Full Papers
Track: AI and Game-playing
Title |
Authors |
ID |
---|---|---|
An approximate solution of “Einstein Würfelt Nicht!” |
Wei-Lin Hsueh and Tsan-Sheng Hsu |
12 |
Bootstrap Your Own Teacher: Online Policy Distillation for Multi-Game Reinforcement Learning |
Donal Byrne, Marko Tot, Paul Duckworth, Clement Bonnet, Alexandre Laterre and Thomas Barrett |
21 |
Pokémon Red via Reinforcement Learning |
Marco Pleines, Daniel Addis, David Rubinstein, Frank Zimmer, Mike Preuss and Peter Whidden |
26 |
Time-critical and confidence-based abstraction dropping methods |
Robin Schmöcker, Lennart Kampmann and Alexander Dockhorn |
33 |
Real-Time Diffusion Policies for Games: Enhancing Consistency Policies with Q-Ensembles |
Ruoqi Zhang, Ziwei Luo, Jens Sjölund, Linus Gisslén and Alessandro Sestini |
43 |
Automatic Action Space Specification for Deep Reinforcement Learning in Games via Program Analysis |
Sasha Volokh and William G.J. Halfond |
45 |
NTRL: Encounter Generation via Reinforcement Learning for Dynamic Difficulty Adjustment in Dungeons and Dragons |
Carlo Romeo and Andrew David Bagdanov |
47 |
On the Importance of Representation in Imitating Human-like Gameplay |
Ville Tanskanen, Arto Klami and Ville Hautamäki |
53 |
Grammar and Gameplay-aligned RL for Game Description Generation with LLMs |
Tsunehiko Tanaka and Edgar Simo-Serra |
56 |
FAST: Similarity-based Knowledge Transfer for Efficient Policy Learning |
Alessandro Capurso, Elia Piccoli and Davide Bacciu |
80 |
Comparative Analysis of GAT and BERT for Human-Like Playtesting |
Kleio Fragkedaki, Theodoros Panagiotakopoulos, Matteo Biasielli and Hui Wang |
83 |
RL- and LLM-based AI Solvers for the Game of Wordle/Fibble |
Krerkkiat Chusap, Colin Murphy, Clay Hess, Sai Deepa Kadaru, Rohit Buccapatnam and Chang Liu |
103 |
Can LLMs Generate Good Stories? Insights and Challenges from a Narrative Planning Perspective |
Yi Wang and Max Kreminski |
104 |
Quantum Checkers: The Development and Analysis of a Quantum Combinatorial Game |
Marien Raat, Luuk van den Nouweland, Matthias Müller-Brockhausen, Mike Preuss and Evert van Nieuwenburg |
107 |
General Game Playing Hyper-Agents for Ludii |
Nicholas Thompson and Matthew Stephenson |
110 |
A Multimodal Architecture for Endpoint Position Prediction in Team-based Multiplayer Games |
Jonas Peché, Aliaksei Tsishurou, Alexander Zap and Guenter Wallner |
114 |
A New Rules Balance Track for the Pokémon VGC AI Competition 2.0 |
Simão Reis, A. Lucas Martins, Rita Novais and Fernando Alves |
119 |
PillagerBench: A Benchmark and Framework for LLM-Based Agents in Competitive Multi-Agent Minecraft Environments |
Olivier Schipper, Yudi Zhang, Yali Du, Mykola Pechenizkiy and Meng Fang |
143 |
NeuroPAL: Punctuated Anytime Learning with Neuroevolution for Macromanagement in Starcraft: Brood War |
Jim O’Connor, Yeonghun Lee and Gary Parker |
150 |
Game-Oriented ASR Error Correction via RAG-Enhanced LLM |
Yan Jiang, Yongle Luo, Qixian Zhou and Elvis S. Liu |
172 |
Evaluating AI Cooperation with Humans in Codenames |
Christopher Archibald, Koby Cutler, Tyler Barney, Matthew Sheppard and Blake Peterson |
173 |
JSON-Bag: A generic game trajectory representation |
Dien Nguyen, Diego Perez Liebana and Simon Lucas |
176 |
Track: Designing Games, Serious Games and Playful Experience
Title |
Authors |
ID |
---|---|---|
Virtual Reality Game-Based Classification of Arachnophobia: A Two-Step Clustering Approach |
Susanna Brambilla, Simone Abate, Giuseppe Boccignone, Nunzio Alberto Borghese, Marco Ligabue and Laura Anna Ripamonti |
7 |
AI Agents: Design and Evaluation of Gamified Conversational Agents |
Christian Poglitsch, Maria Seiser, Markus Buchsteiner and Johanna Pirker |
22 |
Quantitative Analysis of Visual Guidance in Level Transitions Using Multimodal Visual Metrics |
Kaijie Xu and Clark Verbrugge |
35 |
Finding mechanisms to build analog prototypes of serious games for spatial planning and city building |
Micael Sousa |
46 |
Gamifying the World Wide Web: Competitive and Interactive Play on Real Websites |
Yoshinari Shirai, Yasue Kishino, Sanae Fujita, Tessei Kobayashi and Hiroki Higuchi |
57 |
Designing with Player Paths: Presenting a Game Design Framework |
Martin Schacherbauer and Daniel Dyrda |
95 |
How Task Complexity Moderates the Impact of AI-Generated Images on User Experience in Gamified Text Labelling |
Fatima Althani, Chris Madge and Massimo Poesio |
96 |
A Study on Dynamic Difficulty Adjustment using Real-Time Stress Detection in Virtual Reality |
Susanna Brambilla, Sadra Heidary Moghadam, Laura Ripamonti and Pierluca Lanzi |
111 |
NutricARe – An Augmented Reality Serious Game to Educate Type 2 Diabetics During Hospital Stays |
Jannik Waldraff, Christian Eichhorn and David Plecher |
131 |
Coin Catcher: a Mobile Serious Game to Predict the Morality Personality Trait |
Patrícia Alves, Raul Coelho, Joana Neto, Luis Conceição and Goreti Marreiros |
157 |
We Never Took the Kobayashi Maru Test Until Now. What Do You Think of Our Solutions? – Journeys of the Mind Through a No-Win Game |
Kenji Saito, Riki Toriyama, Kokone Noguchi, Tomoyoshi Yamamoto, Jonah Egashira and Rei Tadika |
160 |
Gameplay Evolution: A Game Design Method Based on Evolutionary Theory |
Xing Sun and Hongjie Ge |
164 |
Exploring Aim Assistance in a Foot-Based Target Shooting Game in Virtual Reality |
Ren Boz |
175 |
Balance Masters: A Heart Rate Biofeedback Game for Enhancing Emotion Regulation in Adolescents |
Xinyu Li, Siqi Liu, Qihui Chou, Xing Sun and Shiguang Ni |
181 |
Empowering through Posture: Power Poses in MR Exergames to boost Self-Efficacy |
Mary Linke and Sabiha Ghellal |
182 |
Sonic Doom: Enhanced Sound Design and Accessibility in a First-Person Shooter Game |
Ibrahim Khan, Thai Nguyen Van, Mustafa Can Gursesli and Ruck Thawonmas |
186 |
Track: Game HCI, Player Experience, Game Analytics, e-sports
Title |
Authors |
ID |
---|---|---|
Matchmaking Beyond Elo: Why Teams Are More Than the Sum of Individual Skill |
Nico Elbert, Christoph Flath, Victor Klockmann, Fabian Kosse, Alicia von Schenk and Nikolai Stein |
5 |
Inter-Player Data for the Prediction of Emotional Intensity in a Multiplayer Game |
Alexander Brooke, Matthew Crossley, Huw Lloyd and Stuart Cunningham |
11 |
How Size Shapes User Behavior in Playful Full-Body Interactive Experiences: Insights on Territoriality and Social Distance |
Sena Beste Ercan, Isabel Lorena Alessandrini, Laura Guàrdia Vela, Olga Gali and Narcis Pares |
15 |
How do Players Perceive Gender Discrimination? On the Differences of Harassment in Online Games |
Ronja Fuchs, Jakob Droste and Alexander Dockhorn |
31 |
Fair Play and Identity: In-Game Behavioral Biometrics for Player Identification in Competitive Online Games |
Franziska Zimmer, Mhd Irvan, Maharage Nisansala Sevwandi Perera, Ryosuke Kobayashi and Rie Shigetomi Yamaguchi |
51 |
Trajectory Analysis and Prediction in Counter-Strike with LSTM Models |
Dan Trong Thai and Marco Scirea |
59 |
From Fads to Classics — Analyzing Video Game Trend Evolutions through Steam Tags |
Nicolas Grelier, Johannes Pfau, Stéphane Kaufmann and Nicolas Mathieu |
72 |
What Makes a Level Hard in Super Mario Maker 2? |
Carlo A. Furia and Andrea Mocci |
76 |
CDOPS: Complex Dynamics of Online Professional Squads |
Brianna Duffy, Jonathan Gallagher, Jocelyn Rego, Wael Fatnassi and Michael Warren |
85 |
Investigating Complex Dynamics in Eye-Aspect-Ratio of Expert Tetris Players Using Recurrence Quantification Analysis |
Gianluca Guglielmo, Michal Klincewicz and Pieter Spronck |
87 |
Path Generation and Evaluation in Video Games: A Nonparametric Statistical Approach |
Daniel Campa, Mehdi Saeedi, Ian Colbert and Srinjoy Das |
93 |
Precision Under Fire: Analysis and Predictive Modeling in Counter-Strike: Global Offensive |
Xinyao Xia, Abel Salinas and Fred Morstatter |
105 |
PIE: Permutation-Invariant Multi-Entity Evaluation |
Xue Yan, Haifeng Zhang, Yali Du and Jun Wang |
115 |
Exploring the (Placebo) Effect of an AI-Powered Dialogue System on Player Experience |
Sarita Sridharan, Steeven Villa, Alena Denisova and Johanna Pirker |
132 |
AI vs. the Algorithm: Measuring Success on Twitch |
Alan Pedrassoli Chitayat |
133 |
Deceptive Game Design? Investigating the Impact of Visual Card Style on Player Perception |
Leonie Kallabis, Timo Bertram and Florian Rupp |
144 |
Track: Game Technology
Title |
Authors |
ID |
---|---|---|
Detecting Memory Editing Cheats by Validating Host Memory Integrity from GPU |
Naoki Hashimoto and Soramichi Akiyama |
8 |
A Continual Offline Reinforcement Learning Benchmark for Navigation Tasks |
Anthony Kobanda, Odalric-Ambrym Maillard and Rémy Portelas |
28 |
Perspectives of Sound Designers on Real-Time Sound Propagation in Games |
Yiping Han, Alena Denisova, Christina Vasiliou, Danjeli Schembri, Michael Jones and Damian Murphy |
63 |
Go Game Capture and Reconstruction of Missing Moves using Deep Learning Techniques |
Roman Gerloff, Manja Marz and Florian Wahl |
88 |
Measuring the Power Consumption of Video Games |
Julien Lukasewycz and Torben Weis |
121 |
The Maximum Number of Sets for 12 Cards is 14 |
Justin Stevens, Duncan Wilson and Richard Kelley |
170 |
Track: Procedural Content Generation
Title |
Authors |
ID |
---|---|---|
On-Device, Diverse, Difficulty-Driven Level Generation for Match 3D Puzzles via Reinforcement Learning |
Koya Ihara, Tomomi Takahashi, Kazuya Kuroda and Naoyuki Jimbo |
2 |
From a Single Design to Multiple Variations: AI-Guided In-App Image Generation |
Gali Hod, Dvir Ben Or and Eyal Regev |
39 |
From a Single Design to Multiple Variations: AI-Guided In-App Image Generation |
Gali Hod, Dvir Ben Or and Eyal Regev |
39 |
IPCGRL: Language-Instructed Reinforcement Learning for Procedural Level Generation |
In-Chang Baek, Sung-Hyun Kim, Seo-Young Lee, Dong-Hyeon Kim and Kyung-Joong Kim |
113 |
Controllable Procedural Generation of Race Track Surroundings for Iterative Level Design |
Petr Šimůnek, David Šosvald, Martin Kahoun and Vojtěch Černý |
138 |
Non-Uniform Tile Wave Function Collapse |
Rolf Piepenbrink and Rafael Bidarra |
139 |
A Case Study on User Perception of Parameterized LLM-Generated Narratives |
Nicholas Treynor and Joshua McCoy |
183 |
Auxiliary Papers
Vision
Title |
Authors |
ID |
---|---|---|
Procedural Generation and Games at the Dawn of Fault Tolerant Quantum Computing |
Daniel Bultrini and James Wootton |
254 |
On the need for reproducibility guidelines for open-source games: A itch.io case study |
Claudio Di Sipio, Andrea D’Angelo, Riccardo Rubei and Cristiano Politowski |
256 |
A Call for Deeper Collaboration between Robotics and Game Development |
Iolanda Leite, William Ahlberg, André Pereira, Alessandro Sestini, Linus Gisslén and Konrad Tollmar |
307 |
Abduct, Deduct, Induct, Respawn! A Retroductive Perspective on Games |
Anne Vetter and Sebastian von Mammen |
364 |
Short
Title |
Authors |
ID |
---|---|---|
AI vs. AI: Comparing Artificial Intelligence with Actual Intelligence for a Gameplay Task |
John Aycock, Katie Biittner, Syeda Zainab Khaleel, Carl Therrien, Allie Querengesser and Hailey Sikstrom |
189 |
REVIVE – Studying Social Dynamics of Stroke Survivors using a Monitoring VR-based Platform |
Sérgio Oliveira, Bernardo Marques, Paula Amorim and Beatriz Sousa-Santos |
195 |
ADAPT – Empowering Healthcare Professionals to Tailor Collaborative VR-Games for Stroke Recovery |
Inês Figueiredo, Sérgio Oliveira, Bernardo Marques, Paula Amorim and Beatriz Sousa-Santos |
196 |
LUSITANOS LET’S GO! From Banal to Joking Nationalism in Portuguese Esports Spectatorship |
Carina Assuncao |
200 |
Emotion Regulation Through Play: A Serious Game for Preschool Children |
Catarina Gonçalves, Eliana Silva and Luís Paulo Reis |
215 |
Action Window Planning for Stealth Missions |
Kaijie Xu and Clark Verbrugge |
205 |
Empirical Validation of the Independent Chip Model |
Juho Kim |
212 |
Training a Reinforcement Learning Agent for Tales of Tribute |
Sebastian Lashmet and Alexander Dockhorn |
209 |
Anamorphic Projection as a Novel Game Mechanic for Investigating Impossible Spaces in 3D Puzzle Games |
İrem Aydındoğan and Sema Alaçam |
219 |
AI-Buddies in MMORPGs: Player Perceptions of Conceptual LLM-Driven NPCs in World of Warcraft |
Rasmus Ploug and Marco Scirea |
221 |
Liminal Procedural Horror |
Diogo de Andrade, Phil Lopes and Nuno Fachada |
220 |
The Co-Design process behind CogniSpace: A Serious Game for Cognitive and Psychosocial Rehabiliation |
Eliana Silva, Carolina Figueira, Luís Paulo Reis, Marta Parreira, Ana Ramos, Catarina Fernandes, Marta Reis and Sara Araújo Silva |
222 |
Emotion Odyssey: Promoting Emotion Regulation Skills in Families through a Serious Game |
Eliana Silva, João Pedro Silva, Luís Paulo Reis and Sara Araújo Silva |
223 |
Play-Style Identification Using Low-Level Representations of Play Traces in MicroRTS |
Ruizhe Yu Xia, Jeremy Gow and Simon Lucas |
224 |
Open-Ended NPC Dialogue Favors Casual Players: A Pilot Comparison of Three LLM-Driven Dialogue Systems |
Anthon Kristian Skov Petersen, Emil Rimer, Rasmus Ploug and Marco Scirea |
225 |
Using Psychophysiological Insights to Evaluate the Impact of Loot Boxes on Arousal |
Gianmarco Tedeschi, Rune K. L. Nielsen and Paolo Burelli |
228 |
Population-based Evaluation for Dynamic Difficulty Adjustment in Repeated Rock-Paper-Scissors |
Johannes Büttner and Sebastian von Mammen |
231 |
On the dynamics of affective states during play and the role of confusion |
Thomas Volden, Oleg Jarma Montoya, Paolo Burelli and Marco Scirea |
232 |
AntiCheatPT: A Transformer-Based Approach to Cheat Detection in Competitive Computer Games |
Mille Mei Zhen Loo, Gert Lužkov and Paolo Burelli |
261 |
ScriptDoctor: Automatic Generation of PuzzleScript Games via Large Language Models and Tree Search |
Sam Earle, Ahmed Khalifa, Muhammad Nasir, Zehua Jiang, Graham Todd, Andrzej Banburski-Fahey and Julian Togelius |
265 |
Toward a Game Design Engineering Process Centered on Player Experience |
Daniel Dyrda and Gudrun Klinker |
267 |
Evaluating Quality of Gaming Narratives Co-created with AI |
Arturo Valdivia and Paolo Burelli |
277 |
Toward a Unified Spatial Interface for Controlling Procedural Content Generation |
Achim Bunke and Daniel Dyrda |
280 |
Play x Discuss: A Digital Cooperative Discussion Game About Women in Science |
Chrysa Bika, Shobhana Narasimhan, Johannes Barth, Gudrun Klinker and Daniel Dyrda |
283 |
Fostering AI Literacy through Strategic Play: A Competitive Pathfinding Game for Middle School |
Claire Aguiar, Dan Carpenter, Jessica Vandenberg, Wookhee Min, Veronica Catete and Bradford Mott |
287 |
Constraint Propagation for Reasoning in Single-player Deduction Games |
Fandi Meng, Kaijie Xu and Simon Lucas |
290 |
Framework for Generating State-Space Graphs |
“Michael Joseph Ericson, Sindri Sigthorsson, Hrafn Orlygsson, Yngvi Bjornsson and Stephan Schiffel” |
296 |
Generating Ensembles of Search Policies to Solve Baba Is You Levels |
Robert Ronge, Erik Albrecht, Dominik Woiwode and Alexander Dockhorn |
297 |
Narrui: Visual Dialogue System Tool featuring Interactive Editor Playback for Better Usability |
Rui Kremsmayr and Jeremiah Diephuis |
301 |
Pixels to Play: One Model, Any Game |
Yuguang Yue, Chris Green, Samuel Hunt, Irakli Salia, Wenzhe Shi and Jonathan Hunt |
300 |
Prototyping Video Games for Understanding Abstract Concepts |
Hainan Yu and Pedro Cardoso-Leite |
306 |
Designing a Narrative-Centered Game to Promote AI Literacy and Health Career Exploration |
Bradford Mott, Jessica Vandenberg, Carlos Penilla, Sean Hennigan, James Lester and Elizabeth Ozer |
308 |
Development of a Measure of Copresence, Social Interaction, and Engagement During Online Gameplay for Older Adults with and without Mild Cognitive Impairment |
Kara Mumma, Patricia Griffiths, Kayci Vickers, Kala Jordan and Maribeth Gandy Coleman |
309 |
Using Vertical Dynamics Actuators in the Car as Haptic Feedback for Entertainment Applications |
Simon Stolz, Gudrun Klinker, David A. Plecher, Johanna Pirker and Christian Eichhorn |
316 |
Targeting Muscular Dystrophy with Serious Games for Exercise Rehabilitation based on Mixed Reality |
Wenzhe Zhuge, Elisabetta Gazzerro, David A. Plecher, Gudrun Klinker, Johanna Pirker and Christian Eichhorn |
319 |
Learning Representations in Video Game Agents with Supervised Contrastive Imitation Learning |
Carlos Celemin, Joe Brennan, Pierluigi Vito Amadori and Timothy Bradley |
324 |
A Virtual Reality Serious Game to Teach about the Bullwhip Effect in Supply Chains |
Nils Hothum, Mrunal Manohar Mohadikar, David Wuttke, David Plecher and Christian Eichhorn |
326 |
Generating 3D Terrain with 2D Cellular Automata |
Nuno Fachada, António Rodrigues, Diogo de Andrade and Phil Lopes |
330 |
God’s Innovation Project – Empowering The Player With Generative AI |
Ritvik Nair, Timothy Merino and Julian Togelius |
333 |
Round Outcome Prediction in VALORANT Using Tactical Features from Video Analysis |
Nirai Hayakawa, Kazumasa Shimari, Kazuma Yamasaki, Hirotatsu Hoshikawa, Rikuto Tsuchida and Kenichi Matsumoto |
335 |
Learning Dark Souls Combat Through Pixel Input With Neuroevolution |
Jim O’Connor, Gary Parker and Mustafa Bugti |
337 |
An Empirical Evaluation of UI Element Detection in Mobile Games for Automated Testing |
Nozomu Karai, Koya Ihara, Tatsuya Ishimoto, Daiki Kubo and Kotaro Kikuchi |
340 |
Where are the Frontlines? A Visualization Approach for Map Control in Team-Based Games |
Jonas Peche, Alexander Zap and Guenter Wallner |
344 |
Exploring the Potential of an AI-based Twitch Moderation and Toxicity Detection Bot |
Julian Huth, Christian Eichhorn, David A. Plecher and Johanna Pirker |
345 |
Modeling Uncertainty: Constraint-Based Belief States in Imperfect-Information Games |
Achille Morenville and Eric Piette |
346 |
Designing for Engagement: A Co-Created VR Game for Upper Limb Rehabilitation |
Andreia Pinto de Sousa, Teresa Freitas, José Karnikowski, Leonor Oliveira, Micaela Fonseca, Pill Lopes and Filipe Pinto |
351 |
Gender-Based Behavioral Patterns in Twitch Gaming Live Streamers: An Observational Study |
Danielle Dolan-Sanchez and Lila Boz |
353 |
Measuring Time Delay Tolerance in Third-Person Live Commentary for Super Smash Bros. Ultimate |
Ryosuke Matsushita, Koki Fukuda, Ryosuke Sakai, Shinnosuke Takamichi, Kota Iura, Yuki Saito, Graham Neubig, Katsuhito Sudoh, Hiroya Takamura and Tatsuya Ishigaki |
354 |
Design and Evaluation of Farm Farce: AI as Improvisational Comedy Director in Farming Simulation Games |
Yuantong Yun and Xinyu Kang |
357 |
Gamified VR Environment with Second-Screen Web Interface for Therapist-Guided Exposure Therapy |
Gabriel Marques, André Antunes, Rui Nóbrega and Rui Madeira |
361 |
Viewport Tracking Model for Automatic Observing in League of Legends |
Yu-jin Kim, Hyun-woo Lee, Ho-taek Joo and Kyung-Joong Kim |
370 |
Competition
Title |
Authors |
ID |
---|---|---|
Fit to Fling: Genetic Prompt Optimization for the LLMs4PCG Competition |
Jesse Grabowski, Yi Xia, Pratch Suntichaikul, Haekal Damar Qudsi Madani and Ruck Thawonmas |
249 |
Sound Judgment: A Multi-Year Evaluation of Audio Aesthetics and Gameplay Impact in DareFightingICE Sound Design Competition |
Ibrahim Khan, Mustafa Can Gursesli, Thai Nguyen Van and Ruck Thawonmas |
352 |
Can Multimodal LLMs Reason About Stability? An Exploratory Study with Insights from the LLMs4PCG Challenge |
Mury Fajar Dewantoro, Febri Abdullah, Yi Xia, Ibrahim Khan, Ruck Thawonmas and Wenwen Ouyang |
366 |
Demo
Title |
Authors |
ID |
---|---|---|
AI-Assisted Wordle Demo: Combining LLMs and Rule-Based Solvers for Enhanced Gameplay |
Colin Murphy and Chang Liu |
193 |
Modeling Conflict De-Escalation in Shakespeare through Hybrid NLP & Symbolic Approaches |
Nicholas Treynor, Kyle Mitchell, Nick Toothman, Gina Bloom, Colin Milburn, Michael Neff and Joshua McCoy |
334 |
Talking to NPCs: Three LLM-Driven Approaches to Dynamic RPG Dialogue |
Emil Rimer, Rasmus Ploug, Anthon Kristian Skov Petersen and Marco Scirea |
234 |
Voice-Controlled AI Companions for Natural Language Collaboration in a Survival Game |
Kehao Liu and Fandi Meng |
292 |
SketchTiler: Co-Creative Sketch-to-Tilemap Conversion Using Wave Function Collapse |
Blythe Chen, Raven Cruz-James, Justin Lam and Jim Whitehead |
339 |
Anonymized: A Narrative-Centered Educational Game for AI-Infused Biomedical Career Exploration |
Bradford Mott, Jessica Vandenberg, Carlos Penilla, Sean Hennigan, James Lester and Elizabeth Ozer |
291 |
Within the mirror: A narrative RPG to empathize about mental health |
Isabella Garcia Merlano, Eduard Sierra-Ballen and Sandra Molano-Pacheco |
320 |
Tone – an Interactive Music Learning Experience |
Willi Schorrig, Manuel Danze, Manuel Eberhardinger and Sabiha Ghellal |
347 |
Prompt Override: LLM Hacking as Serious Game |
Roberto Gallotta, Antonios Liapis and Georgios N. Yannakakis |
197 |