Publications
Journal and Conference Papers
- Ben Kybartas, Clark Verbrugge, Jonathan Lessard. "Subject and Subjectivity: A Conversational Game using Possible Worlds." in International Conference on Interactive Digital Storytelling (ICIDS 2017).
November 2017.
BibTeX
- Jonathan Campbell, Clark Verbrugge. "Learning Combat in NetHack." in Thirteenth Annual AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment (AIIDE 2017).
October 2017.
BibTeX
- Jonathan Campbell, Clark Verbrugge. "Exploration in NetHack using occupancy maps." in FDG'17: Proceedings of the 12th International Conference on Foundations of Digital Games.
August 2017.
BibTeX
- Navjot Singh, Clark Verbrugge. "Staying Hidden: An Analysis of Hiding Strategies in a 2D Level with Occlusions." in Twelfth Annual AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment (AIIDE 2016).
October 2016.
BibTeX
- Alexander Borodovski, Clark Verbrugge. "Analyzing Stealth Games with Distractions." in Twelfth Annual AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment (AIIDE 2016).
October 2016.
BibTeX
- Shuo Xu, Clark Verbrugge. "Heuristics for Sleep and Heal in Combat." in IEEE Conference on Computational Intelligence and Games (CIG 2016).
September 2016.
BibTeX
- Muntasir Chowdhury, Clark Verbrugge. "Exhaustive Exploration Strategies for NPCs." in 7th Workshop on Procedural Content Generation (PCG 2016).
August 2016.
BibTeX
- Jonathan Tremblay, Clark Verbrugge. "An Algorithmic Approach to Decorative Content Placement." in Experimental AI in Games Workshop (EXAG 2015).
November 2015.
BibTeX
- Jonathan Campbell, Jonathan Tremblay, Clark Verbrugge. "Clustering Player Paths." in FDG'15: Proceedings of the 10th International Conference on Foundations of Digital Games.
June 2015.
BibTeX
- Jonathan Tremblay, Clark Verbrugge.
"A Game Genre Agnostic Framework For Game-Design." in
GAS 2015: 4th International Workshop on Games and Software Engineering.
May 2015.
BibTeX
- Qihan Xu, Jonathan Tremblay, Clark Verbrugge. "Generative Methods for Guard and Camera Placement in Stealth Games." in Tenth Annual AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment (AIIDE 2014).
October 2014.
BibTeX
- Jonathan Tremblay, Alexander Borodovski, Clark Verbrugge. "I Can Jump! Exploring Search Algorithms for Simulating Platformer Players." in Experimental AI in Games Workshop (EXAG 2014).
October 2014.
BibTeX
- Jonathan Tremblay, Pedro Andrade Torres, Clark Verbrugge. "An Algorithmic Approach to Analyzing
Combat and Stealth Games." in IEEE Conference on Computational Intelligence and Games (CIG 2014).
August 2014.
BibTeX
- Ben Kybartas, Clark Verbrugge. "Analysis of ReGEN as a Graph-Rewriting System for Quest Generation." in IEEE Transactions on Computational Intelligence and AI in Games.
6(2). June 2014.
BibTeX
- Qihan Xu, Jonathan Tremblay, Clark Verbrugge. "Procedural Guard Placement for Stealth Games." in Fifth Workshop on Procedural Content Generation in Games (PCG 2014).
April 2014.
BibTeX
- Jonathan Tremblay, Christopher Dragert, Clark Verbrugge. "Target Selection for AI Companions in FPS Games." in FDG'14: Proceedings of the 9th International Conference on Foundations of Digital Games.
April 2014.
BibTeX
- Jonathan Tremblay, Pedro Andrade Torres, Clark Verbrugge. "Measuring Risk in Stealth Games." in FDG'14: Proceedings of the 9th International Conference on Foundations of Digital Games.
April 2014.
BibTeX
- Jonathan Tremblay, Pedro Andrade Torres, Nir Rikovitch, Clark Verbrugge. "An Exploration Tool for Predicting Stealthy Behaviour." in The Second Workshop on Artificial Intelligence in the Game Design Process.
October 2013.
BibTeX
- Ben Kybartas, Clark Verbrugge. "Integrating formal qualitative analysis techniques within a procedural narrative generation system." in Intelligent Narrative Technologies 6.
October 2013.
BibTeX, slides
- A. Yahyavi, J. Tremblay, C. Verbrugge, B. Kemme (2013). "Towards the
design of a human-like FPS NPC using pheromone maps." in IEEE Int. Games Innovation Conference (IGIC).
8 pages. September 2013.
BibTeX
- Amir Yahyavi, Jeffrey Pang, Bettina Kemme. "Towards Providing
Security For Mobile Games" in ACM Workshop on Mobility in the Evolving
Internet Architecture (MobiArch). 2013.
- Yahyavi A., Huguenin K., Gascon-Samson J., Kienzle J., Kemme B.,
"Watchmen: Scalable Cheat-Resistant Support for Distributed
Multi-Player Online Games" in The 33rd International Conference on
Distributed Computing Systems (ICDCS 2013). Philadelphia, USA, 2013.
- Yahyavi A., Kemme B., "Peer to Peer Architectures for Massively
Multiplayer Games" in ACM Computing Surveys (CSUR). ACCEPTED
- Amir Yahyavi, Kévin Huguenin, Bettina Kemme. "Interest modeling in
games: the case of dead reckoning" in Multimedia Syst. 19(3): 255-270
(2013)
- Timothy Michael Drews, Paul G. Kry, James Richard Forbes, Clark Verbrugge. "Sequential Pose Estimation Using Linearized Rotation Matrices." in Tenth Conference on Computer and Robot Vision (CRV 2013).
BibTeX
- Jonathan Tremblay, Clark Verbrugge.
"Adaptive companions in FPS games." in
FDG'13: Proceedings of the 8th International Conference on Foundations of Digital Games.
BibTeX
- Christopher Dragert, Jörg Kienzle, Clark Verbrugge.
"Statechart-based AI in Practice." in
AIIDE 2012: The Eighth Annual AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment.
BibTeX
- Christopher Dragert, Jörg Kienzle, Clark Verbrugge.
"Reusable components for artificial intelligence in computer games." in
GAS 2012: 2nd International Workshop on Games and Software Engineering.
BibTeX
- Alexandre Denault, César Cañas, Jörg Kienzle, Bettina Kemme.
"Triangle-based obstacle-aware load balancing for massively multiplayer
games." in NETGAMES 2011. 1-6. 2011.
- Kévin Huguenin, Amir Yahyavi, Bettina Kemme. "Cheat detection and
prevention in P2P MOGs" in NETGAMES 2011 1-2. 2011.
- Amir Yahyavi, Kévin Huguenin, Bettina Kemme. "AntReckoning: Dead
reckoning using interest modeling by pheromones" in NETGAMES 2011 1-6. 2011.
- Kaiwen Zhang, Bettina Kemme. "Transaction Models for Massively
Multiplayer Online Games" in Symposium on Reliable Distributed Systems
(SRDS). 31-40. 2011.
- Christopher Dragert, Jörg Kienzle, Clark Verbrugge.
"Toward High-Level Reuse of Statechart-based AI in Computer Games." in
GAS 2011: 1st International Workshop on Games and Software Engineering.
BibTeX
- Martin Ashton, Clark Verbrugge.
"Measuring Cooperative Gameplay Pacing in World of Warcraft." in
FDG 2011: The International Conference on the Foundations of Digital Games, June 2011.
BibTeX
- Tom Ching Ling Chen, Clark Verbrugge.
"A Protocol for Distributed Collision Detection." in
NetGames 2010: The 9th Annual Workshop on Network and Systems Support for Games, November 2010.
BibTeX
- Clark Verbrugge, Peng Zhang.
"Analyzing Computer Game Narratives." in
ICEC 2010: 9th International Conference on Entertainment Computing, September 2010.
BibTeX
- Josh Goodman, Clark Verbrugge.
"A Peer Auditing Scheme for Cheat Detection in MMOGs." in
NetGames 2008: 7th Workshop on Network & System Support for Games, October 2008.
BibTeX
- Ch. Seeger, B. Kemme, P. Kabus, A. Buchmann.
"Area-Based Gossip Multicast" in
NetGames 2008: 7th Workshop on Network & System Support for Games, October 2008.
BibTeX
- K. Zhang, B. Kemme, A. Denault.
"Persistence in Massively Multiplayer Online Games" in
NetGames 2008: 7th Workshop on Network & System Support for Games, October 2008.
BibTeX
- A. Schmieg, M. Stieler, S. Jeckel, P. Kabus, B. Kemme, A. P. Buchmann.
"pSense - Maintaining a Dynamic Localized Peer-to-Peer Structure for Position Based Multicast" in
Games. Int. Conf. on Peer-to-Peer-Computing, IEEE Computer Society, September 2008.
BibTeX
- Nicholas Rudzicz, Clark Verbrugge."An iterated subdivision algorithm for procedural road plan generation" in Game-On NA. August 2008. BibTeX
- Alexandre Denault, Jörg Kienzle, Hans Vangheluwe.
"Model-based Design of Computer-Controlled Game Character Behavior"
in FACM/IEEE 10th International Conference on Model Driven Engineering Languages and Systems. October 2007.
BibTeX
- Alexandre Denault, Jörg Kienzle.
"Avoid Common Pitfalls when Programming 2-D Graphics in Java: Lessons Learned from Implementing the Minueto Toolkit"
in ACM Crossroads 13.3. Spring 2007.
- Alexandre Denault, Jörg Kienzle.
"Minueto, a Game Development Framework for Teaching Object-Oriented Software Design Techniques"
in FuturePlay 2006. October 2006.
BibTeX
- Jean-Sébastien Boulanger, Jörg Kienzle, Clark Verbrugge.
"Comparing Interest Management Algorithms for Massively Multiplayer Games."
in NetGames 2006. October 2006.
BibTeX
- Yi Lin, Bettina Kemme, Marta Patino-Martinez, Ricardo Jimenez-Peris.
"Applying Database Replication to Multi-player Online Games" in
ACM Workshop on Network and Systems Support for Games (NetGames), October 2006.
BibTeX
- Alexandre Denault, Jörg Kienzle, Hans Vangheluwe.
"Model-Based Design of Game AI"
in GameOn-NA 2006. September 2006.
BibTeX
- Marc Lanctot, Nicolas Ng Man Sun, Clark Verbrugge.
"Path-finding for Large Scale Multiplayer Computer Games."
in GameOn-NA 2006. September 2006.
BibTeX
- Christopher J.F. Pickett, Clark Verbrugge, Félix Martineau.
"(P)NFG: A Language and Runtime System for Structured Computer Narratives."
in GameOn-NA 2005, pp. 23-32. August 2005.
BibTeX
- Marc Lanctot, Clark Verbrugge.
"Locally-Adaptive Virtual Environments in Persistent State Multiplayer Games."
in GameOn: 5th International Conference on Intelligent Games and Simulations, pp. 89-96. December 2004.
BibTeX
- Clark Verbrugge. "A Structure for Modern Computer Narratives.".
in CG'2002: International Conference on Computers and Games LNCS 2883. pp. 308-325. July 2002 (nb: publish date is 2003).
BibTeX
Theses
- Exploration and Combat in NetHack,
Jonathan Campbell's Master's thesis
BibTeX
- Pathfinding in Dynamically Changing Stealth Games with Distractions,
Alexander Borodovski's Master's thesis
BibTeX
- Analyzing Simple Heuristic Hiding Strategies for Non-Player Characters in Games,
Navjot Singh's Master's thesis
BibTeX
- Computing Techniques for Game Design,
Jonathan Tremblay's PhD thesis
BibTeX
- Exhaustive Exploration Strategies for NPCs in Game Maps,
Muntasir Chowdhury's Master's thesis
BibTeX
- Improving Companion AI in Small-Scale Attrition Games,
Shuo Xu's Master's thesis
BibTeX
- Speech Synthesis with Deep Denoising Autoencoder,
Zhenzhou Wu's Master's thesis
BibTeX
- Using Medial Skeleton for Path Finding in Dynamic Stealth Games,
Dhirendra Singh's Master's thesis
BibTeX
- Procedural Guard Placement and Behaviour Generation,
Qihan Xu's Master's thesis
BibTeX
- Model-Driven Development of AI for Digital Games,
Christopher W.A. Dragert's PhD thesis
BibTeX
- Practical and Theoretical Issues of Evolving Behaviour Trees for a Turn-Based Game,
Bentley James Oakes' Master's thesis
BibTeX
- Design and analysis of ReGEN a narrative generation tool,
Ben Kybartas' Master's thesis
BibTeX
- Measuring Cooperative Behavior in Contemporary Multiplayer Games,
Martin Ashton's Master's thesis
BibTeX
- Journey, a Shared Virtual Space Middleware,
Alexandre Denault's PhD thesis
BibTeX
- Distributed collision detection and resolution,
Ching Ling Tom Chen's Master's thesis
BibTeX
- ARDA: A Framework for Procedural Video Game Content Generation,
Nicholas Rudzicz's Master's thesis
BibTeX
- Dataflow Analysis on Game Narratives,
Peng Zhang's Master's thesis
BibTeX
- A Hybrid Design for Cheat Detection in Massively Multiplayer Online Games,
Joshua Goodman's Master's thesis
BibTeX
- Subgames in Massively Multiplayer Online Games,
Michael A. Hawker's Master's thesis
BibTeX
- Postina: A Publish/Subscribe Middleware Designed for Massively Multiplayer Games,
Dominik's Zindel Master's thesis
BibTeX
- Interest Management for Massively Multiplayer Games,
Jean-Sébastien Boulanger's Master's thesis
BibTeX
- PNFG: A Framework for Computer Game Narrative Analysis,
Félix Martineau's Master's thesis
BibTeX
- Adaptive Virtual Environments in Persistent-state Computer Games,
Marc Lanctot's Master's thesis
BibTeX
- Minueto, an Undergraduate Teaching Development Framework,
Alexandre Denault's Master's thesis
BibTeX
Technical Reports
- GR@M 2012-3,
Tommy Reddad, Clark Verbrugge.
Geometric Analysis of Maps in Real-Time Strategy Games: Measuring Map Quality in a Competitive Setting. September 2012.
BibTeX
- GR@M 2012-2,
Bentley James Oakes, Clark Verbrugge.
Navigating Social Spaces. September 2012.
BibTeX
- GR@M 2012-1,
Martin Ashton, Clark Verbrugge.
Measuring the Impact of Cooperation in Halo: Reach. August 2012.
BibTeX
- GR@M 2010-1,
Clark Verbrugge, Peng Zhang.
Analyzing Modern Computer Game Narratives. March 2010.
BibTeX
- GR@M 2006-2,
Marc Lanctot, Nicolas Ng Man Sun, Clark Verbrugge.
Path-finding for Large Scale Multiplayer Computer Games. July 2006.
BibTeX
- GR@M 2006-1,
Félix Martineau, Clark Verbrugge.
Compiling and Optimizing A High Level Game Language. June 2006.
BibTeX
- GR@M 2005-1,
Christopher J. F. Pickett.
Formal Verification of Computer Narratives. December 2005.
BibTeX
slides