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IEEE CoG 2026

Conference Schedule

Browse the full CoG 2026 programme below. Each day is laid out by time slot across the venues (Salón de actos Carlos Saura and Rooms 1–4), with parallel paper sessions colour-coded by track (see the legend for the key). Click any session marked with an arrow () to expand its complete list of papers, including titles, types, and lengths, and click again to collapse it. The session with the Best Paper nominees is marked with a star (★).

Keynotes and Plenary sessions are held in Salón de actos Carlos Saura.

Keynote Plenary Panel Doctoral Consortium | Tutorial Competition Industry Talk

AI for Game Playing Game Analytics, Player Experience & HCI Game Design and Technology Serious Games Procedural Content Generation Special Sessions: Games for Health & Wellbeing | Spatial Intelligence

DAY 1

Tuesday, 1 September 2026

Time Room 1 · Conf. Room 2 · C006 Room 3 · C007 Room 4 · C008
08:00–09:00Registration & Badge Pick-up · Hall — Main Building (outside Salón)
09:00–09:30Opening SessionSalón de actos Carlos Saura
09:30–10:30Keynote 1 — Magy Seif El-NasrSalón de actos Carlos Saura
10:30–11:00Coffee Break · Hall — Main Building (outside Salón)
Demo Session (1/4) · 30 min
  • #451Gaming Beyond Entertainment: Social Belonging, Loneliness, and Digital Wellbeing in Global Gaming Communities
  • #460DodgeballMR: An Immersive Sporting Gaming for Local Multiuser Social Interaction
  • #463Using Generative AI to Create Microtools for Tabletop Game Design Workflows
  • #472Pacing-Aware Procedural Generation and Runtime Control Demo
  • #473AI Doing the "Laundry and Dishes": One-Click Automated Test Generation inside Unity
11:00–13:00
AI for Game Playing (1/9)7 papers · 100 min
  • #43Regular20′A Memory-Driven Action Selection Framework for Scalable Ambient NPC Behavior
  • #125Regular20′Intent-Belief Multi-task Transformer for Behavior Cloning in Mahjong
  • #208Regular20′Vox Deorum: A Hybrid LLM+X Architecture for Civilization (4X / Grand Strategy Game) AI
  • #331Short10′Predicting Drafted Deck Strength for “Magic: the Gathering”
  • #394Short10′Stack more levels: how to get general and human-like Mario playing
  • #418Short10′An Evaluation of Large Language Models on Before-and-After Trivia Clues
  • #430Short10′The Annoying AI: Impact of Context-Aware LLM Trash-Talking on Player Frustration and Engagement
Tutorial T1 — Instrumenting Player Experience: The Body as Interface for Physiological Game Analytics & Biofeedback120 minTutorial T2 — Statistical Analysis for Game AI: To the p-value and beyond90 min, ends 12:30Doctoral Consortium120 min
13:00–14:30Lunch Break · Hall — Main Building (outside Salón) + IEEE Women in Engineering — Young Researchers meeting
14:30–16:00
AI for Game Playing (2/9)5 papers · 80 min
  • #34Regular20′Bridging the Generalization Gap in Open-Ended Game Worlds: Multi-Agent LLM Reasoning in Neural MMO 2
  • #112Regular20′Preference-Optimized Policies for Realistic Grandmaster Chess
  • #203Regular20′Graph Neural Network Agents for Planet Wars
  • #325Short10′Evaluating transfer learning for reinforcement learning agents across same-genre video games
  • #386Short10′A Game-Integrated On-Device Gaming Assistant
Game Analytics, Player Experience & HCI (1/6)5 papers · 90 min
  • #37Regular20′Multi-Label Perceptual Bug Detection in Video Games using Deep Learning on Gameplay Footage
  • #131Regular20′Atari Games Challenge: A Pilot Study on Multimodal Player Experience Assessment
  • #198Regular20′When to Switch, Not Just What: Transition Quality Prediction in Clash Royale
  • #165Regular20′Nonslop: A Gamified Experiment in Human-AI Collaborative Writing
  • #426Short10′LURK Werewolf: Evaluating Linguistic Bias in Large Language Models
Game Design and Technology (1/4)4 papers · 70 min
  • #24Regular20′Analysing the Saturn Loading Screen from the Classic Computer Game: Elite
  • #25Regular20′The Rotating Planets in the Classic Game: Elite
  • #194Regular20′FlashLore: Graph-Structured and Closed-World Grounded Memory for Believable Game NPCs
  • #322Short10′PRISM: Promoted Robust Instance-based Spatial Memory for Real-Time Player Behavioral Encoding
Serious Games (1/4)6 papers · 90 min
  • #30Regular20′TUMSphere: Turning a University Curriculum into Playable VR Challenges
  • #71Regular20′From Individuals to Systems: A Multi-Level Action Framework for Interactive Tools and Systems Addressing Wicked Problems - Case of Serious Games
  • #159Regular20′Generating Serious Game Concepts from Learning Objective Specifications
  • #333Short10′Evaluating the Effectiveness of an Environmental Game in Encouraging Eco-Friendly Behavior
  • #345Short10′Prompted: a puzzle game on LLM prompting
  • #379Short10′Enhancing Serious Games through Robotic Embodiment in Education
16:00–16:30Coffee Break · Hall — Lecture rooms building (outside rooms)
16:30–18:00
AI for Game Playing (3/9)5 papers · 90 min
  • #315Vision20′“We Must Be Better” A Critical Vision for the Convergence of Software Engineering and Human-Computer Interaction in Generative AI-Driven Video Game Development
  • #59Regular20′How Much Can a Few Engine Moves Help? Quantifying Limited Cheating in Chess
  • #138Regular20′Introducing the Dominion Learning Environment for Stochastic Long‑Horizon Combinatorial Reinforcement Learning
  • #235Regular20′Optimising Team Compositions through Large Language Model Theorycrafting
  • #411Short10′Privileged Critics Improve Bridge Bidding Agents Trained with PPO and Self‑Play
Games for Health & Wellbeing (SS) (1/2)4 papers · 60 min
  • #38Regular20′Strength-based Movement Training through a Variability-based Serious Game
  • #123Regular20′Towards a design framework for game-based interventions in dementia: an umbrella review using the player–game–therapy model (PGT-model)
  • #383Short10′Designing a Serious Game for Elementary Teachers’ Emotion Regulation: Insights from Teachers and Health Professionals
  • #407Short10′From Design Principles to Prototype: A Game for Students with ADHD and Learning Disabilities Transitioning to Post-Secondary Education
Serious Games (2/4)6 papers · 90 min
  • #50Regular20′Procedural Ocean: Design of Maritime Visualizations using Game Technology
  • #110Regular20′Agentic Knowledge Tracing: A Multi-Agent LLM Architecture for Stealth Assessment of Financial Literacy in Serious Games
  • #148Regular20′Feasibility of an eJamar-Based Exergame System Combined with Conventional Therapy in Patients with Rheumatic Hand Conditions: A Preliminary Study.
  • #398Short10′Orchestrating Engagement: Design and Pilot Evaluation of an RPG for Music Literacy Education
  • #443Short10′Tone: Evaluating a Minimalist Interactive Music Learning Experience for Children
  • #374Short10′Towards Intelligent and Adaptive Serious Games for Cognitive Rehabilitation in Acquired Brain Injury
Procedural Content Generation (1/5)5 papers · 80 min
  • #54Regular20′The Plot Thickens as the Data Shrinks: Insights into Compression-Based Story Sifting
  • #142Regular20′Constraint-Aware Terrain Completion from Sparse Fixed Regions for Game Heightmaps
  • #189Regular20′Narrative intervention for prospective story sifting
  • #305Short10′Sudoku-Based Constructive Generation of Constraint-Satisfying Cubes for OCD Assessment
  • #417Short10′Dance Dance Prompting: Generating Stepfiles with Large Language Models
18:00–18:30Song CompetitionSalón de actos Carlos Saura
19:00–21:00
DAY 2

Wednesday, 2 September 2026

★ Best of CoG ★
Time Room 1 · Conf. Room 2 · C006 Room 3 · C007 Room 4 · C008
08:00–09:00Registration · Hall — Main Building (outside Salón)
09:00–10:00Keynote 2 — Sebastian RisiSalón de actos Carlos Saura
10:00–10:45Coffee Break · Hall — Main Building (outside Salón)
Demo Session (2/4) · 45 min
  • #259Real-Time Neural Data Mapping in Unity: A BCI-Driven Experimental Gameplay System
  • #266Own Your Game: Ethical On-Device AI for Developers
  • #274GARP Demo: Real-Time Generative Agents on Local Hardware in a Game Engine
  • #447Vibecoder Simulator: A self-modifying game environment with agentic world tools
  • #449“Sincerity or Treasure”: An AI-Native Strategic and Collaborative Deduction Game Exploring Player-AI Reasoning Dynamics
  • #453A State-Driven Audio Description Tool for Environmental Understanding in 3D Games
  • #461Descent: Journeys in the Dark' Computer-Aided Content Generation
  • #474The Plot Thickens: An Interactive Demo of Compression-Based Story Sifting in RimWorld
10:45–12:15
AI for Game Playing (4/9)5 papers · 90 min
  • #342Competition20′A Transformer-Based Architecture for Reinforcement Learning in Tales of Tribute
  • #69Regular20′RePAIR: Predictive Self-Supervised Representation Learning in Chess
  • #150Regular20′Augmentations for Robust and Efficient Imitation Learning in Streamed Video Games
  • #244Regular20′Hearing the HASARD: Investigating the Role of Audio for Safe Reinforcement Learning in Partially Observable 3D Environments
  • #415Short10′RIDGE: State-Conditioned Reward Blending for Behavioral Coverage in Deep RL Game Agents
Game Analytics, Player Experience & HCI (2/6)5 papers · 90 min
  • #49Regular20′A Taxonomy of Design Quality in Super Mario Maker 2
  • #135Regular20′Playing Against the Clock: A Cross-Platform Taxonomy of Limited-Time Events
  • #206Regular20′Quantitative Analysis of Player-Adjusted Hit Feedback in 2D Action Games
  • #219Regular20′State-Driven Audio Description for Environmental Understanding in 3D Games for Players with Blindness and Low Vision
  • #436Short10′Association between Player Perception and AI Disclosure on Steam - An Exploratory Study
Game Design and Technology (2/4)5 papers · 80 min
  • #106Regular20′LLM-Based Automated Test Generation for Unity Games: An Empirical Study
  • #108Regular20′MSED: Engine-Level Multi-Modal Trajectory Recording for Minecraft
  • #210Regular20′Breaking the Death Spiral: Balancing Authenticity and Feasibility in Parameterized Narrative AI
  • #347Short10′Towards a Reaper/FMOD Framework for Seamless Horizontal Re-sequencing in Game Music
  • #422Short10′Repair-Aware Game AI Agents for Long-Horizon Narrative Design and Planning
Procedural Content Generation (2/5)6 papers · 90 min
  • #55Regular20′Path2Patrol: Path-Conditioned Guard Generation in Stealth Games through MAP-Elites
  • #151Regular20′Procedural Content Generator Generation via Continual Abstraction Discovery
  • #214Regular20′Multiverse: Language-Conditioned Multi-Game Level Blending via Shared Representation
  • #313Short10′Game Simulacra Construction from Gameplay Video with a Multimodal LLM
  • #427Short10′A Comparative Study of Multimodal Models on Constraint-Based 2D Game Asset Production
  • #440Short10′RuleSweeper: Procedurally Generating Gameplay Mechanics In Minesweeper
12:15–13:45Lunch Break · Hall — Main Building (outside Salón) + IEEE Games Technical Committee meeting
13:45–15:15
AI for Game Playing (5/9)5 papers · 80 min
  • #367Competition20′Deep Team Synthesis: Opponent-Conditioned Latent Space Mapping for the Pokémon VGC AI Competition
  • #86Regular20′Simulating Super Mario Odyssey for Agent Training using Decompilation
  • #163Regular20′Efficient Human-like Aiming in FPS Games
  • #287Short10′Efficient Multi-Guard Patrol through Extended Composite Potential Fields
  • #338Short10′Learning integrated strategies for four-player Catan
Game Analytics, Player Experience & HCI (3/6)6 papers · 90 min
  • #84Regular20′Toxicity in Twitch Chats: An LLM-Based Analysis Across Gaming Communities
  • #186Regular20′The Jingle of Contrasting Constructs: Comparing Measures of Immersion and Challenge from the PXI and IEQ-SF.
  • #246Regular20′Game AI Not Fun? A Scoping Review and Meta-Analysis on the Differences in Enjoyment between Human and Computer Opponents
  • #307Short10′Who embraces AI in play? Exploratory modeling of player preference profiles toward game AI
  • #349Short10′YGO-Turns: A Large-Scale Tournament Dataset of Expert Yu-Gi-Oh! Duel States
  • #444Short10′Dual-Stage Label-Isomorphic State Validation in Grid Logic Games
Competition Session 1
Procedural Content Generation (3/5)6 papers · 90 min
  • #412Vision20′Beyond Playability: A Design-Space Perspective on Persistent Spatial Intent in Co-Creative PCGRL
  • #127Regular20′Pre-processing Enhancement for Recovering Editable Window Instances from AIGC Building Meshes
  • #184Regular20′Generative Remastering: Token- versus Diffusion-Based Level Generation, Target Style Realization, and Autonomous Augmentation
  • #299Short10′Real-time Procedural Generation of Coherent Infinite Multi-biome 2D Landscapes
  • #359Short10′PCG.ME: Procedural Content Generation with Multiple Experts
  • #445Short10′Puzzle Anything: An Assembly-Graph Representation for 3D Puzzle Authoring
15:15–15:45Coffee Break · Hall — Lecture rooms building (outside rooms)
15:45–16:45
AI for Game Playing (6/9)4 papers · 60 min
  • #90Regular20′Phase-Guided Real-Time Motion In-Betweening for Arbitrary-to-Periodic Transitions
  • #166Regular20′Ally-Conscious Area of Effect Targeting
  • #310Short10′Combining Spatial and Entity-Based Reasoning for Competitive MicroRTS via U-Net and Transformers
  • #339Short10′Action Selection in Multiplayer Hidden-Information Games with Expected Target Entropy
Game Analytics, Player Experience & HCI (4/6)3 papers · 50 min
  • #65Regular20′A Fingerprint Framework for Analyzing Bridge
  • #239Regular20′Perceived Intelligence, Trust, and Engagement in Prompt-Conditioned Conversational Game Characters: A Within-Subject Study
  • #437Short10′BehaviorFormer: Discovering Behavioral Patterns via Clusterable Next-Token Prediction
Serious Games (3/4)3 papers · 60 min
  • #53Regular20′Jump-and-Learn: Exploring the Potential of Platformer Games for Knowledge Acquisition in Higher Education
  • #143Regular20′Pathfinding Showdown: Understanding Algorithmic Search Through Competitive Play
  • #209Regular20′Co-Developing and Calibrating a Gamified Survey for Player Motivation Profiling
Procedural Content Generation (4/5)3 papers · 50 min
  • #97Regular20′From Tiles to Jumps: Optimizing Wave Function Collapse Window Size for Playable Platformer Generation
  • #155Regular20′Improving Collaborative Storytelling with a Multi-Agent Framework Based on Large Language Models
  • #432Short10′Evolutionary Wave Function Collapse
16:45–17:00Coffee Break · Hall — Main Building (outside Salón)
17:00–19:00
★ Best of CoG — Best Paper Award Nominees 6 papers · Salón de actos Carlos Saura
  • #129Regular20′MAPLE: Multi-State Aggregated Policy Evaluation for AlphaZero in Imperfect-Information Gamesfrom AI for Game Playing
  • #179Regular20′Categorizing Experience Management Problem Difficulty Using Graph Analysisfrom Game Analytics and Player Experience
  • #217Regular20′Multi-Objective Instruction-Aware Representation Learning in Procedural Content Generation Reinforcement Learningfrom Procedural Content Generation
  • #245Regular20′Segment-Based Dynamic Difficulty Adjustment for Motor Learning in VR Rhythm Gamesfrom Game HCI
  • #252Regular20′Designing Reflective Mobile Game Systems for Mental Health Literacy Through Emotional Granularityfrom Games for Health & Wellbeing (SS)
  • #425Competition20′A Hybrid Codenames AI Team: Combining Static Word Embeddings and LLMsfrom AI for Game Playing
DAY 3

Thursday, 3 September 2026

Time Room 1 · Conf. Room 2 · C006 Room 3 · C007 Room 4 · C008
08:00–09:00Registration · Hall — Main Building (outside Salón)
09:00–10:00Keynote 3 — Carina S. González GonzálezSalón de actos Carlos Saura
10:00–10:45Coffee Break · Hall — Main Building (outside Salón)
Demo Session (3/4) · 45 min
  • #264TRACE: Temporal Representation Alignment for non-player Character Evolution
  • #448Proposal of a Play Style Imitation Method Using a Finite State Machine with Deep Neural Network in Fighting Games
  • #450“Pharos Night: Crown Pursuit”: An AI-Native Deck-building and Tactical Arena Game Design
  • #454Impact Trial: Hyperchaos — An Arcade Shoot ’Em Up Featuring a Dynamic Difficulty Adjustment System
  • #456Deconstruction of the Hero Archetype in Indie Games: Overcoming Social Stigmatization and Bullying Through Gameplay Mechanics
  • #457Forgotten Tides: A Serious Game Demo to inform and raise awareness about dysthymia and panic disorder.
  • #459Dispose IT: An anti-littering game to promote correct waste disposal
  • #475An Interactive Maze-Based Tool for Visualizing Human-Likeness Metrics from Gameplay Logs
  • #476Simulating Super Mario Odyssey for Agent Training
10:45–12:15
AI for Game Playing (7/9)5 papers · 80 min
  • #8Regular20′Training Compact Language Models for Strategic Reasoning in Social Deduction Games
  • #101Regular20′Oops, Not Now: PEARL, a RAG-Based Support Agent for Gameplay and What Players Want from AI Help
  • #171Regular20′IRumAI: Reinforcement Learning for Indian Rummy
  • #320Short10′Compiling VGDL into Causal Models
  • #366Short10′Evaluation of Perfect‑Information Monte Carlo Tree Search in Imperfect‑Information Games
Game Analytics, Player Experience & HCI (5/6)6 papers · 90 min
  • #89Regular20′Accelerating Skill Assessment in Chess: A Drift-Diffusion-Enhanced Elo Rating System
  • #192Regular20′Personality Traits, Perceived Mental Workload and Game Difficulty: An Exploratory Study
  • #147Regular20′Proactive or Reactive? Comparison of Dynamic Difficulty Adjustment Effects on Player Experience and Physical Effort in a Running Exergame
  • #308Short10′Kill-Conditioned Engagement Outcome Prediction in League of Legends Under Minute-Resolution Public Telemetry
  • #372Short10′Playstyle Classification using Player Metrics
  • #330Short10′Game Mechanics as HCI Research Tools: A Crosswalk and Equivalence Protocol for Card Sorting
Game Design and Technology (3/4)5 papers · 80 min
  • #28Regular20′A Systematic Mapping of Elements of Fun in Digital Games
  • #136Regular20′QUIC as a Unified Transport Layer for Real-Time Multiplayer Games: A Formal Analysis and Empirical Evaluation
  • #228Regular20′Evaluating the Benefits of External Observations for Adaptive Music Systems
  • #353Short10′ConstructRL: A Reinforcement Learning Framework for the Construct Game Engine
  • #439Short10′Architecting Meta-Game Diversity: Novel Objective Formalizations for the VGC AI Benchmark
Procedural Content Generation (5/5)5 papers · 70 min
  • #116Regular20′Puzzle Level Generation with Designer-intended Gimmick Usage and Verified Solvability in Hexa Away
  • #170Regular20′Analysis of Overfitting, Prompt Impact and Model Choice in Video Game Level Generation with Fine-Tuned LLMs
  • #286Short10′Scene-Modular LLM-Driven Procedural Level Generation for Anomaly-Detection Games
  • #298Short10′Boss Fights as Spatio-Temporal Level Generation
  • #356Short10′Pacing-Aware Procedural Generation and Runtime Control
12:15–13:45Lunch Break · Hall — Main Building (outside Salón) + IEEE Transactions on Games — Associate Editors meeting
13:45–15:15
AI for Game Playing (8/9)6 papers · 90 min
  • #23Regular20′Characterizing Game Difficulty Using Monte Carlo Tree Search Convergence Metrics
  • #105Regular20′Comparing Scripted and LLM-Guided Driver Instruction in Virtual Reality
  • #180Regular20′Multi-Task Learning for Heterogeneous Prediction from Video Game State with Transfer Learning
  • #321Short10′A Hybrid Assessment Method for Dynamic Difficulty Adjustment in Adversarial Games
  • #384Short10′Game-Agnostic Value Functions through Automatic JSON Feature Extraction
  • #400Short10′Playing the Rebus Game: DR.DENKER Measures Visual Lateral Reasoning in Language Models
Game Analytics, Player Experience & HCI (6/6)5 papers · 80 min
  • #117Regular20′Aha! in Chess Puzzles: Connections to Chess Engine Outputs and Enjoyment
  • #193Regular20′Beyond Detection: Full Minimap State Reconstruction in MOBA Games
  • #161Regular20′Progressive Crowd Densification to Support Narrative Engagement in VR
  • #323Short10′A Space-Agnostic Visual Game Analytics Tool with Adaptive Spatial Reconstruction for Mixed Reality Game Development
  • #399Short10′Judging the Imitation Game: Exploring Creator Bias in VLM-Based PCG Level Evaluation
Game Design and Technology (4/4)5 papers · 70 min
  • #73Regular20′Splat, Click, Asset: An Artist-Centric Segmentation Pipeline for Gaussian Splats
  • #187Regular20′Balance Equalization: A Framework for the Development of Game Balance Across Audience, Designer, and Game Contexts
  • #312Short10′Evaluating Game Difficulty: A Static Approach via Spatial Queries and Influence Fields
  • #316Short10′Agency and Creativity in GenAI-based Game Development and Design Education
  • #371Short10′Text2BT: A Baseline Study on LLM-Agent-Based Behavior Tree Generation for Game Character AI
Games for Health & Wellbeing (SS) (2/2)5 papers · 70 min
  • #67Regular20′Cultivating Connections: A Tangible Tabletop Game for Older Adults' Social Engagement
  • #126Regular20′Beyond Play: Predictors of Performance in an Analogue Tabletop Activity Among Older Adults With and Without Dementia
  • #303Short10′Employing Personalized Avatars in Virtual Reality Environments to Support Stroke Rehabilitation
  • #377Short10′Cogni Party: A Multiplayer Party Game with Adaptive AI Agents for Cognitive Rehabilitation of Acquired Brain Injury Patients
  • #389Short10′COGITO: A Dynamic LLM-Driven Virtual Patient Simulation for Speech-language Pathology Training
15:15–15:45Coffee Break · Hall — Lecture rooms building (outside rooms)
15:45–16:45
AI for Game Playing (9/9)3 papers · 60 min
  • #294Vision20′Augmenting Game AI with Deep Reinforcement Learning
  • #46Regular20′Foundation Models as World Models: A Foundational Study in Text-Based Gridworlds
  • #221Regular20′PuzzleJAX: A Benchmark for Learning and Reasoning
Serious Games (4/4)3 papers · 60 min
  • #62Regular20′Enhancing AI Literacy Through Narrative-Centered Gameplay: A Multi-Classroom Evaluation
  • #195Regular20′CVshredder: A Telemetry-Rich Paradigm for Sequential Stopping Under Time Pressure, Partial Observability, and Costly Information Acquisition
  • #247Regular20′A Mixed-Methods Exploration of Player Experiences in Static and Dynamic Educational Interactive Narratives
Spatial Intelligence (SS) (1/1)3 papers · 40 min
  • #63Regular20′Spatial Reasoning in LLM Game Agents: Impact of Causal Context and Multi-Step Planning
  • #408Short10′Parabellum: A Vectorized Hierarchical Game Environment for Evaluating Spatial Intelligence in Vision-Language-Action Models
  • #380Short10′Evaluating VLMs for Autonomous Agent-Driven Geometry Clipping Detection in Video Game QA
Competition Session 2
16:45–17:00Coffee Break · Hall — Main Building (outside Salón)
17:00–18:30Best of IEEE Transactions on Gamesinvited · ~5 papers · Salón de actos Carlos Saura
20:00–23:00
DAY 4

Friday, 4 September 2026

Industry Day
Time Salón de actos Carlos Saura Room 1 · Conf. Room 2 · C006 Room 3 · C007 Room 4 · C008
08:00–09:00Registration · Hall — Main Building (outside Salón)
09:00–10:00Keynote 4 — Konrad TollmarSalón de actos Carlos Saura
10:00–10:45Coffee Break · Hall — Main Building (outside Salón)
Demo Session (4/4) · 45 min
  • #455PCG.ME: A Mixed-Initiative Platform
  • #458Masterworks of Horror: The Prologue — A Real-Time Digital Collectible Card Game
  • #462Narrative Superposition & Storylets for Better Story Generation
  • #466CaféBeans: An Exploratory Serious Game for Deceptive Design Awareness
  • #477From AIGC Building Meshes to Editable Window Instances: An Interactive Blender Demonstration
  • #478Evaluating Threat Zones in a Dynamic Scene Editor
  • #479The Annoying AI: Impact of Context-Aware LLM Trash-Talking on Player Frustration and Engagement - Demo
  • #480Runtime Generative Sound Effects in Game Engines
  • #481A Reaper/FMOD Framework for Seamless Horizontal Re-sequencing in Game Music in Action
  • #482Prompted
10:45–12:15Tutorial T3 — From Zero to Platformer Game with Godot90 minTutorial T4 — Neurogame Development Tutorial90 min
Industry Talks
Session A
4 talks · 80 min
  • #27120′From Scripted Content to Systemic Narrative: Building On-Device Emergent Narrative with LoreWeaver Director
  • #27320′GARP: Real-Time Generative Agents on Local Hardware in a Game Engine
  • #27520′From Rules to Rulings: How Agentic AI Restores the Board Game Advantage to Digital Games
  • #27220′Climbing Up The Walls: Building a Navigation System for Characters That Defy Gravity
Industry Talks
Session B
4 talks · 80 min
  • #26320′Prompt-to-Prototype: LLM-Driven Authoring of Enemy Behaviors in Unreal Engine
  • #26920′Own Your Game - Ethical On-Device AI for Developers
  • #27020′What should I do? An Experimental Onboarding Advisor for Total War: Pharaoh
  • #47120′Teaching tanks to behave - How to use Reinforcement Learning and get better every day
Industry Talks
Session C
4 talks · 80 min
  • #26020′Teaching Game Design Through Hybrid Play
  • #26220′Praxeology how to understand player motivation
  • #26520′Your game is a graph, so why not make your GDDs one, too?
  • #26120′Beyond "I agree": Building data protection into the game development life cycle
12:15–13:15Plenary Panel — Publishing Industry ResearchSalón de actos Carlos Saura
13:15–14:15Lunch Break · Hall — Main Building (outside Salón)
14:15–15:15Plenary Panel — Open Problems & OpportunitiesSalón de actos Carlos Saura
15:15–16:15Women in Gamesplenary · Salón de actos Carlos Saura
16:15–16:45Coffee Break · Hall — Main Building (outside Salón)
16:45–17:45Keynote 5 — Martin WalfiszSalón de actos Carlos Saura
17:45–18:00Closing SessionSalón de actos Carlos Saura