Pieter Spronck

Affiliations:
  • Tilburg University, Tilburg Center for Cognition and Communication (TiCC)
  • Maastricht University, Computer Science Department


According to our database1, Pieter Spronck authored at least 79 papers between 2000 and 2022.

Collaborative distances:
  • Dijkstra number2 of five.
  • Erdős number3 of four.

Timeline

Legend:

Book 
In proceedings 
Article 
PhD thesis 
Other 

Links

Online presence:

On csauthors.net:

Bibliography

2022
Investigating the Relation Between Playing Style and National Culture.
IEEE Trans. Games, 2022

2021
Selecting Parallel In-domain Sentences for Neural Machine Translation Using Monolingual Texts.
CoRR, 2021

Surprisingness - A Novel Objective Interestingness Measure in Hypergraph Pattern Mining from Knowledge Graphs for Common Sense Learning.
Proceedings of the 2021 IEEE International Conference on Big Knowledge, 2021

Correlating Facial Expressions and Subjective Player Experiences in Competitive Hearthstone.
Proceedings of the FDG'21: The 16th International Conference on the Foundations of Digital Games 2021, 2021

Data2Game: Towards an Integrated Demonstrator.
Proceedings of the Advances in Usability, User Experience, Wearable and Assistive Technology, 2021

2020
Avatars of a Feather Flock Together: Gender Homophily in Online Video Games Revealed via Exponential Random Graph Modeling.
IEEE Trans. Games, 2020

Corrigendum to "Modeling and adjusting in-game difficulty based on facial expression analysis" [Entertain. Comput. 31 (2019) 100307].
Entertain. Comput., 2020

Multi-Modal Study of the Effect of Time Pressure in a Crisis Management Game.
Proceedings of the FDG '20: International Conference on the Foundations of Digital Games, 2020

Applications of Artificial Intelligence in Live Action Role-Playing Games (LARP).
Proceedings of the IEEE Conference on Games, 2020

2019
Modeling and adjusting in-game difficulty based on facial expression analysis.
Entertain. Comput., 2019

Artificial and Computational Intelligence in Games: Revolutions in Computational Game AI (Dagstuhl Seminar 19511).
Dagstuhl Reports, 2019

Andromeda: A Personalised Crisis Management Training Toolkit.
Proceedings of the Games and Learning Alliance - 8th International Conference, 2019

Towards Multi-modal Stress Response Modelling in Competitive League of Legends.
Proceedings of the IEEE Conference on Games, 2019

2018
What tabletop players think about augmented tabletop games: a content analysis.
Proceedings of the 13th International Conference on the Foundations of Digital Games, 2018

Personalized crisis management training on a tablet.
Proceedings of the 13th International Conference on the Foundations of Digital Games, 2018

2017
High performance encapsulation and networking in Casanova 2.
Entertain. Comput., 2017

Artificial and Computational Intelligence in Games: AI-Driven Game Design (Dagstuhl Seminar 17471).
Dagstuhl Reports, 2017

Metacasanova: an optimized meta-compiler for domain-specific languages.
Proceedings of the 10th ACM SIGPLAN International Conference on Software Language Engineering, 2017

Predicting Victory in a Hybrid Online Competitive Game: The Case of Destiny.
Proceedings of the Thirteenth AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment (AIIDE-17), 2017

2016
Deep Learning for Classifying Battlefield 4 Players.
Proceedings of the Intelligent Technologies for Interactive Entertainment, 2016

The Effect of Gender, Native English Speaking, and Age on Game Genre Preference and Gaming Motivations.
Proceedings of the Intelligent Technologies for Interactive Entertainment, 2016

Building Game Scripting DSL's with the Metacasanova Metacompiler.
Proceedings of the Intelligent Technologies for Interactive Entertainment, 2016

Rapid Adaptation of Air Combat Behaviour.
Proceedings of the ECAI 2016 - 22nd European Conference on Artificial Intelligence, 29 August-2 September 2016, The Hague, The Netherlands, 2016

Modeling believable game characters.
Proceedings of the IEEE Conference on Computational Intelligence and Games, 2016

2015
Past Our Prime: A Study of Age and Play Style Development in Battlefield 3.
IEEE Trans. Comput. Intell. AI Games, 2015

Case-based reasoning for predicting the success of therapy.
Expert Syst. J. Knowl. Eng., 2015

Artificial and Computational Intelligence in Games: Integration (Dagstuhl Seminar 15051).
Dagstuhl Reports, 2015

Rewarding Air Combat Behavior in Training Simulations.
Proceedings of the 2015 IEEE International Conference on Systems, 2015

Casanova: A Simple, High-Performance Language for Game Development.
Proceedings of the Serious Games - First Joint International Conference, 2015

Transfer Learning of Air Combat Behavior.
Proceedings of the 14th IEEE International Conference on Machine Learning and Applications, 2015

Procedurally Generated History: building a game ecosystem through autoplay.
Proceedings of the 10th International Conference on the Foundations of Digital Games, 2015

Evolutionary Cooperation in a Multi-agent Society.
Proceedings of the Advances in Social Simulation 2015 [Papers from the Conference of the European Social Simulation Association 2015, 2015

2014
Dynamic Scripting with Team Coordination in Air Combat Simulation.
Proceedings of the Modern Advances in Applied Intelligence, 2014

The Intelligence of Agents in Games.
Proceedings of the ICAART 2014, 2014

Cultural influences on play style.
Proceedings of the 2014 IEEE Conference on Computational Intelligence and Games, 2014

2013
PsyOps: Personality assessment through gaming behavior.
Proceedings of the 8th International Conference on the Foundations of Digital Games, 2013

Player Modeling.
Proceedings of the Artificial and Computational Intelligence in Games, 2013

Play style: Showing your age.
Proceedings of the 2013 IEEE Conference on Computational Inteligence in Games (CIG), 2013

LGOAP: Adaptive layered planning for real-time videogames.
Proceedings of the 2013 IEEE Conference on Computational Inteligence in Games (CIG), 2013

Resource Entity Action: A Generalized Design Pattern for RTS Games.
Proceedings of the Computers and Games - 8th International Conference, 2013

Towards a Player Age Model.
Proceedings of the Ninth AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment, 2013

Player Skill Modeling in Starcraft II.
Proceedings of the Ninth AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment, 2013

2012
Player behavioural modelling for video games.
Entertain. Comput., 2012

Artificial and Computational Intelligence in Games (Dagstuhl Seminar 12191).
Dagstuhl Reports, 2012

Writing Real-Time .Net Games in Casanova.
Proceedings of the Entertainment Computing - ICEC 2012 - 11th International Conference, 2012

Player Profiling with Fallout 3.
Proceedings of the Eighth AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment, 2012

2011
Games as personality profiling tools.
Proceedings of the 2011 IEEE Conference on Computational Intelligence and Games, 2011

2010
Extraversion in Games.
Proceedings of the Computers and Games - 7th International Conference, 2010

Player Modeling in Civilization IV.
Proceedings of the Sixth AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment, 2010

2009
Effective and Diverse Adaptive Game AI.
IEEE Trans. Comput. Intell. AI Games, 2009

Rapid and Reliable Adaptation of Video Game AI.
IEEE Trans. Comput. Intell. AI Games, 2009

Evolutionary Ethics in Agent Societies.
Int. J. Soc. Robotics, 2009

Opponent modelling for case-based adaptive game AI.
Entertain. Comput., 2009

Psychologically Verified Player Modelling.
Proceedings of the GAMEON'2009, 2009

Monte-Carlo Tree Search in Settlers of Catan.
Proceedings of the Advances in Computer Games, 12th International Conference, 2009

Incongruity-Based Adaptive Game Balancing.
Proceedings of the Advances in Computer Games, 12th International Conference, 2009

2008
Deca: the doping-Driven Evolutionary Control Algorithm.
Appl. Artif. Intell., 2008

Rapid Adaptation of Video Game AI.
Proceedings of the GAMEON'2008, 2008

Dynamic formations in real-time strategy games.
Proceedings of the 2008 IEEE Symposium on Computational Intelligence and Games, 2008

Difficulty Scaling through Incongruity.
Proceedings of the Fourth Artificial Intelligence and Interactive Digital Entertainment Conference, 2008

Monte-Carlo Tree Search: A New Framework for Game AI.
Proceedings of the Fourth Artificial Intelligence and Interactive Digital Entertainment Conference, 2008

Adaptive Spatial Reasoning for Turn-based Strategy Games.
Proceedings of the Fourth Artificial Intelligence and Interactive Digital Entertainment Conference, 2008

2007
Knowledge acquisition for adaptive game AI.
Sci. Comput. Program., 2007

Opponent Modeling in Real-Time Strategy Games.
Proceedings of the GAMEON'2007, 2007

Map-Adaptive Artificial Intelligence for Video Games.
Proceedings of the GAMEON'2007, 2007

Automatic Rule Ordering for Dynamic Scripting.
Proceedings of the Third Artificial Intelligence and Interactive Digital Entertainment Conference, 2007

2006
Adaptive game AI with dynamic scripting.
Mach. Learn., 2006

Automatically Generating Game Tactics through Evolutionary Learning.
AI Mag., 2006

2005
A Tutoring System for Commercial Games.
Proceedings of the Entertainment Computing, 2005

Automatically Acquiring Domain Knowledge For Adaptive Game AI Using Evolutionary Learning.
Proceedings of the Proceedings, 2005

2004
On-line Adaptation of Game Opponent AI with Dynamic Scripting.
Int. J. Intell. Games Simul., 2004

Enhancing the Performance of Dynamic Scripting in Computer Games.
Proceedings of the Entertainment Computing, 2004

TEAM: The Team-Oriented Evolutionary Adaptability Mechanism.
Proceedings of the Entertainment Computing, 2004

2003
Improved opponent intelligence trough offline learning.
Int. J. Intell. Games Simul., 2003

On-Line Adaptation of Game Opponent AI in Simulation and in Practice.
Proceedings of the 4th International Conference on Intelligent Games and Simulation (GAME-ON 2003), 2003

2002
Complex games and palm computers.
Proceedings of the Entertainment Computing: Technologies and Applications, 2002

Improving Game Opponent AI by Machine Learning.
Proceedings of the 3rd International Conference on Intelligent Games and Simulation (GAME-ON 2002), 2002

2001
Palm Game Design.
Proceedings of the 2nd International Conference on Intelligent Games and Simulation (GAME-ON 2001), November 30, 2001

2000
BOKS: A Rule-Based System in Support of the Dutch Building Materials Regulations.
Proceedings of the Advances in Artificial Intelligence. PRICAI 2000 Workshop Reader, Four Workshops held at PRICAI 2000, Melbourne, Australia, August 28, 2000


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