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CIG 2010: Copenhagen, Denmark
- Georgios N. Yannakakis, Julian Togelius:
Proceedings of the 2010 IEEE Conference on Computational Intelligence and Games, CIG 2010, Copenhagen, Denmark, 18-21 August, 2010. IEEE 2010, ISBN 978-1-4244-6295-7 - Bruce Damer:
The day the game came alive: Virtual worlds and an origin of Artificial Life. 1-6 - Johan Hagelbäck, Stefan J. Johansson, Mike Preuss:
AI and computational intelligence for real-time strategy games. 1-4 - Sergey Karakovskiy, Noor Shaker, Julian Togelius, Georgios N. Yannakakis:
The Mario AI Championship. 1-3
Papers
- Eric Beaudry, Francis Bisson, Simon Chamberland, Froduald Kabanza:
Using Markov decision theory to provide a fair challenge in a roll-and-move board game. 1-8 - Ondrej Vanek, Branislav Bosanský, Michal Jakob, Michal Pechoucek:
Transiting areas patrolled by a mobile adversary. 9-16 - Anton Chertov, Ziad Kobti, Scott D. Goodwin:
Weighted SCAN for modeling cooperative group role dynamics. 17-22 - Yuji Sato, Hazuki Inoue:
Solving Sudoku with genetic operations that preserve building blocks. 23-29 - Amit Benbassat, Moshe Sipper:
Evolving Lose-Checkers players using genetic programming. 30-37 - Juan Julián Merelo Guervós, Antonio Miguel Mora, Thomas Philip Runarsson, Carlos Cotta:
Assessing efficiency of different evolutionary strategies playing MasterMind. 38-45 - Simon Butler, Yiannis Demiris:
Partial observability during predictions of the opponent's movements in an RTS game. 46-53 - Jeffrey Tsang:
The structure of a depth-3 lookup table representation for Prisoner's Dilemma. 54-61 - Chern Kuan Goh, Alexander Nareyek:
Pleasure propagation to reward predictors. 62-68 - Jongwon Yoon, Su-Hyung Jang, Sung-Bae Cho:
Enhanced user immersive experience with a virtual reality based FPS game interface. 69-74 - Florent Levillain, Joseph Onderi Orero, Maria Rifqi, Bernadette Bouchon-Meunier:
Characterizing player's experience from physiological signals using fuzzy decision trees. 75-82 - Slawomir Bojarski, Clare Bates Congdon:
REALM: A rule-based evolutionary computation agent that learns to play Mario. 83-90 - Adam M. Smith, Mark J. Nelson, Michael Mateas:
LUDOCORE: A logical game engine for modeling videogames. 91-98 - Bobby D. Bryant:
Virtual bagging for an evolved agent controller. 99-106 - Aditya Rawal, Padmini Rajagopalan, Risto Miikkulainen:
Constructing competitive and cooperative agent behavior using coevolution. 107-114 - Ben George Weber, Peter A. Mawhorter, Michael Mateas, Arnav Jhala:
Reactive planning idioms for multi-scale game AI. 115-122 - Enrique Onieva, Luigi Cardamone, Daniele Loiacono, Pier Luca Lanzi:
Overtaking opponents with blocking strategies using fuzzy logic. 123-130 - Markus Kemmerling, Mike Preuss:
Automatic adaptation to generated content via car setup optimization in TORCS. 131-138 - Johan Hagelbäck, Stefan J. Johansson:
A study on human like characteristics in real time strategy games. 139-145 - Greg Smith, Phillipa Avery, Ramona Houmanfar, Sushil J. Louis:
Using co-evolved RTS opponents to teach spatial tactics. 146-153 - Vincent Scesa, Clément Raïevsky, Stéphane Sanchez, Hervé Luga, Yves Duthen:
Rule fusion for the imitation of a human tutor. 154-161 - David Lupien St-Pierre, Mark H. M. Winands, David A. Watt:
A selective move generator for the game axis and allies. 162-169 - Christian Thurau, Christian Bauckhage:
Analyzing the Evolution of Social Groups in World of Warcraft®. 170-177 - Tobias Mahlmann, Anders Drachen, Julian Togelius, Alessandro Canossa, Georgios N. Yannakakis:
Predicting player behavior in Tomb Raider: Underworld. 178-185 - Kyong Jin Shim, Jaideep Srivastava:
Behavioral profiles of character types in EverQuest II. 186-194 - Laetitia Chapel, Dmitri Botvich, David Malone:
Probabilistic approaches to cheating detection in online games. 195-201 - Jahn-Takeshi Saito, Mark H. M. Winands:
Paranoid Proof-Number Search. 203-210 - Viliam Lisý, Branislav Bosanský, Roman Vaculín, Michal Pechoucek:
Agent subset adversarial search for complex non-cooperative domains. 211-218 - Daniel A. Ashlock, Eun-Youn Kim, Wendy Ashlock:
A fingerprint comparison of different Prisoner's Dilemma payoff matrices. 219-226 - Garry W. Greenwood:
Evolving N-person social dilemma strategies to resolve questions on participation in climate change programs. 227-234 - Ruck Thawonmas, Takashi Ashida:
Evolution strategy for optimizing parameters in Ms Pac-Man controller ICE Pambush 3. 235-240 - Antonio Miguel Mora, M. A. Moreno, Juan Julián Merelo Guervós, Pedro A. Castillo, Maribel García Arenas, Juan Luis Jiménez Laredo:
Evolving the cooperative behaviour in Unreal™ bots. 241-248 - Matthew Patrick:
Online evolution in Unreal Tournament 2004. 249-256 - Frederick William Poe Heckel, G. Michael Youngblood, Nikhil S. Ketkar:
Representational complexity of reactive agents. 257-264 - Julian Togelius, Mike Preuss, Nicola Beume, Simon Wessing, Johan Hagelbäck, Georgios N. Yannakakis:
Multiobjective exploration of the StarCraft map space. 265-272 - Adam M. Smith, Michael Mateas:
Variations Forever: Flexibly generating rulesets from a sculptable design space of mini-games. 273-280 - Christoph Salge, Tobias Mahlmann:
Relevant Information as a formalised approach to evaluate game mechanics. 281-288 - Daniel A. Ashlock:
Automatic generation of game elements via evolution. 289-296 - Anja Johansson, Pierangelo Dell'Acqua:
Introducing time in emotional behavior networks. 297-304 - Cyril Brom, Ondrej Burkert, Rudolf Kadlec:
Timing in episodic memory for virtual characters. 305-312 - Héctor Pérez Martínez, Kenneth Hullett, Georgios N. Yannakakis:
Extending neuro-evolutionary preference learning through player modeling. 313-320 - Simone Tognetti, Maurizio Garbarino, Andrea Bonarini, Matteo Matteucci:
Modeling enjoyment preference from physiological responses in a car racing game. 321-328 - Giovanni Acampora, Fabio Ferraguto, Vincenzo Loia:
Synthesizing bots emotional behaviors through fuzzy cognitive processes. 329-336 - Rafael Bidarra, Robert Schaap, Kim Goossens:
Growing on the inside: Soulful characters for video games. 337-344 - Philip Hingston:
A new design for a Turing Test for Bots. 345-350 - Peter A. Mawhorter, Michael Mateas:
Procedural level generation using occupancy-regulated extension. 351-358 - Fabien Teytaud, Olivier Teytaud:
On the huge benefit of decisive moves in Monte-Carlo Tree Search algorithms. 359-364 - Spyridon Samothrakis, David Robles, Simon M. Lucas:
A UCT agent for Tron: Initial investigations. 365-371 - Simon M. Lucas:
Estimating learning rates in evolution and TDL: Results on a simple grid-world problem. 372-379 - Christopher J. Hanna, Ray J. Hickey, Darryl Charles, Michaela M. Black:
Modular Reinforcement Learning architectures for artificially intelligent agents in complex game environments. 380-387 - Luigi Cardamone, Daniele Loiacono, Pier Luca Lanzi, Alessandro Pietro Bardelli:
Searching for the optimal racing line using genetic algorithms. 388-394 - Jan Quadflieg, Mike Preuss, Oliver Kramer, Günter Rudolph:
Learning the track and planning ahead in a car racing controller. 395-402 - Paolo Burelli, Georgios N. Yannakakis:
Combining local and global optimisation for virtual camera control. 403-410 - Paolo Ciancarini, Gian Piero Favini:
Retrograde Analysis of Kriegspiel endgames. 411-418 - Aswin Thomas Abraham, Kevin McGee:
AI for dynamic team-mate adaptation in games. 419-426 - María Arinbjarnar, Daniel Kudenko:
Bayesian networks: Real-time applicable decision mechanisms for intelligent agents in interactive drama. 427-434 - Jichen Zhu, Santiago Ontañón:
Story representation in analogy-based story generation in Riu. 435-442 - Anna Syberfeldt, Sanny Syberfeldt:
A serious game for understanding artificial intelligence in production optimization. 443-449 - Joost Westra, Frank Dignum, Virginia Dignum:
Keeping the trainee on track. 450-457 - Emilio Martín, Moisés Martínez, Gustavo Recio, Yago Sáez:
Pac-mAnt: Optimization based on ant colonies applied to developing an agent for Ms. Pac-Man. 458-464 - Nathaniel Bell, Xinghong Fang, Rory Hughes, Graham Kendall, Edward O'Reilly, Shenghui Qiu:
Ghost direction detection and other innovations for Ms. Pac-Man. 465-472 - Jorge Muñoz, Germán Gutiérrez, Araceli Sanchis:
A human-like TORCS controller for the Simulated Car Racing Championship. 473-480
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