pp. 457-458.

 

2010

Sander Bakkes and Joris Dormans (2010). Involving Player Experience in Dynamically Generated Missions and Game Spaces. 11th International Conference on Intelligent Games and Simulation (GAME-ON'2010) (eds. Aladdin Ayesh), pp. 72-79. EUROSIS. (Presented at the GAME-ON'2010)

 

2009

Sander Bakkes, Pieter Spronck, and Jaap van den Herik (2009). Opponent Modelling for Case-based Adaptive Game AI. Entertainment Computing, 1(1):27-37.

Sander Bakkes, Pieter Spronck, and Jaap van den Herik (2009). Rapid and Reliable Adaptation of Video Game AI. IEEE Transactions on Computational Intelligence and AI in Games, 1(2):93-104.

 

2008

Sander Bakkes, Pieter Spronck, and Jaap van den Herik (2008). Rapid Adaptation of Video Game AI. (Extended Version). 2008 IEEE Symposium on Computational Intelligence and Games (CIG'08) (eds. Philip Hingston and Luigi Barone), pp. 79-86. IEEE XPlore, Catalog Number: CFP08CIG-CDR, ISBN: 978-1-4244-2974-5. (Presented at the CIG'08)

Tibor Bosse and Frank P.J. de Lange (2008). Development of Virtual Agents with a Theory of Emotion Regulation. Proceedings of the Eighth IEEE/WIC/ACM International Conference on Intelligent Agent Technology, IAT'08 (eds. Jain, L., Gini, M., Faltings, B.B., Terano, T., Zhang, C., Cercone, N., and Cao, L.). IEEE Computer Society Press, pp. 461-468.

Marcel van der Heijden, Sander Bakkes, and Pieter Spronck (2008). Dynamic Formations in Real-Time Strategy Games. 2008 IEEE Symposium on Computational Intelligence and Games (CIG'08) (eds. Philip Hingston and Luigi Barone), pp. 47-54. IEEE XPlore, Catalog Number: CFP08CIG-CDR, ISBN: 978-1-4244-2974-5. (Presented at the CIG'08)

Sander Bakkes, Pieter Spronck, and Jaap van den Herik (2008). Rapid Adaptation of Video Game AI. 9th International Conference on Intelligent Games and Simulation (GAME-ON'2008) (eds. Vincente Botti, Antonio Barella, and Carlos Carrascosa), pp. 69-76. EUROSIS. (Presented at the GAME-ON'2008). Winner of the Best Paper Award.

Guillaume Chaslot, Sander Bakkes, István Szita, and Pieter Spronck (2008). Monte-Carlo Tree Search: A New Framework for Game AI. Proceedings of the BNAIC 2008, the twentieth Belgian-Dutch Artificial Intelligence Conference (eds. Anton Nijholt, Maja Pantic, Mannes Poel, and Hendri Hondorp), pp. 389-390. University of Twente, Twente, The Netherlands. (Presented at the BNAIC08)

Sander Bakkes, Pieter Spronck, and Jaap van den Herik (2008). Rapidly Adapting Game AI. Proceedings of the BNAIC 2008, the twentieth Belgian-Dutch Artificial Intelligence Conference (eds. Anton Nijholt, Maja Pantic, Mannes Poel, and Hendri Hondorp), pp. 9-16. University of Twente, Twente, The Netherlands. (Presented at the BNAIC08)

Guillaume Chaslot, Sander Bakkes, István Szita, and Pieter Spronck (2008). Monte-Carlo Tree Search: A New Framework for Game AI. Proceedings of the Fourth Artificial Intelligence and Interactive Digital Entertainment Conference (eds. Michael Mateas and Chris Darken), pp. 216-217. AAAI Press, Menlo Park, CA. (Presented at the AIIDE08)

Sander Bakkes and Pieter Spronck (2008). Automatically Generating a Score Function for Strategy Games. AI Game Programming Wisdom 4 (ed. Steve Rabin), pp. 647-658. ISBN: 158-450523-0. Charles River Media, Hingham, MA.

 

2007

Frederik Schadd, Sander Bakkes, and Pieter Spronck (2007). Opponent Modeling in Real-Time Strategy Games. 8th International Conference on Intelligent Games and Simulation (GAME-ON'2007) (ed. Marco Roccetti), pp. 61-68. (Presented at the GAME-ON'2007)

Laurens van der Blom, Sander Bakkes, and Pieter Spronck (2007). Map-Adaptive Artificial Intelligence for Video Games. 8th International Conference on Intelligent Games and Simulation (GAME-ON'2007) (ed. Marco Roccetti), pp. 53-60. (Presented at the GAME-ON'2007)

Sander Bakkes, Pieter Spronck, and Jaap van den Herik (2007). Phase-dependent Evaluation in RTS games. Proceedings of the 19th Belgian-Dutch Conference on Artificial Intelligence (eds. Mohammad Mehdi Dastani and Edwin de Jong), pp. 3-10. Universiteit Utrecht, The Netherlands. (Presented at the BNAIC 2007)

Sander Bakkes, Philip Kerbusch, Pieter Spronck, and Jaap van den Herik (2007). Predicting Success in an Imperfect-Information Game. Proceedings of the Computer Games Workshop 2007 (CGW 2007) (eds. Jaap van den Herik, Jos Uiterwijk, Mark Winands, and Maarten Schadd), pp. 219-230. MICC Technical Report Series 07-06, Universiteit Maastricht, The Netherlands. (Presented at the CGW 2007)

Sander Bakkes, Philip Kerbusch, Pieter Spronck, and Jaap van den Herik (2007). Automatically Evaluating the Status of an RTS game. Proceedings of the Annual Belgian-Dutch Machine Learning Conference (Benelearn 2007) (eds. Maarten van Someren, Sophia Katrenko, and Pieter Adriaans), pp. 143-144. University of Amsterdam. (Presented at the Benelearn 2007)

 

2006

Sander Bakkes and Pieter Spronck (2006). Gathering and Utilising Domain Knowledge in Commercial Computer Games. Proceedings of the 18th Belgium-Netherlands Conference on Artificial Intelligence (BNAIC 2006) (eds. Pierre-Yves Schobbens, Wim Vanhoof, and Gabriel Schwanen), pp. 35-42. University of Namur, Belgium. (Presented at the BNAIC 2006)

 

2005

Sander Bakkes and Pieter Spronck (2005). Symbiotic Learning in Commercial Computer Games. CGAMES 2005, 7th International Conference on Computer Games (eds. Quasim Mehdi, Norman Gough, and Stéphane Natkin), pp. 116-120. University of Wolverhampton, School of Computing and Information Technologies, UK. (Presented at the CGAMES 2005)

Sander Bakkes, Pieter Spronck, and Eric Postma (2005). Best-Response Learning of Team Behaviour in Quake III. IJCAI-05 Workshop on Reasoning, Representation, and Learning in Computer Games (eds. David W. Aha, Héctor Muñoz-Avila, and Michael van Lent), pp. 13-18. Naval Research Laboratory, Navy Center for Applied Research in Artificial Intelligence, Washington, DC. (Presented at the IJCAI 2005 Workshop on Reasoning, Representation, and Learning in Computer Games)

 

2004

Sander Bakkes, Pieter Spronck, and Eric Postma (2004). TEAM: The Team-oriented Evolutionary Adaptability Mechanism. Entertainment Computing - ICEC 2004 (ed. Matthias Rauterberg), Lecture Notes in Computer Science 3166, pp. 273-282. Springer-Verlag. (Presented at the ICEC 2004)