BOKS: A Rule-Based System in Support of the Dutch Building Materials Regulations. - Pieter Spronck; Klaas Schilstra (PRICAI Workshops, 2000)

Palm Game Design. - Pieter Spronck (GAME-ON, 2001)

Improving Game Opponent AI by Machine Learning. - Pieter Spronck; Ida G. Sprinkhuizen-Kuyper; Eric O. Postma (GAME-ON, 2002)

Complex games and palm computers. - Pieter Spronck; H. Jaap van den Herik (IWEC, 2002)

On-Line Adaptation of Game Opponent AI in Simulation and in Practice. - Pieter Spronck; Ida G. Sprinkhuizen-Kuyper; Eric O. Postma (GAME-ON, 2003)

Improved opponent intelligence trough offline learning. - Pieter Spronck; Ida G. Sprinkhuizen-Kuyper; Eric O. Postma (Int. J. Intell. Games Simul., 2003)

TEAM: The Team-Oriented Evolutionary Adaptability Mechanism. - Sander Bakkes; Pieter Spronck; Eric O. Postma (ICEC, 2004)

Enhancing the Performance of Dynamic Scripting in Computer Games. - Pieter Spronck; Ida G. Sprinkhuizen-Kuyper; Eric O. Postma (ICEC, 2004)

On-line Adaptation of Game Opponent AI with Dynamic Scripting. - Pieter Spronck; Ida G. Sprinkhuizen-Kuyper; Eric O. Postma (Int. J. Intell. Games Simul., 2004)

Automatically Acquiring Domain Knowledge For Adaptive Game AI Using Evolutionary Learning. - Marc J. V. Ponsen; Héctor Muñoz-Avila; Pieter Spronck; David W. Aha (AAAI, 2005)

A Tutoring System for Commercial Games. - Pieter Spronck; H. Jaap van den Herik (ICEC, 2005)

Automatically Generating Game Tactics through Evolutionary Learning. - Marc J. V. Ponsen; Hector Muñoz-Avila; Pieter Spronck; David W. Aha (AI Mag., 2006)

Adaptive game AI with dynamic scripting. - Pieter Spronck; Marc J. V. Ponsen; Ida G. Sprinkhuizen-Kuyper; Eric O. Postma (Mach. Learn., 2006)

Automatic Rule Ordering for Dynamic Scripting. - Timor Timuri; Pieter Spronck; H. Jaap van den Herik (AIIDE, 2007)

Map-Adaptive Artificial Intelligence for Video Games. - Laurens van der Blom; Sander Bakkes; Pieter Spronck (GAMEON, 2007)

Opponent Modeling in Real-Time Strategy Games. - Frederik Schadd; Sander Bakkes; Pieter Spronck (GAMEON, 2007)

Knowledge acquisition for adaptive game AI. - Marc J. V. Ponsen; Pieter Spronck; Héctor Muñoz-Avila; David W. Aha (Sci. Comput. Program., 2007)

Adaptive Spatial Reasoning for Turn-based Strategy Games. - Maurice H. J. Bergsma; Pieter Spronck (AIIDE, 2008)

Monte-Carlo Tree Search: A New Framework for Game AI. - Guillaume Chaslot; Sander Bakkes; Istvan Szita; Pieter Spronck (AIIDE, 2008)

Difficulty Scaling through Incongruity. - Giel van Lankveld; Pieter Spronck; Matthias Rauterberg (AIIDE, 2008)

Rapid adaptation of video game AI. - Sander Bakkes; Pieter Spronck; H. Jaap van den Herik (CIG, 2008)

Dynamic formations in real-time strategy games. - Marcel van der Heijden; Sander Bakkes; Pieter Spronck (CIG, 2008)

Deca: the doping-Driven Evolutionary Control Algorithm. - Pieter Spronck; Ida G. Sprinkhuizen-Kuyper; Eric O. Postma (Appl. Artif. Intell., 2008)

Incongruity-Based Adaptive Game Balancing. - Giel van Lankveld; Pieter Spronck; H. Jaap van den Herik; Matthias Rauterberg (ACG, 2009)

Monte-Carlo Tree Search in Settlers of Catan. - Istvan Szita; Guillaume Chaslot; Pieter Spronck (ACG, 2009)

Psychologically Verified Player Modelling. - Giel van Lankveld; Sonny Schreurs; Pieter Spronck (GAMEON, 2009)

Opponent modelling for case-based adaptive game AI. - Sander C. J. Bakkes; Pieter H. M. Spronck; H. Jaap van den Herik (Entertain. Comput., 2009)

Evolutionary Ethics in Agent Societies. - Pieter Spronck; Berend Berendsen (Int. J. Soc. Robotics, 2009)

Rapid and Reliable Adaptation of Video Game AI. - Sander Bakkes; Pieter Spronck; H. Jaap van den Herik (IEEE Trans. Comput. Intell. AI Games, 2009)

Effective and Diverse Adaptive Game AI. - Istvan Szita; Marc J. V. Ponsen; Pieter Spronck (IEEE Trans. Comput. Intell. AI Games, 2009)

Player Modeling in Civilization IV. - Pieter Spronck; Freek den Teuling (AIIDE, 2010)

Extraversion in Games. - Giel van Lankveld; Sonny Schreurs; Pieter Spronck; H. Jaap van den Herik (Computers and Games, 2010)

Games as personality profiling tools. - Giel van Lankveld; Pieter Spronck; H. Jaap van den Herik; Arnoud Arntz (CIG, 2011)

Player Profiling with Fallout 3. - Pieter Spronck; Iris Balemans; Giel van Lankveld (AIIDE, 2012)

Writing Real-Time .Net Games in Casanova. - Giuseppe Maggiore; Pieter Spronck; Renzo Orsini; Michele Bugliesi; Enrico Steffinlongo; Mohamed Abbadi (ICEC, 2012)

Artificial and Computational Intelligence in Games (Dagstuhl Seminar 12191). - Simon M. Lucas; Michael Mateas; Mike Preuss; Pieter Spronck; Julian Togelius (Dagstuhl Reports, 2012)

Player behavioural modelling for video games. - Sander C. J. Bakkes; Pieter H. M. Spronck; Giel van Lankveld (Entertain. Comput., 2012)

Player Skill Modeling in Starcraft II. - Tetske Avontuur; Pieter Spronck; Menno van Zaanen (AIIDE, 2013)

Towards a Player Age Model. - Shoshannah Tekofsky; Pieter Spronck; Martijn Goudbeek; Jan M. Broersen (AIIDE, 2013)

Resource Entity Action: A Generalized Design Pattern for RTS Games. - Mohamed Abbadi; Francesco Di Giacomo; Renzo Orsini; Aske Plaat; Pieter Spronck; Giuseppe Maggiore (Computers and Games, 2013)

LGOAP: Adaptive layered planning for real-time videogames. - Giuseppe Maggiore; Carlos Santos; Dino Dini; Frank Peters; Hans Bouwknegt; Pieter Spronck (CIG, 2013)

Play style: Showing your age. - Shoshannah Tekofsky; Pieter Spronck; Aske Plaat; H. Jaap van den Herik; Jan M. Broersen (CIG, 2013)

Player Modeling. - Georgios N. Yannakakis; Pieter Spronck; Daniele Loiacono; Elisabeth André (Artificial and Computational Intelligence in Games, 2013)

PsyOps: Personality assessment through gaming behavior. - Shoshannah Tekofsky; Pieter Spronck; Aske Plaat; H. Jaap van den Herik; Jan M. Broersen (FDG, 2013)

Cultural influences on play style. - Mateusz Bialas; Shoshannah Tekofsky; Pieter Spronck (CIG, 2014)

The Intelligence of Agents in Games. - Pieter Spronck (ICAART (1), 2014)

Dynamic Scripting with Team Coordination in Air Combat Simulation. - Armon Toubman; Jan Joris Roessingh; Pieter Spronck; Aske Plaat; H. Jaap van den Herik (IEA/AIE (1), 2014)

Evolutionary Cooperation in a Multi-agent Society. - Marjolein de Vries; Pieter Spronck (ESSA, 2015)

Procedurally Generated History: building a game ecosystem through autoplay. - Gabriele Trovato; Soren Johnson; Pieter Spronck (FDG, 2015)

Transfer Learning of Air Combat Behavior. - Armon Toubman; Jan Joris Roessingh; Pieter Spronck; Aske Plaat; H. Jaap van den Herik (ICMLA, 2015)

Casanova: A Simple, High-Performance Language for Game Development. - Mohamed Abbadi; Francesco Di Giacomo; Agostino Cortesi; Pieter Spronck; Giulia Costantini; Giuseppe Maggiore (JCSG, 2015)

Rewarding Air Combat Behavior in Training Simulations. - Armon Toubman; Jan Joris Roessingh; Pieter Spronck; Aske Plaat; H. Jaap van den Herik (SMC, 2015)

Artificial and Computational Intelligence in Games: Integration (Dagstuhl Seminar 15051). - Simon M. Lucas; Michael Mateas; Mike Preuss; Pieter Spronck; Julian Togelius (Dagstuhl Reports, 2015)

Case-based reasoning for predicting the success of therapy. - Rosanne Janssen; Pieter Spronck; Arnoud Arntz (Expert Syst. J. Knowl. Eng., 2015)

Past Our Prime: A Study of Age and Play Style Development in Battlefield 3. - Shoshannah Tekofsky; Pieter Spronck; Martijn Goudbeek; Aske Plaat; H. Jaap van den Herik (IEEE Trans. Comput. Intell. AI Games, 2015)

Modeling believable game characters. - Hanneke Kersjes; Pieter Spronck (CIG, 2016)

Rapid Adaptation of Air Combat Behaviour. - Armon Toubman; Jan Joris Roessingh; Pieter Spronck; Aske Plaat; H. Jaap van den Herik (ECAI, 2016)

Building Game Scripting DSL's with the Metacasanova Metacompiler. - Francesco Di Giacomo; Mohamed Abbadi; Agostino Cortesi; Pieter Spronck; Giuseppe Maggiore (INTETAIN, 2016)

The Effect of Gender, Native English Speaking, and Age on Game Genre Preference and Gaming Motivations. - Shoshannah Tekofsky; Paul Miller; Pieter Spronck; Kevin Slavin (INTETAIN, 2016)

Deep Learning for Classifying Battlefield 4 Players. - Marjolein de Vries; Pieter Spronck (INTETAIN, 2016)

Predicting Victory in a Hybrid Online Competitive Game: The Case of Destiny. - Yaser Norouzzadeh Ravari; Pieter Spronck; Rafet Sifa; Anders Drachen (AIIDE, 2017)

Metacasanova: an optimized meta-compiler for domain-specific languages. - Francesco Di Giacomo; Mohamed Abbadi; Agostino Cortesi; Pieter Spronck; Giuseppe Maggiore (SLE, 2017)

Artificial and Computational Intelligence in Games: AI-Driven Game Design (Dagstuhl Seminar 17471). - Pieter Spronck; Elisabeth André; Michael Cook 001; Mike Preuß (Dagstuhl Reports, 2017)

High performance encapsulation and networking in Casanova 2. - Francesco Di Giacomo; Mohamed Abbadi; Agostino Cortesi; Pieter Spronck; Giulia Costantini; Giuseppe Maggiore (Entertain. Comput., 2017)

Personalized crisis management training on a tablet. - Paris Mavromoustakos Blom; Sander Bakkes; Pieter Spronck (FDG, 2018)

What tabletop players think about augmented tabletop games: a content analysis. - Mehmet Kosa; Pieter Spronck (FDG, 2018)

Towards Multi-modal Stress Response Modelling in Competitive League of Legends. - Paris Mavromoustakos Blom; Sander Bakkes; Pieter Spronck (CoG, 2019)

Andromeda: A Personalised Crisis Management Training Toolkit. - Paris Mavromoustakos Blom; Sander Bakkes; Pieter Spronck (GALA, 2019)

Artificial and Computational Intelligence in Games: Revolutions in Computational Game AI (Dagstuhl Seminar 19511). - Jialin Liu 001; Tom Schaul; Pieter Spronck; Julian Togelius (Dagstuhl Reports, 2019)

Modeling and adjusting in-game difficulty based on facial expression analysis. - Paris Mavromoustakos Blom; Sander Bakkes; Pieter Spronck (Entertain. Comput., 2019)

Applications of Artificial Intelligence in Live Action Role-Playing Games (LARP). - Christoph Salge; Emily Short; Mike Preuss; Spyridon Samothrakis; Pieter Spronck (CoG, 2020)

Multi-Modal Study of the Effect of Time Pressure in a Crisis Management Game. - Paris Mavromoustakos Blom; Sander Bakkes; Pieter Spronck (FDG, 2020)

Corrigendum to "Modeling and adjusting in-game difficulty based on facial expression analysis" [Entertain. Comput. 31 (2019) 100307]. - Paris Mavromoustakos Blom; Stefan Methorst; Sander Bakkes; Pieter Spronck (Entertain. Comput., 2020)

Avatars of a Feather Flock Together: Gender Homophily in Online Video Games Revealed via Exponential Random Graph Modeling. - Shiyu Zhang; Sander Bakkes; Diederik M. Roijers; Pieter Spronck (IEEE Trans. Games, 2020)

Data2Game: Towards an Integrated Demonstrator. - Johannes Steinrücke; Paris Mavromoustakos Blom; Judith van Stegeren; Ymko Attema; Sander Bakkes; Thomas de Groot; Johan de Heer; Dirk Heylen; Rafal Hrynkiewicz; Ton de Jong; Tije Oortwijn; Pieter Spronck; et al. (AHFE (17), 2021)

Correlating Facial Expressions and Subjective Player Experiences in Competitive Hearthstone. - Paris Mavromoustakos Blom; Mehmet Kosa; Sander Bakkes; Pieter Spronck (FDG, 2021)

Surprisingness - A Novel Objective Interestingness Measure in Hypergraph Pattern Mining from Knowledge Graphs for Common Sense Learning. - Shujing Ke; Pieter Spronck; Ben Goertzel; Alex Van der Peet (ICBK, 2021)

Selecting Parallel In-domain Sentences for Neural Machine Translation Using Monolingual Texts. - Javad PourMostafa Roshan Sharami; Dimitar Shterionov; Pieter Spronck (CoRR, 2021)

Face in the Game: Using Facial Action Units to Track Expertise in Competitive Video Game Play. - Gianluca Guglielmo; Paris Mavromoustakos Blom; Michal Klincewicz; Boris Cule; Pieter Spronck (CoG, 2022)

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 (FDG, 2022)

An Exploratory Study on the Purchase Intentions of Modern Board Games: Purchase Intentions of Modern Board Games. - Mehmet Kosa; Pieter Spronck (FDG, 2022)

Enabling Real-Time Prediction of In-game Deaths through Telemetry in Counter-Strike: Global Offensive. - Stefan Marshall; Paris Mavromoustakos Blom; Pieter Spronck (FDG, 2022)

An Internet-assisted Dixit-playing AI. - Dimitris Vatsakis; Paris Mavromoustakos Blom; Pieter Spronck (FDG, 2022)

Out of the Maze: Investigating Fluid Intelligence and Numeracy as Predictive Factors of Planning Skills Using Video Games. - Gianluca Guglielmo; Elisabeth Huis in 't Veld; Michal Klincewicz; Pieter Spronck (GALA, 2022)

Human-Game AI Interaction (Dagstuhl Seminar 22251). - Dan Ashlock; Setareh Maghsudi; Diego Perez Liebana; Pieter Spronck; Manuel Eberhardinger (Dagstuhl Reports, 2022)

The simulator sickness questionnaire, and the erroneous zero baseline assumption. - Phillip Brown; Pieter Spronck; Wendy A. Powell (Frontiers Virtual Real., 2022)

Investigating the Relation Between Playing Style and National Culture. - Yaser Norouzzadeh Ravari; Lars Strijbos; Pieter Spronck (IEEE Trans. Games, 2022)

Predicting Chess Player Rating Based on a Single Game. - Tim Tijhuis; Paris Mavromoustakos Blom; Pieter Spronck (CoG, 2023)

Tailoring Domain Adaptation for Machine Translation Quality Estimation. - Javad PourMostafa Roshan Sharami; Dimitar Shterionov; Frédéric Blain; Eva Vanmassenhove; Mirella De Sisto; Chris Emmery; Pieter Spronck (EAMT, 2023)

Multiplayer Tension In the Wild: A Hearthstone Case. - Paris Mavromoustakos Blom; Dávid Melhárt; Antonios Liapis; Georgios N. Yannakakis; Sander Bakkes; Pieter Spronck (FDG, 2023)

Predicting Tetris Performance Using Early Keystrokes. - Gianluca Guglielmo; Michal Klincewicz; Elisabeth Huis in 't Veld; Pieter Spronck (FDG, 2023)

Gamified Motor Learning Through High-Fidelity Sensor Technology. - Paris Mavromoustakos Blom; Vasileios Mylonas; Thomas Nikodelis; Vasileios Konstantakos; Pieter Spronck; Theodoros Loizidis; Igor Mayer (SeGAH, 2023)

A Systematic Analysis of Vocabulary and BPE Settings for Optimal Fine-tuning of NMT: A Case Study of In-domain Translation. - Javad PourMostafa Roshan Sharami; Dimitar Shterionov; Pieter Spronck (CoRR, 2023)

Guiding In-Context Learning of LLMs through Quality Estimation for Machine Translation. - Javad PourMostafa Roshan Sharami; Dimitar Shterionov; Pieter Spronck (AMTA (1), 2024)

Detecting Experts Using a MiniRocket: Gaze Direction Time Series Classification of Real-Life Experts Playing the Sustainable Port. - Gianluca Guglielmo; Michal Klincewicz; Elisabeth Huis in 't Veld; Pieter Spronck (GALA, 2024)

Introducing "The Sustainable Port": A Serious Game to Study Decision-Making in Port-Related Environments. - Gianluca Guglielmo; Michal Klincewicz; Elisabeth Huis in 't Veld; Pieter Spronck (GEM, 2024)

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 (VR Workshops, 2024)

Computational Creativity for Game Development (Dagstuhl Seminar 24261). - Duygu Çakmak; Setareh Maghsudi; Diego Perez Liebana; Pieter Spronck (Dagstuhl Reports, 2024)

LoCoMoTe - A Framework for Classification of Natural Locomotion in VR by Task, Technique and Modality. - Charlotte Croucher; Wendy A. Powell; Brett Stevens; Matt Dicks; Vaughan Powell; Travis J. Wiltshire; Pieter Spronck (IEEE Trans. Vis. Comput. Graph., 2024)

Tracking Early Differences in Tetris Performance Using Eye Aspect Ratio Extracted Blinks. - Gianluca Guglielmo; Michal Klincewicz; Elisabeth Huis in 't Veld; Pieter Spronck (IEEE Trans. Games, 2024)

Investigating Complex Dynamics in Eye-Aspect-Ratio of Expert Tetris Players Using Recurrence Quantification Analysis. - Gianluca Guglielmo; Michal Klincewicz; Pieter Spronck (CoG, 2025)

The Blind Gamer: Examining Ethical Agency Through Choice Blindness in Game Design. - Kamyab Ghorbanpour; Michal Klincewicz; Paris Mavromoustakos Blom; Pieter Spronck (ICEC, 2025)

Know Your Game, From in-Real Life Experts to Video Game Experts: Discriminating in-Real Life Experts From Non Experts Using Blinks and EAR-Derived Features. - Gianluca Guglielmo; Michal Klincewicz; Elisabeth Huis in 't Veld; Pieter Spronck (IEEE Trans. Games, 2025)