IEEE CoG 2026
Accepted Papers
We are pleased to present the papers accepted for IEEE CoG 2026. Papers are grouped by track, with regular papers listed first and auxiliary papers second.
Best Paper Award Nominees
The following papers have been nominated for the IEEE CoG 2026 Best Paper Award:
- 129 — Qian-Rong Li, Hung Guei, I-Chen Wu and Ti-Rong Wu. MAPLE: Multi-State Aggregated Policy Evaluation for AlphaZero in Imperfect-Information Games
- 179 — Valentina Genoese-Zerbi, Justus Robertson and Rogelio E. Cardona-Rivera. Categorizing Experience Management Problem Difficulty Using Graph Analysis
- 217 — Sung-Hyun Kim, Geum-Hwan Hwang, In-Chang Baek, Seo-Young Lee and Kyung-Joong Kim. Multi-Objective Instruction-Aware Representation Learning in Procedural Content Generation Reinforcement Learning
- 245 — Filip Sroka and Laurissa Tokarchuk. Segment-Based Dynamic Difficulty Adjustment for Motor Learning in VR Rhythm Games
- 252 — Tania Olarte Avila. Designing Reflective Mobile Game Systems for Mental Health Literacy Through Emotional Granularity
- 425 — Joseph Dalhke, Thomas Esplin, Matthew Sheppard and Christopher Archibald. A Hybrid Codenames AI Team: Combining Static Word Embeddings and LLMs
All accepted papers are listed below.
AI for Game Playing
Regular Papers
- 8 — Christian Poglitsch and Johanna Pirker. Training Compact Language Models for Strategic Reasoning in Social Deduction Games
- 23 — Lukas Grassauer. Characterizing Game Difficulty Using Monte Carlo Tree Search Convergence Metrics
- 34 — Olca Orakci and Elif Surer. Bridging the Generalization Gap in Open-Ended Game Worlds: Multi-Agent LLM Reasoning in Neural MMO 2
- 43 — Eric Buitron Lopez and Roberto Solis-Oba. A Memory-Driven Action Selection Framework for Scalable Ambient NPC Behavior
- 46 — Remo Sasso, Michelangelo Conserva, Dominik Jeurissen and Paulo Rauber. Foundation Models as World Models: A Foundational Study in Text-Based Gridworlds
- 59 — Daniel Keren. How Much Can a Few Engine Moves Help? Quantifying Limited Cheating in Chess
- 69 — Christoph Koller, Johannes Fürnkranz and Timo Bertram. RePAIR: Predictive Self-Supervised Representation Learning in Chess
- 86 — Adrian Kathagen, Fabian Ostermann and Marco Pleines. Simulating Super Mario Odyssey for Agent Training using Decompilation
- 90 — Bowen Lyu, David Mao San Wei, Ruochen Liu and Elvis S. Liu. Phase-Guided Real-Time Motion In-Betweening for Arbitrary-to-Periodic Transitions
- 101 — Jiahong Li, Sai Siddartha Maram, Atieh Kashani, Ulia Zaman, Zhiyu Lin, Cameron Marano, Roger Azevedo, Jichen Zhu and Magy Seif El Nasr. Oops, Not Now: PEARL, a RAG-Based Support Agent for Gameplay and What Players Want from AI Help
- 105 — Strahinja Jankovic, Sven Liedtke, Jonas Weigand, Himangshu Sarma, David A. Plecher, Johanna Pirker and Christian Eichhorn. Comparing Scripted and LLM-Guided Driver Instruction in Virtual Reality
- 112 — Jason Carlson, Lincoln Bernard and Brian Carlson. Preference-Optimized Policies for Realistic Grandmaster Chess
- 125 — Haruki Yokoyama, Ryohei Orihara, Yasuyuki Tahara and Yuichi Sei. Intent-Belief Multi-task Transformer for Behavior Cloning in Mahjong
- 129 — Qian-Rong Li, Hung Guei, I-Chen Wu and Ti-Rong Wu. MAPLE: Multi-State Aggregated Policy Evaluation for AlphaZero in Imperfect-Information Games
- 138 — Timo Bertram. Introducing the Dominion Learning Environment for Stochastic Long‑Horizon Combinatorial Reinforcement Learning
- 150 — Somjit Nath, Abdelhak Lemkhenter, Pallavi Choudhury, Chris Lovett, Katja Hofmann, Sergio Valcarcel Macua and Lukas Schäfer. Augmentations for Robust and Efficient Imitation Learning in Streamed Video Games
- 163 — Brian Yang, Toma Allary, Ian Gauk, Clark Verbrugge and Joshua Romoff. Efficient Human-like Aiming in FPS Games
- 166 — Anthony Gagliano and Clark Verbrugge. Ally-Conscious Area of Effect Targeting
- 171 — Vignesh Mohan. IRumAI: Reinforcement Learning for Indian Rummy
- 180 — Jonas Peche, Aliaksei Tsishurou, Alexander Zap and Guenter Wallner. Multi-Task Learning for Heterogeneous Prediction from Video Game State with Transfer Learning
- 203 — Ruizhe Yu Xia, Jeremy Gow and Simon Lucas. Graph Neural Network Agents for Planet Wars
- 208 — John Chen, Sihan Cheng, Can Gurkan, Ryan Lay and Moez Salahuddin. Vox Deorum: A Hybrid LLM+X Architecture for Civilization (4X / Grand Strategy Game) AI
- 221 — Sam Earle, Graham Todd, Zehua Jiang, Muhammad Umair Nasir, Andrzej Banburski-Fahey, Yuchen Li, Julian Togelius and Ahmed Khalifa. PuzzleJAX: A Benchmark for Learning and Reasoning
- 235 — George Long, Diego Perez-Liebana and Spryidon Samothrakis. Optimising Team Compositions through Large Language Model Theorycrafting
- 244 — Syed Aman Rahaman, Ibrahim Khan, Thai Van Nguyen, Mustafa Can Gursesli, Juho Hamari and Ruck Thawonmas. Hearing the HASARD: Investigating the Role of Audio for Safe Reinforcement Learning in Partially Observable 3D Environments
Auxiliary Papers
- 287 — Kaijie Xu, Yiwei Zhang and Clark Verbrugge. Efficient Multi-Guard Patrol through Extended Composite Potential Fields
- 294 — Alessandro Sestini, Joakim Bergdahl, Amir Masood Baghi, Jean-Philippe Barrette-LaPierre, Florian Fuchs and Linus Gisslen. Augmenting Game AI with Deep Reinforcement Learning
- 310 — Mathis Delsart, Achille Morenville and Éric Piette. Combining Spatial and Entity-Based Reasoning for Competitive MicroRTS via U-Net and Transformers
- 315 — Stefano Lambiase. “We Must Be Better” A Critical Vision for the Convergence of Software Engineering and Human-Computer Interaction in Generative AI-Driven Video Game Development
- 320 — Mohit Jiwatode, Alexander Dockhorn and Bodo Rosenhahn. Compiling VGDL into Causal Models
- 321 — Han Cheng, Wuzhou Sun and Ji Zhang. A Hybrid Assessment Method for Dynamic Difficulty Adjustment in Adversarial Games
- 325 — Bryan Bachelet, Vincent Devine, Matéo Erbisti, Omaya Lise, Aurélien Lherbier and Aurélien Chambon. Evaluating transfer learning for reinforcement learning agents across same-genre video games
- 331 — Tomas Rigaux and Hisashi Kashima. Predicting Drafted Deck Strength for “Magic: the Gathering”
- 338 — Ryuta Noguchi and Tomoyuki Kaneko. Learning strategies including cooperative actions in adversarial multi-player game
- 339 — Kaijie Xu, Fandi Meng, Clark Verbrugge and Simon Lucas. Action Selection in Multiplayer Hidden-Information Games with Expected Target Entropy
- 342 — Dominik Budzki and Jakub Kowalski. A Transformer-Based Architecture for Reinforcement Learning in Tales of Tribute
- 366 — Varun Adithiyan Ravichandran, James Goodman and Simon Lucas. Evaluation of Perfect‑Information Monte Carlo Tree Search in Imperfect‑Information Games
- 367 — Simão Reis and Fernando Alves. Deep Team Synthesis: Opponent-Conditioned Latent Space Mapping for the Pokémon VGC AI Competition
- 384 — Dien Nguyen and Diego Perez Liebana. Game-Agnostic Value Functions through Automatic JSON Feature Extraction
- 386 — Dominik Jeurissen, Duygu Cakmak, Ji-Eun Lee and Ram Rangan. A Game-Integrated On-Device Gaming Assistant
- 394 — Shinichi Arimura, Yuchen Li and Julian Togelius. Stack more levels: how to get general and human-like Mario playing
- 400 — Michiel Pronk, Rik van Noord and Malvina Nissim. Playing the Rebus Game: DR.DENKER Measures Visual Lateral Reasoning in Language Models
- 411 — Botao Hu and Qi Zhang. Privileged Critics Improve Bridge Bidding Agents Trained with PPO and Self‑Play
- 415 — Kevin Christopher Chua, Al Muqshith Mohammed Shifan, Cristiano Politowski, Ali Neshati and Loutfouz Zaman. RIDGE: State-Conditioned Reward Blending for Behavioral Coverage in Deep RL Game Agents
- 418 — Owen Salyer and Chad Mourning. An Evaluation of Large Language Models on Before-and-After Trivia Clues
- 425 — Joseph Dalhke, Thomas Esplin, Matthew Sheppard and Christopher Archibald. A Hybrid Codenames AI Team: Combining Static Word Embeddings and LLMs
- 430 — Pablo Carrasco Velo, Yifan Geng, Yi Xia, Ibrahim Khan, Mustafa Can Gursesli, Anna Enrica Tosti, Juho Hamari and Ruck Thawonmas. The Annoying AI: Impact of Context-Aware LLM Trash-Talking on Player Frustration and Engagement
Game Analytics and Player Experience
Regular Papers
- 37 — Nahian Rifaat, Felix Morosov and Loutfouz Zaman. Multi-Label Perceptual Bug Detection in Video Games using Deep Learning on Gameplay Footage
- 49 — Carlo A. Furia and Andrea Mocci. A Taxonomy of Design Quality in Super Mario Maker 2
- 65 — Stefan Freyr Gudmundsson. A Fingerprint Framework for Analyzing Bridge
- 84 — Ronja Fuchs, Florian Rupp, Timo Bertram, Kai Eckert and Alexander Dockhorn. Toxicity in Twitch Chats: An LLM-Based Analysis Across Gaming Communities
- 89 — Tianyuan Zhou, Zhizheng Fu and Tianming Yang. Accelerating Skill Assessment in Chess: A Drift-Diffusion-Enhanced Elo Rating System
- 117 — Eren Karan, Anan Schütt, Ruben Schlagowski and Elisabeth André. Aha! in Chess Puzzles: Connections to Chess Engine Outputs and Enjoyment
- 131 — Oleg Jarma, Erica Manca, Thomas Vase Schultz Volden and Paolo Burelli. Atari Games Challenge: A Pilot Study on Multimodal Player Experience Assessment
- 135 — Tamsin Isaac and Paul Cairns. Playing Against the Clock: A Cross-Platform Taxonomy of Limited-Time Events
- 179 — Valentina Genoese-Zerbi, Justus Robertson and Rogelio E. Cardona-Rivera. Categorizing Experience Management Problem Difficulty Using Graph Analysis
- 186 — Lauren Winter and Paul Cairns. The Jingle of Contrasting Constructs: Comparing Measures of Immersion and Challenge from the PXI and IEQ-SF.
- 192 — Linqi Zhao, Aleksandra Landowska, Johann Benerradi, Horia Maior, Max Wilson and Patrick Dickinson. Personality Traits, Perceived Mental Workload and Game Difficulty: An Exploratory Study
- 193 — Younsung Lee, Yujin Kim and Kyung-Joong Kim. Beyond Detection: Full Minimap State Reconstruction in MOBA Games
- 198 — Heeyun Heo and Huy Kang Kim. When to Switch, Not Just What: Transition Quality Prediction in Clash Royale
- 206 — Shoki Seki and Tomokazu Ishikawa. Quantitative Analysis of Player-Adjusted Hit Feedback in 2D Action Games
- 239 — Afshin Gholami and Seyedsadegh Yousefzadeh. Perceived Intelligence, Trust, and Engagement in Prompt-Conditioned Conversational Game Characters: A Within-Subject Study
- 246 — Ray Ito. Game AI Not Fun? A Scoping Review and Meta-Analysis on the Differences in Enjoyment between Human and Computer Opponents
Auxiliary Papers
- 307 — Ting-Chen Hsu, Jiangxu Lin, Wenran Chen, Zheyuan Zhang and Fei Qin. Who embraces AI in play? Exploratory modeling of player preference profiles toward game AI
- 308 — Seongeun Baek and Joonho Kwon. Kill-Conditioned Engagement Outcome Prediction in League of Legends Under Minute-Resolution Public Telemetry
- 323 — Nahian Rifaat, Fedir Skliar, Parisa Sargolzaei and Loutfouz Zaman. A Space-Agnostic Visual Game Analytics Tool with Adaptive Spatial Reconstruction for Mixed Reality Game Development
- 349 — Rafael Da Silva Santos, Leonardo Ferreira da Costa, Ana Luiza Bessa de Paula Barros and Gustavo Augusto Lima de Campos. YGO-Turns: A Large-Scale Tournament Dataset of Expert Yu-Gi-Oh! Duel States
- 372 — Emil Wallraff, Johannes Büttner and Sebastian von Mammen. Playstyle Classification using Player Metrics
- 399 — Yucheon Park, Geum-Hwan Hwang and Kyung-Joong Kim. Judging the Imitation Game: Exploring Creator Bias in VLM-Based PCG Level Evaluation
- 426 — Lisa Liu, Runqi Zou, Shuxuan Kuang, Yuchen Li, Tim Merino and Julian Togelius. LURK Werewolf: Evaluating Linguistic Bias in Large Language Models
- 436 — Fabian Wiesinger, Johanna Pirker and Denis Helic. Association between Player Perception and AI Disclosure on Steam - An Exploratory Study
- 437 — Tobias Schneider and Rafet Sifa. BehaviorFormer: Discovering Behavioral Patterns via Clusterable Next-Token Prediction
- 444 — Emanuele Galardo, Giovambattista Ianni and Denise Angilica. Dual-Stage Label-Isomorphic State Validation in Grid Logic Games
Game Design and Technology
Regular Papers
- 24 — Michael Fairbank and Mark Moxon. Analysing the Saturn Loading Screen from the Classic Computer Game: Elite
- 25 — Michael Fairbank and Mark Moxon. The Rotating Planets in the Classic Game: Elite
- 28 — Diego Tondorf, Fabio Petrillo and Alexandra Nemery. A Systematic Mapping of Elements of Fun in Digital Games
- 73 — Danial Barazandeh, Alireza Dehghanpour and Gabriel Zachmann. Splat, Click, Asset: An Artist-Centric Segmentation Pipeline for Gaussian Splats
- 106 — Esdras Silva, Lyrene Silva and Roberta Coelho. LLM-Based Automated Test Generation for Unity Games: An Empirical Study
- 108 — Rafael da Silva Santos, Ana Luiza Bessa de Paula Barros and Gustavo Augusto Lima de Campos. MSED: Engine-Level Multi-Modal Trajectory Recording for Minecraft
- 136 — Valère Plantevin and Yannick Francillette. QUIC as a Unified Transport Layer for Real-Time Multiplayer Games: A Formal Analysis and Empirical Evaluation
- 187 — Samuel Shields and Edward Melcer. Balance Equalization: A Framework for the Development of Game Balance Across Audience, Designer, and Game Contexts
- 194 — Zhaoyou Liu. FlashLore: Graph-Structured and Closed-World Grounded Memory for Believable Game NPCs
- 210 — Kyle Mitchell, Nicholas Treynor, Halil Ozgur Demir, Nick Toothman, Gina Bloom, Colin Milburn, Michael Neff and Joshua McCoy. Breaking the Death Spiral: Balancing Authenticity and Feasibility in Parameterized Narrative AI
- 228 — Luca Roes, Fabian Ostermann and Günter Rudolph. Evaluating the Benefits of External Observations for Adaptive Music Systems
Auxiliary Papers
- 312 — Lucas Gonzalez, Yannick Francillette, Valère Plantevin and Sylvain Hallé. Evaluating Game Difficulty: A Static Approach via Spatial Queries and Influence Fields
- 316 — Gaole Huang, Jian Tan and Max Chen. Agency and Creativity in GenAI-based Game Development and Design Education
- 322 — Jerrin Moore. PRISM: Promoted Robust Instance-based Spatial Memory for Real-Time Player Behavioral Encoding
- 347 — Miguel Gomez-Zamalloa, María Sachez Carrasco and Jaime Sánchez Hernández. Towards a Reaper/FMOD Framework for Seamless Horizontal Re-sequencing in Game Music
- 353 — Jerry Wexler, Carmine Guida and Lauren DeMaio. ConstructRL: A Reinforcement Learning Framework for the Construct Game Engine
- 371 — Ray Ito, Naoyuki Jimbo and Koya Ihara. Text2BT: A Baseline Study on LLM-Agent-Based Behavior Tree Generation for Game Character AI
- 380 — Benedict Wilkins, Carlos Celemin, Adrián Barahona-Ríos, Saman Zadtootaghaj and Nabajeet Barman. Evaluating VLMs for Autonomous Agent-Driven Geometry Clipping Detection in Video Game QA
- 422 — Mei Si. Repair-Aware Game AI Agents for Long-Horizon Narrative Design and Planning
- 439 — Simão Reis, A. Lucas Martins, Rita Novais and Fernando Alves. Architecting Meta-Game Diversity: Novel Objective Formalizations for the VGC AI Benchmark
Game Human-Computer Interaction
Regular Papers
- 147 — Sittikrai Chorrojprasert, Ben Kirman, Myat Thura Aung and Alena Denisova. Proactive or Reactive? Comparison of Dynamic Difficulty Adjustment Effects on Player Experience and Physical Effort in a Running Exergame
- 161 — Gwendal Paton, Anne-Gwenn Bosser, Nathalie Le Bigot and Brian Ravenet. Progressive Crowd Densification to Support Narrative Engagement in VR
- 165 — Maria Edwards and Julian Togelius. Nonslop: A Gamified Experiment in Human-AI Collaborative Writing
- 219 — Li Lin, Wenshu Zhang, Tim Smith and Ailin Dong. State-Driven Audio Description for Environmental Understanding in 3D Games for Players with Blindness and Low Vision
- 245 — Filip Sroka and Laurissa Tokarchuk. Segment-Based Dynamic Difficulty Adjustment for Motor Learning in VR Rhythm Games
Auxiliary Papers
- 330 — Jose Barambones, Florian Richoux, Angélica de Antonio, Cristian Moral, Elena Villalba-Mora, Ricardo Imbert and Loïc Martínez-Normand. Game Mechanics as HCI Research Tools: A Crosswalk and Equivalence Protocol for Card Sorting
Procedural Content Generation
Regular Papers
- 54 — Miguel Belbute and Carlos Martinho. The Plot Thickens as the Data Shrinks: Insights into Compression-Based Story Sifting
- 55 — Yiwei Zhang, Kaijie Xu, Richard Zhao and Clark Verbrugge. Path2Patrol: Path-Conditioned Guard Generation in Stealth Games through MAP-Elites
- 97 — Trevor Truesdell, Erik Rankin and Britton Horn. From Tiles to Jumps: Optimizing Wave Function Collapse Window Size for Playable Platformer Generation
- 116 — Nozomu Karai, Mitsuki Sakamoto, Keisuke Niimi, Koya Ihara and Kenshi Abe. Puzzle Level Generation with Designer-intended Gimmick Usage and Verified Solvability in Hexa Away
- 127 — Meiyi Liu and Chun Yuen. Pre-processing Enhancement for Recovering Editable Window Instances from AIGC Building Meshes
- 142 — Petr Šimůnek and Oliver Wakeford. Constraint-Aware Terrain Completion from Sparse Fixed Regions for Game Heightmaps
- 151 — Matthew Siper, Ahmed Khalifa and Julian Togelius. Procedural Content Generator Generation via Continual Abstraction Discovery
- 155 — Arturo Valdivia and Paolo Burelli. Improving Collaborative Storytelling with a Multi-Agent Framework Based on Large Language Models
- 170 — Filip Natanael Josefsson, Aseel Berglund, Christoph Kessler and Erik Berglund. Analysis of Overfitting, Prompt Impact and Model Choice in Video Game Level Generation with Fine-Tuned LLMs
- 184 — Johannes Pfau, Ian Baverstock, Martin de Ronde, Michiel Mol and Jasper Vis. Generative Remastering: Token- versus Diffusion-Based Level Generation, Target Style Realization, and Autonomous Augmentation
- 189 — Qianwen Lyu, David Millard and Nicholas Gibbins. Narrative intervention for prospective story sifting
- 214 — Baek In-Chang, Jiyun Jung, Sung-Hyun Kim, Hwang Geum-Hwan and Kyung-Joong Kim. Multiverse: Language-Conditioned Multi-Game Level Blending via Shared Representation
- 217 — Sung-Hyun Kim, Geum-Hwan Hwang, In-Chang Baek, Seo-Young Lee and Kyung-Joong Kim. Multi-Objective Instruction-Aware Representation Learning in Procedural Content Generation Reinforcement Learning
Auxiliary Papers
- 286 — Kaijie Xu, Fandi Meng and Clark Verbrugge. Scene-Modular LLM-Driven Procedural Level Generation for Anomaly-Detection Games
- 298 — Kaijie Xu and Clark Verbrugge. Boss Fights as Spatio-Temporal Level Generation
- 299 — José Martins, Francisco Cardoso, Cedric Hartz, Kinga Skorupska and Jakub Kowalski. Real-time Procedural Generation of Coherent Infinite Multi-biome 2D Landscapes
- 305 — Ahmed Alzuhair, Ghala Alqahtani, Yahya Osais and Ahmed Alherz. Sudoku-Based Constructive Generation of Constraint-Satisfying Cubes for OCD Assessment
- 313 — Justus Robertson. Game Simulacra Construction from Gameplay Video with a Multimodal LLM
- 356 — John Brazell and Justus Robertson. Pacing-Aware Procedural Generation and Runtime Control
- 359 — Yunlong Zhao, Yi Yuan, Qingquan Zhang, Ziqi Wang, Jian Yang, Bo Yuan, Jichen Zhu, Georgios Yannakakis and Jialin Liu. PCG.ME: Procedural Content Generation with Multiple Experts
- 412 — Min-Sung Park, Dae-Wook Kim, Shinjin Kang and Si-Hwan Jang. Beyond Playability: A Design-Space Perspective on Persistent Spatial Intent in Co-Creative PCGRL
- 417 — Mukesh Guntumadugu and Chad Mourning. Dance Dance Prompting: Generating Stepfiles with Large Language Models
- 427 — Edward Johnson, Pedro Elias Engelberg Silva Borges, Arthur Galdino Dangoni, Wilson Maranhão Ramos Filho, Diogo Fernandes and Arlindo Rodrigues Galvão Filho. A Comparative Study of Multimodal Models on Constraint-Based 2D Game Asset Production
- 432 — Dipika Rajesh, Ahmed Khalifa and Julian Togelius. Evolutionary Wave Function Collapse
- 440 — Ryan Fleishman, Shresth Kapoor, Teddy Clark, Jan Borowski, Timothy Merino and Julian Togelius. RuleSweeper: Procedurally Generating Gameplay Mechanics In Minesweeper
- 445 — Anne Vetter and Sebastian von Mammen. Puzzle Anything: An Assembly-Graph Representation for 3D Puzzle Authoring
Serious Games
Regular Papers
- 30 — Santiago Berrezueta-Guzman, Nadia Damianova, Andrei Koshelev, Ivan Parmacli and Stefan Wagner. TUMSphere: Turning a University Curriculum into Playable VR Challenges
- 50 — Carlos Pereira Santos, Phil de Groot, Jens Hagen, Wilco Boode and Igor Mayer. Procedural Ocean: Design of Maritime Visualizations using Game Technology
- 53 — Michael Schuricht, Ahsanullah Mohsen and Duc Hung Pham. Jump-and-Learn: Exploring the Potential of Platformer Games for Knowledge Acquisition in Higher Education
- 62 — Bradford Mott, Jessica Vandenberg, Carlos Penilla, James Lester and Elizabeth Ozer. Enhancing AI Literacy Through Narrative-Centered Gameplay: A Multi-Classroom Evaluation
- 71 — Mennatullah Hendawy, Ola K. Esmail, Jiahong Li, Nouran Azouz, Ulia Zaman, Anagha Kannampilly Janardhanan, Mario Escarce and Magy Seif El Nasr. From Individuals to Systems: A Multi-Level Action Framework for Interactive Tools and Systems Addressing Wicked Problems - Case of Serious Games
- 110 — Gabriel Santos, Rita Julia and Marcelo Nascimento. Agentic Knowledge Tracing: A Multi-Agent LLM Architecture for Stealth Assessment of Financial Literacy in Serious Games
- 143 — Claire Aguiar, Jessica Vandenberg, Dan Carpenter, Veronica Catete, Wookhee Min and Bradford Mott. Pathfinding Showdown: Understanding Algorithmic Search Through Competitive Play
- 148 — Andrés Cela, Edwin Daniel Oña and Alberto Jardón. Feasibility of an eJamar-Based Exergame System Combined with Conventional Therapy in Patients with Rheumatic Hand Conditions: A Preliminary Study.
- 159 — Franziska Bönisch, Mounsif Chetitah and Sebastian von Mammen. Generating Serious Game Concepts from Learning Objective Specifications
- 195 — David Abián and Pablo Gutiérrez-Sánchez. CVshredder: A Telemetry-Rich Paradigm for Sequential Stopping Under Time Pressure, Partial Observability, and Costly Information Acquisition
- 209 — Casper Harteveld, Guillermo Romera and Omid Mohaddesi. Co-Developing and Calibrating a Gamified Survey for Player Motivation Profiling
- 247 — Edward Melcer, Samuel Shields, Daeun Hwang, Alex Calderwood, Shi Johnson-Bey, Michael Mateas and Noah Wardrip-Fruin. A Mixed-Methods Exploration of Player Experiences in Static and Dynamic Educational Interactive Narratives
Auxiliary Papers
- 333 — Florian Glawogger, Johanna Pirker and Michael Holly. Evaluating the Effectiveness of an Environmental Game in Encouraging Eco-Friendly Behavior
- 345 — Gijs van der Heide, Jordy del Castilho, Leonardo Lago, Pavel Verigo, Teodor Stănilă, Zeyu Fan, Tzu-Hsin Hsieh, Amir Zaidi, Giulio Barbero, Mike Preuss and Rafael Bidarra. Prompted: a puzzle game on LLM prompting
- 374 — Rita Novais, Luís Reis, Brígida Faria and Eliana Silva. Towards Intelligent and Adaptive Serious Games for Cognitive Rehabilitation in Acquired Brain Injury
- 379 — Rares-Ioan Suciu and Isabela Dramnesc. Enhancing Serious Games through Robotic Embodiment in Education
- 398 — Pablo Gutiérrez-Sánchez and Nel Sánchez-Fernández. Orchestrating Engagement: Design and Pilot Evaluation of an RPG for Music Literacy Education
- 443 — Willi Schorrig, Manuel Danze, Philipp Rapp and Manuel Eberhardinger. Tone: Evaluating a Minimalist Interactive Music Learning Experience for Children
Special Session - Evaluating and Advancing Spatial Intelligence through Games
Regular Papers
- 63 — Mohit Jiwatode, Ronja Fuchs, Robin Schmöcker, Alexander Dockhorn and Bodo Rosenhahn. Spatial Reasoning in LLM Game Agents: Impact of Causal Context and Multi-Step Planning
Auxiliary Papers
- 408 — Noah Syrkis, Timothée Anne, Meriem Elhosni, Florian Turati, Alexandre Manai, Franck Legendre, Alain Jaquier and Sebastian Risi. Parabellum: A Vectorized Hierarchical Game Environment for Evaluating Spatial Intelligence in Vision-Language-Action Models
Special Session - Games for Health and Wellbeing
Regular Papers
- 38 — William Kerstens, Stylianos Grigoriadis, Thomas Nikodelis and Paris Mavromoustakos-Blom. Strength-based Movement Training through a Variability-based Serious Game
- 67 — Yirui Zuo, Yaxin Zhu, Wen Chen, Ziqiang Yan, Jiachen Du, Longtao Gai and Xinyi Fu. Cultivating Connections: A Tangible Tabletop Game for Older Adults' Social Engagement
- 123 — Marlene Rosa, John Henry, Sylvester Arnab and Carolina Reina. Towards a design framework for game-based interventions in dementia: an umbrella review using the player–game–therapy model (PGT-model)
- 126 — Carolina Reina, Clara Neves, Alexandre Cavaleiro, Susana Lopes and Marlene Rosa. Beyond Play: Predictors of Performance in an Analogue Tabletop Activity Among Older Adults With and Without Dementia
- 252 — Tania Olarte Avila. Designing Reflective Mobile Game Systems for Mental Health Literacy Through Emotional Granularity
Auxiliary Papers
- 303 — Fernanda Lima, Sérgio Oliveira, Manuel Graça, Bernardo Marques, Samuel Silva, Miguel Pais-Vieira and Beatriz Sousa Santos. Employing Personalized Avatars in Virtual Reality Environments to Support Stroke Rehabilitation
- 377 — David Pinto, Luís Paulo Reis, Catarina Fernandes, Marta Parreira and Eliana Silva. Cogni Party: A Multiplayer Party Game with Adaptive AI Agents for Cognitive Rehabilitation of Acquired Brain Injury Patients
- 383 — Eliana Silva, David Fang, Luís Paulo Reis and Sara A. Silva. Designing a Serious Game for Elementary Teachers’ Emotion Regulation: Insights from Teachers and Health Professionals
- 389 — Loïc Braud, Alexandra Plonka, Olivier Cavadenti and Maël Addoum. COGITO: A Dynamic LLM-Driven Virtual Patient Simulation for Speech-language Pathology Training
- 407 — Avery Keuben, Talaal Irtija, Joseph Tandyo, Stefanie Ng, Amy Wiebe, Samuel Gaudet, Rebekah Leslie, Meadow Schroeder, Lauren Goegan and Richard Zhao. From Design Principles to Prototype: A Game for Students with ADHD and Learning Disabilities Transitioning to Post-Secondary Education
Accepted Industry Talks
- John Lewis and Rijk Groenewoud (LoreWeaver). From Scripted Content to Systemic Narrative: Building On-Device Emergent Narrative with LoreWeaver Director
- Piero Molino, Patrick John Chia, Federico Bianchi, Jonathan P. Chen and Paul Szerlip (Studio Atelico). GARP: Real-Time Generative Agents on Local Hardware in a Game Engine
- Alex Kearney (Artificial.Agency). From Rules to Rulings: How Agentic AI Restores the Board Game Advantage to Digital Games
- Chris Brown (Kythera AI). Climbing Up The Walls: Building a Navigation System for Characters That Defy Gravity
- Paolo Maninetti (Reply). Prompt-to-Prototype: LLM-Driven Authoring of Enemy Behaviors in Unreal Engine
- Sam Harris and Ambrose Robinson (Parable Studios). Own Your Game - Ethical On-Device AI for Developers
- Dominik Jeurissen and Duygu Cakmak (Creative Assembly, NVIDIA). What should I do? An Experimental Onboarding Advisor for Total War: Pharaoh
- Alexander Zap (Wargaming Group Limited). Teaching tanks to behave - How to use Reinforcement Learning and get better every day
- Nathaly Kalantar (Replay Masters EU). Teaching Game Design Through Hybrid Play
- Diana Kulich, Dj Human and Jonathan Bödewadt-Pedersen (Raw Power Labs). Your game is a graph, so why not make your GDDs one, too?
- Marta Beltrán (Spanish Data Protection Authority). Beyond "I agree": Building data protection into the game development life cycle
Accepted Demos
- Md Mamunur Rashid. Gaming Beyond Entertainment: Social Belonging, Loneliness, and Digital Wellbeing in Global Gaming Communities
- Bianca Miranda, Samuel Costa, João Pedro Mello, David Augustus Pinheiro, Beatriz Gouveia, Deborah Arruda and Alyson Souza. DodgeballMR: An Immersive Sporting Gaming for Local Multiuser Social Interaction
- Joshua Kritz. Using Generative AI to Create Microtools for Tabletop Game Design Workflows
- John Brazell and Justus Robertson. Pacing-Aware Procedural Generation and Runtime Control Demo
- María del Mar López Guerrero. Educational Escape Rooms for Chemistry Learning: From the Zombie Attack to the Theft of the Mona Lisa
- Esdras Silva, Lyrene Silva and Roberta Coelho. AI Doing the "Laundry and Dishes": One-Click Automated Test Generation inside Unity
- Chanhee Choi. Real-Time Neural Data Mapping in Unity: A BCI-Driven Experimental Gameplay System
- Sam Harris and Ambrose Robinson. Own Your Game: Ethical On-Device AI for Developers
- Piero Molino, Patrick John Chia, Federico Bianchi, Jonathan P. Chen and Paul Szerlip. GARP Demo: Real-Time Generative Agents on Local Hardware in a Game Engine
- Saad Bazaz and Talha Amjad. Vibecoder Simulator: A self-modifying game environment with agentic world tools
- Ting-Chen Hsu. “Sincerity or Treasure”: An AI-Native Strategic and Collaborative Deduction Game Exploring Player-AI Reasoning Dynamics
- Li Lin, Ailin Dong, Corey Ford, Tim Smith and Wenshu Zhang. A State-Driven Audio Description Tool for Environmental Understanding in 3D Games
- Toby Best, Raluca Gaina, Simon Lucas, James Goodman and Jamie Harris. Descent: Journeys in the Dark' Computer-Aided Content Generation
- Paul Riesch, Mary Linke, Florian Rupp, Sabiha Ghellal and Katie Seaborn. CaféBeans: An Exploratory Serious Game for Deceptive Design Awareness
- Miguel Belbute and Carlos Martinho. The Plot Thickens: An Interactive Demo of Compression-Based Story Sifting in RimWorld
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