1) Predicting Dominance Rankings for Score-Based Games
Author(s): S. Samothrakis; D. Perez; S. M. Lucas; P. Rohlfshagen
Page(s): 1 - 12
2) Solving a Complex Language Game by Using Knowledge-Based Word Associations Discovery
Author(s): P. Basile; M. de Gemmis; P. Lops; G. Semeraro
Page(s): 13 - 26
3) Extending Real-Time Challenge Balancing to Multiplayer Games: A Study on Eco-Driving
Author(s): H. Prendinger; K. Puntumapon; M. Madruga
Page(s): 27 - 32
4) Online Adaptable Learning Rates for the Game Connect-4
Author(s): S. Bagheri; M. Thill; P. Koch; W. Konen
Page(s): 33 - 42
5) Intelligent Game Engine for Rehabilitation (IGER)
Author(s): M. Pirovano; R. Mainetti; G. Baud-Bovy; P. L. Lanzi; N. A. Borghese
Page(s): 43 - 55
6) Reinforcement Learning in Video Games Using Nearest Neighbor Interpolation and Metric Learning
Author(s): M. S. Emigh; E. G. Kriminger; A. J. Brockmeier; J. C. Príncipe; P. M. Pardalos
Page(s): 56 - 66
7) Discovering Multimodal Behavior in Ms. Pac-Man Through Evolution of Modular Neural Networks
Author(s): J. Schrum; R. Miikkulainen
Page(s): 67 - 81
8) Prolog-Scripted Tactics Negotiation and Coordinated Team Actions for Counter-Strike Game Bots
Author(s): G. Jaśkiewicz
Page(s): 82 - 88
9) Predicting Opponent's Production in Real-Time Strategy Games With Answer Set Programming
Author(s): M. Stanescu; M. Čertický
10) How to Run a Successful Game-Based AI Competition
Author(s): J. Togelius
Page(s): 95 - 100
Showing posts with label TCIAIG. Show all posts
Showing posts with label TCIAIG. Show all posts
Thursday, 17 March 2016
Tuesday, 15 December 2015
IEEE Transactions on Computational Intelligence and AI in Games, Volume 7, Number 4, December 2015
1. A Panorama of Artificial and Computational Intelligence in Games
Author(s): Yannakakis, G.N.; Togelius, J.
Page(s): 317 - 335
2. Temporal Game Challenge Tailoring
Author(s): Zook, A.; Riedl, M.O.
Page(s): 336 - 346
3. Multiobjective Monte Carlo Tree Search for Real-Time Games
Author(s): Perez, D.; Mostaghim, S.; Samothrakis, S.; Lucas, S.M.
Page(s): 347 - 360
4. Distributed Monte Carlo Tree Search: A Novel Technique and its Application to Computer Go
Author(s): Schaefers, L.; Platzner, M.
Page(s): 361 - 374
5. Automated Planning and Player Modeling for Interactive Storytelling
Author(s): Ramirez, A.; Bulitko, V.
Page(s): 375 - 386
Author(s): Yannakakis, G.N.; Togelius, J.
Page(s): 317 - 335
2. Temporal Game Challenge Tailoring
Author(s): Zook, A.; Riedl, M.O.
Page(s): 336 - 346
3. Multiobjective Monte Carlo Tree Search for Real-Time Games
Author(s): Perez, D.; Mostaghim, S.; Samothrakis, S.; Lucas, S.M.
Page(s): 347 - 360
4. Distributed Monte Carlo Tree Search: A Novel Technique and its Application to Computer Go
Author(s): Schaefers, L.; Platzner, M.
Page(s): 361 - 374
5. Automated Planning and Player Modeling for Interactive Storytelling
Author(s): Ramirez, A.; Bulitko, V.
Page(s): 375 - 386
Friday, 11 September 2015
IEEE Transactions on Computational Intelligence and AI in Games, Volume 7, Number 3, September 2015
1. The Age of Analytics
Author(s): Bauckhage, C.; Drachen, A.; Thurau, C.
Page(s): 205 - 206
2. An Analytic and Psychometric Evaluation of Dynamic Game Adaption for Increasing Session-Level Retention in Casual Games
Author(s): Harrison, B.; Roberts, D.L.
Page(s): 207 - 219
3. Detecting Predatory Behavior in Game Chats
Author(s): Cheong, Y.-G.; Jensen, A.K.; Gudnadottir, E.R.; Bae, B.-C.; Togelius, J.
Page(s): 220 - 232
4. Player Preference and Style in a Leading Mobile Card Game
Author(s): Cowling, P.I.; Devlin, S.; Powley, E.J.; Whitehouse, D.; Rollason, J.
Page(s): 233 - 242
5. Thinking Style and Team Competition Game Performance and Enjoyment
Author(s): Wang, H.; Yang, H.-T.; Sun, C.-T.
Page(s): 243 - 254
6. Churn Prediction in Online Games Using Players’ Login Records: A Frequency Analysis Approach
Author(s): Castro, E.G.; Tsuzuki, M.S.G.
Page(s): 255 - 265
7. Clustering Game Behavior Data
Author(s): Bauckhage, C.; Drachen, A.; Sifa, R.
Page(s): 266 - 278
8. Postprocessing Gameplay Metrics for Gameplay Performance Segmentation Based on Audiovisual Analysis
Author(s): Marczak, R.; Schott, G.; Hanna, P.
Page(s): 279 - 291
9. Past Our Prime: A Study of Age and Play Style Development in Battlefield 3
Author(s): Tekofsky, S.; Spronck, P.; Goudbeek, M.; Plaat, A.; van den Herik, J.
Page(s): 292 - 303
10. On Learning From Game Annotations
Author(s): Wirth, C.; Furnkranz, J.
Page(s): 304 - 316
Author(s): Bauckhage, C.; Drachen, A.; Thurau, C.
Page(s): 205 - 206
2. An Analytic and Psychometric Evaluation of Dynamic Game Adaption for Increasing Session-Level Retention in Casual Games
Author(s): Harrison, B.; Roberts, D.L.
Page(s): 207 - 219
3. Detecting Predatory Behavior in Game Chats
Author(s): Cheong, Y.-G.; Jensen, A.K.; Gudnadottir, E.R.; Bae, B.-C.; Togelius, J.
Page(s): 220 - 232
4. Player Preference and Style in a Leading Mobile Card Game
Author(s): Cowling, P.I.; Devlin, S.; Powley, E.J.; Whitehouse, D.; Rollason, J.
Page(s): 233 - 242
5. Thinking Style and Team Competition Game Performance and Enjoyment
Author(s): Wang, H.; Yang, H.-T.; Sun, C.-T.
Page(s): 243 - 254
6. Churn Prediction in Online Games Using Players’ Login Records: A Frequency Analysis Approach
Author(s): Castro, E.G.; Tsuzuki, M.S.G.
Page(s): 255 - 265
7. Clustering Game Behavior Data
Author(s): Bauckhage, C.; Drachen, A.; Sifa, R.
Page(s): 266 - 278
8. Postprocessing Gameplay Metrics for Gameplay Performance Segmentation Based on Audiovisual Analysis
Author(s): Marczak, R.; Schott, G.; Hanna, P.
Page(s): 279 - 291
9. Past Our Prime: A Study of Age and Play Style Development in Battlefield 3
Author(s): Tekofsky, S.; Spronck, P.; Goudbeek, M.; Plaat, A.; van den Herik, J.
Page(s): 292 - 303
10. On Learning From Game Annotations
Author(s): Wirth, C.; Furnkranz, J.
Page(s): 304 - 316
Tuesday, 16 June 2015
IEEE Transactions on Computational Intelligence and AI in Games, Volume 7, Number 2, June 2015
1. Equivalence Classes in Chinese Dark Chess Endgames
Author(s): Chen, J.-C.; Lin, T.-Y.; Chen, B.-N.; Hsu, T.
Page(s): 109-122
2. Creating Autonomous Adaptive Agents in a Real-Time First-Person Shooter Computer Game
Author(s): Wang, D.; Tan, A.-H.
Page(s): 123-138
3. Integrated Approach to Personalized Procedural Map Generation Using Evolutionary Algorithms
Author(s): Raffe, W.L.; Zambetta, F.; Li, X.; Stanley, K.O.
Page(s): 139-155
4. Stronger Virtual Connections in Hex
Author(s): Pawlewicz, J.; Hayward, R.; Henderson, P.; Arneson, B.
Page(s): 156-166
5. MCTS-Minimax Hybrids
Author(s): Baier, H.; Winands, M.H.M.
Page(s): 167-179
6. Adaptive Shooting for Bots in First Person Shooter Games Using Reinforcement Learning
Author(s): Glavin, F.G.; Madden, M.G.
Page(s): 180-192
7. Fast Algorithm for Catching a Prey Quickly in Known and Partially Known Game Maps
Author(s): Baier, J.A.; Botea, A.; Harabor, D.; Hernandez, C.
Page(s): 193-199
8. Memory-Efficient Method for Fast Computation of Short 15-Puzzle Solutions
Author(s): Parberry, I.
Page(s): 200-203
Author(s): Chen, J.-C.; Lin, T.-Y.; Chen, B.-N.; Hsu, T.
Page(s): 109-122
2. Creating Autonomous Adaptive Agents in a Real-Time First-Person Shooter Computer Game
Author(s): Wang, D.; Tan, A.-H.
Page(s): 123-138
3. Integrated Approach to Personalized Procedural Map Generation Using Evolutionary Algorithms
Author(s): Raffe, W.L.; Zambetta, F.; Li, X.; Stanley, K.O.
Page(s): 139-155
4. Stronger Virtual Connections in Hex
Author(s): Pawlewicz, J.; Hayward, R.; Henderson, P.; Arneson, B.
Page(s): 156-166
5. MCTS-Minimax Hybrids
Author(s): Baier, H.; Winands, M.H.M.
Page(s): 167-179
6. Adaptive Shooting for Bots in First Person Shooter Games Using Reinforcement Learning
Author(s): Glavin, F.G.; Madden, M.G.
Page(s): 180-192
7. Fast Algorithm for Catching a Prey Quickly in Known and Partially Known Game Maps
Author(s): Baier, J.A.; Botea, A.; Harabor, D.; Hernandez, C.
Page(s): 193-199
8. Memory-Efficient Method for Fast Computation of Short 15-Puzzle Solutions
Author(s): Parberry, I.
Page(s): 200-203
Thursday, 7 May 2015
IEEE Transactions on Computational Intelligence and AI in Games, Volume 7, Number 1, March 2015
1. Editorial: IEEE Transactions on Computational Intelligence and AI in Games
Author(s): Kendall, G.
Page(s): 1 - 2
2. On Cost-Effective Incentive Mechanisms in Microtask Crowdsourcing
Author(s): Yang Gao, Yan Chen and Liu, K.J.R.
Page(s): 3 - 15
3. An Enhanced Solver for the Game of Amazons
Author(s): Jiaxing Song and Muller, M.
Page(s): 16 - 27
4. Job-Level Alpha-Beta Search
Author(s): Jr-Chang Chen, I-Chen Wu, Wen-Jie Tseng, Bo-Han Lin and Chia-Hui Chang
Page(s): 28 - 38
5. Suspenser: A Story Generation System for Suspense
Author(s): Yun-Gyung Cheong and Young, R.M.
Page(s): 39 - 52
6. Multiple Opponent Optimization of Prisoner’s Dilemma Playing Agents
Author(s): Ashlock, D., Brown, J.A. and Hingston, P.
Page(s): 53 - 65
7. Design and Implementation of Chinese Dark Chess Programs
Author(s): Shi-Jim Yen, Cheng-Wei Chou, Jr-Chang Chen, I-Chen Wu and Kuo-Yuan Kao
Page(s): 66 - 74
8. Learning Behaviors of and Interactions Among Objects Through Spatio–Temporal Reasoning
Author(s): Ersen, M. and Sariel, S.
Page(s): 75 - 87
9. Learning-Based Procedural Content Generation
Author(s): Roberts, J. and Ke Chen
Page(s): 88 - 101
10. Sequential Halving Applied to Trees
Author(s): Cazenave, T.
Page(s): 102 - 105
Author(s): Kendall, G.
Page(s): 1 - 2
2. On Cost-Effective Incentive Mechanisms in Microtask Crowdsourcing
Author(s): Yang Gao, Yan Chen and Liu, K.J.R.
Page(s): 3 - 15
3. An Enhanced Solver for the Game of Amazons
Author(s): Jiaxing Song and Muller, M.
Page(s): 16 - 27
4. Job-Level Alpha-Beta Search
Author(s): Jr-Chang Chen, I-Chen Wu, Wen-Jie Tseng, Bo-Han Lin and Chia-Hui Chang
Page(s): 28 - 38
5. Suspenser: A Story Generation System for Suspense
Author(s): Yun-Gyung Cheong and Young, R.M.
Page(s): 39 - 52
6. Multiple Opponent Optimization of Prisoner’s Dilemma Playing Agents
Author(s): Ashlock, D., Brown, J.A. and Hingston, P.
Page(s): 53 - 65
7. Design and Implementation of Chinese Dark Chess Programs
Author(s): Shi-Jim Yen, Cheng-Wei Chou, Jr-Chang Chen, I-Chen Wu and Kuo-Yuan Kao
Page(s): 66 - 74
8. Learning Behaviors of and Interactions Among Objects Through Spatio–Temporal Reasoning
Author(s): Ersen, M. and Sariel, S.
Page(s): 75 - 87
9. Learning-Based Procedural Content Generation
Author(s): Roberts, J. and Ke Chen
Page(s): 88 - 101
10. Sequential Halving Applied to Trees
Author(s): Cazenave, T.
Page(s): 102 - 105
Tuesday, 13 January 2015
IEEE Transactions on Computational Intelligence and Artificial Intelligence in Games: Volume 6, Number 4, December 2014
1. Guest Editorial: General Games
Author(s): Browne, C. ; Togelius, J. ; Sturtevant, N.
Page(s): 317 - 319
2. The Game Description Language Is Turing Complete
Author(s): Saffidine, A.
Page(s): 320 - 324
A
3. An Extensible Description Language for Video Games
Author(s): Schaul, T.
Page(s): 325 - 331
4. The Axiom General Purpose Game Playing System
Author(s): Schmidt, G.
Page(s): 332 - 342
5. Efficiency of GDL Reasoners
Author(s): Schiffel, S. ; Bjornsson, Y.
Page(s): 343 - 354
6. A Neuroevolution Approach to General Atari Game Playing
Author(s): Hausknecht, M. ; Lehman, J. ; Miikkulainen, R. ; Stone, P.
Page(s): 355 - 366
7. Self-Adaptation of Playing Strategies in General Game Playing
Author(s): Swiechowski, M. ; Mandziuk, J.
Page(s): 367 - 381
8. EvoMCTS: A Scalable Approach for General Game Learning
Author(s): Benbassat, A. ; Sipper, M.
Page(s): 382 - 394
9. Decaying Simulation Strategies
Author(s): Tak, M.J.W. ; Winands, M.H.M. ; Bjornsson, Y.
Page(s): 395 - 406
10. 2015 IEEE conference on computational intelligence and games
Page(s): 407
Author(s): Browne, C. ; Togelius, J. ; Sturtevant, N.
Page(s): 317 - 319
2. The Game Description Language Is Turing Complete
Author(s): Saffidine, A.
Page(s): 320 - 324
A
3. An Extensible Description Language for Video Games
Author(s): Schaul, T.
Page(s): 325 - 331
4. The Axiom General Purpose Game Playing System
Author(s): Schmidt, G.
Page(s): 332 - 342
5. Efficiency of GDL Reasoners
Author(s): Schiffel, S. ; Bjornsson, Y.
Page(s): 343 - 354
6. A Neuroevolution Approach to General Atari Game Playing
Author(s): Hausknecht, M. ; Lehman, J. ; Miikkulainen, R. ; Stone, P.
Page(s): 355 - 366
7. Self-Adaptation of Playing Strategies in General Game Playing
Author(s): Swiechowski, M. ; Mandziuk, J.
Page(s): 367 - 381
8. EvoMCTS: A Scalable Approach for General Game Learning
Author(s): Benbassat, A. ; Sipper, M.
Page(s): 382 - 394
9. Decaying Simulation Strategies
Author(s): Tak, M.J.W. ; Winands, M.H.M. ; Bjornsson, Y.
Page(s): 395 - 406
10. 2015 IEEE conference on computational intelligence and games
Page(s): 407
Monday, 15 September 2014
IEEE Transactions on Computational Intelligence and Artificial Intelligence in Games, Volume 6, Issue 3, September 2014
1. Real-Time Monte Carlo Tree Search in Ms Pac-Man
Author(s): T. Pepels, M. H. M. Winands, and M. Lanctot
Pages: 245-257
2. An Automatically Generated Evaluation Function in General Game Playing
Author(s): K. Walędzik and J. Mańdziuk
Pages: 258-270
3. A Computational Model of Plan-Based Narrative Conflict at the Fabula Level
Author(s): S. G. Ware, R. M. Young, B. Harrison, and D. L. Roberts
Pages: 271-288
4. Good Machine Performance in Turing’s Imitation Game
Author(s): K. Warwick and H. Shah
Pages: 289-300
5. Preference Learning for Move Prediction and Evaluation Function Approximation in Othello
Author(s): T. P. Runarsson and S. M. Lucas
Pages: 300-313
Author(s): T. Pepels, M. H. M. Winands, and M. Lanctot
Pages: 245-257
2. An Automatically Generated Evaluation Function in General Game Playing
Author(s): K. Walędzik and J. Mańdziuk
Pages: 258-270
3. A Computational Model of Plan-Based Narrative Conflict at the Fabula Level
Author(s): S. G. Ware, R. M. Young, B. Harrison, and D. L. Roberts
Pages: 271-288
4. Good Machine Performance in Turing’s Imitation Game
Author(s): K. Warwick and H. Shah
Pages: 289-300
5. Preference Learning for Move Prediction and Evaluation Function Approximation in Othello
Author(s): T. P. Runarsson and S. M. Lucas
Pages: 300-313
Tuesday, 15 April 2014
Call for Papers: Special Issue on Real-Time Strategy Games IEEE TCIAIG
Special issue editors: Michael Buro, Santiago Ontañón and Mike Preuss
In recent years game AI for real-time strategy (RTS) games has become an active research area. Producing AI players (bots) which are able to consistently beat even average human players (without cheating) in these games has risen as a real challenge. Thus, in RTS games, player satisfaction cannot simply be achieved by “downgrading” the AI, as is possible in man other game genres. In consequence, stronger AI players make the game more interesting.
Recent RTS AI (e.g. StarCraft) tournaments have stimulated the creation of new bots with new concepts and architectures and led to a greatly increased number of publications addressing some of the many open AI problems in RTS games. For example, RTS game aspects such as resource management, scouting, real-time strategic and tactical planning, and others, call for the application of innovative CI/AI methods. This special issue welcomes high-quality work in the area of real-time strategy games. Topics include but are not limited to:
Deadline for submissions: July 1, 2014 Final copy due: February 1, 2015
Notification of Acceptance: November 1, 2014 Publication: June 2015
In recent years game AI for real-time strategy (RTS) games has become an active research area. Producing AI players (bots) which are able to consistently beat even average human players (without cheating) in these games has risen as a real challenge. Thus, in RTS games, player satisfaction cannot simply be achieved by “downgrading” the AI, as is possible in man other game genres. In consequence, stronger AI players make the game more interesting.
Recent RTS AI (e.g. StarCraft) tournaments have stimulated the creation of new bots with new concepts and architectures and led to a greatly increased number of publications addressing some of the many open AI problems in RTS games. For example, RTS game aspects such as resource management, scouting, real-time strategic and tactical planning, and others, call for the application of innovative CI/AI methods. This special issue welcomes high-quality work in the area of real-time strategy games. Topics include but are not limited to:
- Adversarial real-time planning in RTS games
- Bot reactiveness: learning and adaptation in RTS bots
- Build order optimization and its relation to strategies and the metagame
- Scouting and uncertainty management in RTS games
- Path-finding and group movement
- Combat simulation and AI for micro-management
- Opponent modeling, especially strategy prediction
- Complexity measurements for RTS games
- Communication and cooperation with and within RTS bots
- New forms of interaction with the player
- AI adaptations for more satisfying play experience
- Difficulty adaptation, ability-based matching, ladders, and tournaments
- Automated level/unit/map design for RTS games
- Multiplayer online battle arena (MOBA) games: the next generation of real-time strategy?
Deadline for submissions: July 1, 2014 Final copy due: February 1, 2015
Notification of Acceptance: November 1, 2014 Publication: June 2015
Monday, 17 March 2014
IEEE Transactions on Computational Intelligence and AI in Games - Volume 6, Number 1, March 2014
1. General Self-Motivation and Strategy Identification: Case Studies Based on Sokoban and Pac-Man
Author(s): T. Anthony, D. Polani, and C. L. Nehaniv
Pages: 1-17
2. Passing a Hide-and-Seek Third-Person Turing Test
Author(s): A. Cenkner, V. Bulitko, M. Spetch, E. Legge, C. G. Anderson, and M. Brown
Pages: 18-30
3. Solving the Physical Traveling Salesman Problem: Tree Search and Macro Actions
Author(s): D. Perez, E. J. Powley, D. Whitehouse, P. Rohlfshagen, S. Samothrakis, P. I. Cowling, and S. M. Lucas
Pages: 31-45
4. Two Online Learning Playout Policies in Monte Carlo Go: An Application of Win/Loss States
Author(s): J. Basaldúa, S. Stewart, J. M. Moreno-Vega, and P. D. Drake
Pages: 46-54
5. DeepQA Jeopardy! Gamification: A Machine-Learning Perspective
Author(s): A. K. Baughman, W. Chuang, K. R. Dixon, Z. Benz, and J. Basilico
Pages: 55-66
6. A Micromanagement Task Allocation System for Real-Time Strategy Games
Author(s): K. D. Rogers and A. A. Skabar
Pages: 67-77
7. Procedural Generation of Dungeons
Author(s): R. van der Linden, R. Lopes, and R. Bidarra
Pages: 78-89
Author(s): T. Anthony, D. Polani, and C. L. Nehaniv
Pages: 1-17
2. Passing a Hide-and-Seek Third-Person Turing Test
Author(s): A. Cenkner, V. Bulitko, M. Spetch, E. Legge, C. G. Anderson, and M. Brown
Pages: 18-30
3. Solving the Physical Traveling Salesman Problem: Tree Search and Macro Actions
Author(s): D. Perez, E. J. Powley, D. Whitehouse, P. Rohlfshagen, S. Samothrakis, P. I. Cowling, and S. M. Lucas
Pages: 31-45
4. Two Online Learning Playout Policies in Monte Carlo Go: An Application of Win/Loss States
Author(s): J. Basaldúa, S. Stewart, J. M. Moreno-Vega, and P. D. Drake
Pages: 46-54
5. DeepQA Jeopardy! Gamification: A Machine-Learning Perspective
Author(s): A. K. Baughman, W. Chuang, K. R. Dixon, Z. Benz, and J. Basilico
Pages: 55-66
6. A Micromanagement Task Allocation System for Real-Time Strategy Games
Author(s): K. D. Rogers and A. A. Skabar
Pages: 67-77
7. Procedural Generation of Dungeons
Author(s): R. van der Linden, R. Lopes, and R. Bidarra
Pages: 78-89
Thursday, 16 January 2014
IEEE Transactions on Computational Intelligence and AI in Games, Volume 5, Number 4, December 2013
1. A Survey of Real-Time Strategy Game AI Research and Competition in StarCraft
Author(s): Ontanon, S. ; Synnaeve, G. ; Uriarte, A. ; Richoux, F. ; Churchill, D. ; Preuss, M.
Pages: 293-311
2. Repeated Goofspiel: A Game of Pure Strategy
Author(s): Dror, M. ; Kendall, G.
Pages: 312-324
3. A Heuristic-Based Planner and Improved Controller for a Two-Layered Approach for the Game of Billiards
Author(s): Landry, J.-F. ; Dussault, J.-P. ; Mahey, P.
Pages: 325-336
4. Automated 3-D Animation From Snooker Videos With Information-Theoretical Optimization
Author(s): Jiang, R. ; Parry, M.L. ; Legg, P.A. ; Chung, D.H.S. ; Griffiths, I.W.
Pages: 337-345
5. Incentive Learning in Monte Carlo Tree Search
Author(s): Kao, K.-Y. ; Wu, I-C. ; Yen, S.-J. ; Shan, Y.-C.
Pages: 346-352
Author(s): Ontanon, S. ; Synnaeve, G. ; Uriarte, A. ; Richoux, F. ; Churchill, D. ; Preuss, M.
Pages: 293-311
2. Repeated Goofspiel: A Game of Pure Strategy
Author(s): Dror, M. ; Kendall, G.
Pages: 312-324
3. A Heuristic-Based Planner and Improved Controller for a Two-Layered Approach for the Game of Billiards
Author(s): Landry, J.-F. ; Dussault, J.-P. ; Mahey, P.
Pages: 325-336
4. Automated 3-D Animation From Snooker Videos With Information-Theoretical Optimization
Author(s): Jiang, R. ; Parry, M.L. ; Legg, P.A. ; Chung, D.H.S. ; Griffiths, I.W.
Pages: 337-345
5. Incentive Learning in Monte Carlo Tree Search
Author(s): Kao, K.-Y. ; Wu, I-C. ; Yen, S.-J. ; Shan, Y.-C.
Pages: 346-352
Monday, 7 October 2013
IEEE Transactions on Computational Intelligence and AI in Games: Volume 5, Issue 3, September 2013
1. Monte Carlo Search Algorithm Discovery for Single-Player Games
Author(s): F. Maes, D. L. St-Pierre, and D. Ernst
Pages: 201-213
2. On Scalability, Generalization, and Hybridization of Coevolutionary Learning: A Case Study for Othello
Author(s): M. Szubert, W. Jaśkowski, and K. Krawiec
Pages: 214-226
3. Database-Driven Real-Time Heuristic Search in Video-Game Pathfinding
Author(s): R. Lawrence and V. Bulitko
Pages: 227-241
4. Backward Induction and Repeated Games With Strategy Constraints: An Inspiration From the Surprise Exam Paradox
Author(s): J. Li, G. Kendall, and A. V. Vasilakos
Pages: 242-250
5. An Efficient Approach to Solving Nonograms
Author(s): I.-C. Wu, D.-J. Sun, L.-P. Chen, K.-Y. Chen, C.-H. Kuo, H.-H. Kang, and H.-H. Lin
Pages: 251-264
6. Applicability of GPGPU Computing to Real-Time AI Solutions in Games
Author(s): W. Blewitt, G. Ushaw, and G. Morgan
Pages: 265-275
7. Crowdsourcing the Aesthetics of Platform Games
Author(s): N. Shaker, G. N. Yannakakis, and J. Togelius
Pages: 276-290
Author(s): F. Maes, D. L. St-Pierre, and D. Ernst
Pages: 201-213
2. On Scalability, Generalization, and Hybridization of Coevolutionary Learning: A Case Study for Othello
Author(s): M. Szubert, W. Jaśkowski, and K. Krawiec
Pages: 214-226
3. Database-Driven Real-Time Heuristic Search in Video-Game Pathfinding
Author(s): R. Lawrence and V. Bulitko
Pages: 227-241
4. Backward Induction and Repeated Games With Strategy Constraints: An Inspiration From the Surprise Exam Paradox
Author(s): J. Li, G. Kendall, and A. V. Vasilakos
Pages: 242-250
5. An Efficient Approach to Solving Nonograms
Author(s): I.-C. Wu, D.-J. Sun, L.-P. Chen, K.-Y. Chen, C.-H. Kuo, H.-H. Kang, and H.-H. Lin
Pages: 251-264
6. Applicability of GPGPU Computing to Real-Time AI Solutions in Games
Author(s): W. Blewitt, G. Ushaw, and G. Morgan
Pages: 265-275
7. Crowdsourcing the Aesthetics of Platform Games
Author(s): N. Shaker, G. N. Yannakakis, and J. Togelius
Pages: 276-290
Friday, 5 July 2013
IEEE Transactions on Computational Intelligence and AI in Games: Volume 5, Issue 2, 2013
1. Guest Editorial: Brain/neuronal - Computer game interfaces and interaction
Author(s): Coyle, D. ; Principe, J. ; Lotte, F. ; Nijholt, A.
https://ieeexplore.ieee.org/stamp/stamp.jsp?tp=&arnumber=6528021
2. Games, Gameplay, and BCI: The State of the Art
Author(s): Marshall, D. ; Coyle, D. ; Wilson, S. ; Callaghan, M.
https://ieeexplore.ieee.org/stamp/stamp.jsp?tp=&arnumber=6518141
3. Steady-State Visual Evoked Potential-Based Computer Gaming on a Consumer-Grade EEG Device
Author(s): Chumerin, N. ; Manyakov, N.V. ; van Vliet, M. ; Robben, A. ; Combaz, A. ; Van Hulle, M.
https://ieeexplore.ieee.org/stamp/stamp.jsp?tp=&arnumber=6334432
4.Toward Contextual SSVEP-Based BCI Controller: Smart Activation of Stimuli and Control Weighting
Author(s): Legeny, J. ; Viciana-Abad, R. ; Lecuyer, A.
https://ieeexplore.ieee.org/stamp/stamp.jsp?tp=&arnumber=6509428
5. Thinking Penguin: Multimodal Brain–Computer Interface Control of a VR Game
Author(s): Leeb, R. ; Lancelle, M. ; Kaiser, V. ; Fellner, D.W. ; Pfurtscheller, G.
https://ieeexplore.ieee.org/stamp/stamp.jsp?tp=&arnumber=6418003
6. Controlling a Tactile ERP–BCI in a Dual Task
Author(s): Thurlings, M.E. ; Van Erp, J.B.F. ; Brouwer, A.-M. ; Werkhoven, P.
https://ieeexplore.ieee.org/stamp/stamp.jsp?tp=&arnumber=6461930
7. Adapting the P300-Based Brain–Computer Interface for Gaming: A Review
Author(s): Kaplan, A. ; Shishkin, S. ; Ganin, I. ; Basyul, I. ; Zhigalov, A.
https://ieeexplore.ieee.org/stamp/stamp.jsp?tp=&arnumber=6401177
8. Evaluation and Comparison of a Multimodal Combination of BCI Paradigms and Eye Tracking With Affordable Consumer-Grade Hardware in a Gaming Context
Author(s): Kos'myna, N. ; Tarpin-Bernard, F.
https://ieeexplore.ieee.org/stamp/stamp.jsp?tp=&arnumber=6451193
9. On the Use of Games for Noninvasive EEG-Based Functional Brain Mapping
Author(s): Scherer, R. ; Moitzi, G. ; Daly, I. ; Muller-Putz, G.R.
https://ieeexplore.ieee.org/stamp/stamp.jsp?tp=&arnumber=6472046
10. Electroencephalogram and Physiological Signal Analysis for Assessing Flow in Games
Author(s): Berta, R. ; Bellotti, F. ; De Gloria, A. ; Pranantha, D. ; Schatten, C.
https://ieeexplore.ieee.org/stamp/stamp.jsp?tp=&arnumber=6509413
11. Experiencing BCI Control in a Popular Computer Game
Author(s): van de Laar, B. ; Gurkok, H. ; Plass-Oude Bos, D. ; Poel, M. ; Nijholt, A.
https://ieeexplore.ieee.org/stamp/stamp.jsp?tp=&arnumber=6484110
12. Two Brains, One Game: Design and Evaluation of a Multiuser BCI Video Game Based on Motor Imagery
Author(s): Bonnet, L. ; Lotte, F. ; Lecuyer, A.
https://ieeexplore.ieee.org/stamp/stamp.jsp?tp=&arnumber=6400237
Author(s): Coyle, D. ; Principe, J. ; Lotte, F. ; Nijholt, A.
https://ieeexplore.ieee.org/stamp/stamp.jsp?tp=&arnumber=6528021
2. Games, Gameplay, and BCI: The State of the Art
Author(s): Marshall, D. ; Coyle, D. ; Wilson, S. ; Callaghan, M.
https://ieeexplore.ieee.org/stamp/stamp.jsp?tp=&arnumber=6518141
3. Steady-State Visual Evoked Potential-Based Computer Gaming on a Consumer-Grade EEG Device
Author(s): Chumerin, N. ; Manyakov, N.V. ; van Vliet, M. ; Robben, A. ; Combaz, A. ; Van Hulle, M.
https://ieeexplore.ieee.org/stamp/stamp.jsp?tp=&arnumber=6334432
4.Toward Contextual SSVEP-Based BCI Controller: Smart Activation of Stimuli and Control Weighting
Author(s): Legeny, J. ; Viciana-Abad, R. ; Lecuyer, A.
https://ieeexplore.ieee.org/stamp/stamp.jsp?tp=&arnumber=6509428
5. Thinking Penguin: Multimodal Brain–Computer Interface Control of a VR Game
Author(s): Leeb, R. ; Lancelle, M. ; Kaiser, V. ; Fellner, D.W. ; Pfurtscheller, G.
https://ieeexplore.ieee.org/stamp/stamp.jsp?tp=&arnumber=6418003
6. Controlling a Tactile ERP–BCI in a Dual Task
Author(s): Thurlings, M.E. ; Van Erp, J.B.F. ; Brouwer, A.-M. ; Werkhoven, P.
https://ieeexplore.ieee.org/stamp/stamp.jsp?tp=&arnumber=6461930
7. Adapting the P300-Based Brain–Computer Interface for Gaming: A Review
Author(s): Kaplan, A. ; Shishkin, S. ; Ganin, I. ; Basyul, I. ; Zhigalov, A.
https://ieeexplore.ieee.org/stamp/stamp.jsp?tp=&arnumber=6401177
8. Evaluation and Comparison of a Multimodal Combination of BCI Paradigms and Eye Tracking With Affordable Consumer-Grade Hardware in a Gaming Context
Author(s): Kos'myna, N. ; Tarpin-Bernard, F.
https://ieeexplore.ieee.org/stamp/stamp.jsp?tp=&arnumber=6451193
9. On the Use of Games for Noninvasive EEG-Based Functional Brain Mapping
Author(s): Scherer, R. ; Moitzi, G. ; Daly, I. ; Muller-Putz, G.R.
https://ieeexplore.ieee.org/stamp/stamp.jsp?tp=&arnumber=6472046
10. Electroencephalogram and Physiological Signal Analysis for Assessing Flow in Games
Author(s): Berta, R. ; Bellotti, F. ; De Gloria, A. ; Pranantha, D. ; Schatten, C.
https://ieeexplore.ieee.org/stamp/stamp.jsp?tp=&arnumber=6509413
11. Experiencing BCI Control in a Popular Computer Game
Author(s): van de Laar, B. ; Gurkok, H. ; Plass-Oude Bos, D. ; Poel, M. ; Nijholt, A.
https://ieeexplore.ieee.org/stamp/stamp.jsp?tp=&arnumber=6484110
12. Two Brains, One Game: Design and Evaluation of a Multiuser BCI Video Game Based on Motor Imagery
Author(s): Bonnet, L. ; Lotte, F. ; Lecuyer, A.
https://ieeexplore.ieee.org/stamp/stamp.jsp?tp=&arnumber=6400237
Friday, 18 January 2013
IEEE Transactions on Computational Intelligence and AI in Games: Volume 4, Issue 4
1. Ensemble Determinization in Monte Carlo Tree Search for the Imperfect Information Card Game Magic: The Gathering
Authors: Cowling, P.I.; Ward, C.D.; Powley, E.J.
Page(s): 241 - 257
https://ieeexplore.ieee.org/stamp/stamp.jsp?tp=&arnumber=6218176
2. Introducing Individual and Social Learning Into Evolutionary Checkers
Authors: Al-Khateeb, B.; Kendall, G.
Page(s): 258 - 269
https://ieeexplore.ieee.org/stamp/stamp.jsp?tp=&arnumber=6243194
3. Evolutionary Design of FreeCell Solvers
Authors: Elyasaf, A.; Hauptman, A.; Sipper, M.
Page(s): 270 - 281
https://ieeexplore.ieee.org/stamp/stamp.jsp?tp=&arnumber=6249736
4. Monte Carlo Tree Search for the Hide-and-Seek Game Scotland Yard
Authors: Nijssen, P.; Winands, M.H.M.
Page(s): 282 - 294
https://ieeexplore.ieee.org/stamp/stamp.jsp?tp=&arnumber=6266709
5. AntBot: Ant Colonies for Video Games
Authors: Recio, G.; Martin, E.; Estebanez, C.; Saez, Y.
Page(s): 295 - 308
https://ieeexplore.ieee.org/stamp/stamp.jsp?tp=&arnumber=6262464
6. Bayesian-Game-Based Fuzzy Reinforcement Learning Control for Decentralized POMDPs
Authors: Sharma, R.; Spaan, M.T.J.
Page(s): 309 - 328
https://ieeexplore.ieee.org/stamp/stamp.jsp?tp=&arnumber=6263288
Authors: Cowling, P.I.; Ward, C.D.; Powley, E.J.
Page(s): 241 - 257
https://ieeexplore.ieee.org/stamp/stamp.jsp?tp=&arnumber=6218176
2. Introducing Individual and Social Learning Into Evolutionary Checkers
Authors: Al-Khateeb, B.; Kendall, G.
Page(s): 258 - 269
https://ieeexplore.ieee.org/stamp/stamp.jsp?tp=&arnumber=6243194
3. Evolutionary Design of FreeCell Solvers
Authors: Elyasaf, A.; Hauptman, A.; Sipper, M.
Page(s): 270 - 281
https://ieeexplore.ieee.org/stamp/stamp.jsp?tp=&arnumber=6249736
4. Monte Carlo Tree Search for the Hide-and-Seek Game Scotland Yard
Authors: Nijssen, P.; Winands, M.H.M.
Page(s): 282 - 294
https://ieeexplore.ieee.org/stamp/stamp.jsp?tp=&arnumber=6266709
5. AntBot: Ant Colonies for Video Games
Authors: Recio, G.; Martin, E.; Estebanez, C.; Saez, Y.
Page(s): 295 - 308
https://ieeexplore.ieee.org/stamp/stamp.jsp?tp=&arnumber=6262464
6. Bayesian-Game-Based Fuzzy Reinforcement Learning Control for Decentralized POMDPs
Authors: Sharma, R.; Spaan, M.T.J.
Page(s): 309 - 328
https://ieeexplore.ieee.org/stamp/stamp.jsp?tp=&arnumber=6263288
Wednesday, 26 September 2012
IEEE Transactions on Autonomous Mental Development: Volume 4, Issue 3, 2012
1. Editorial: Impact Factor and Outstanding Paper Awards
Zhang, Z.
Page(s): 189
http://ieeexplore.ieee.org/stamp/stamp.jsp?tp=&arnumber=6298016
2. Guest Editorial: Biologically Inspired Human–Robot Interactions—Developing More Natural Ways to Communicate with our Machines
Harris, C.; Krichmar, L.; Siegelmann, T.; Wagatsuma, H
Page(s): 190 - 191
http://ieeexplore.ieee.org/stamp/stamp.jsp?tp=&arnumber=6298018
3. Long Summer Days: Grounded Learning of Words for the Uneven Cycles of Real World Events
Heath, S.; Schulz, R.; Ball, D.; Wiles, J.
Page(s): 192 - 203
http://ieeexplore.ieee.org/stamp/stamp.jsp?tp=&arnumber=6236014
4. Learning Through Imitation: a Biological Approach to Robotics
Chersi, F.
Page(s): 204 - 214
http://ieeexplore.ieee.org/stamp/stamp.jsp?tp=&arnumber=6203559
5. Context-Based Bayesian Intent Recognition
Kelley, R.; Tavakkoli, A.; King, C.; Ambardekar, A.; Nicolescu, M.; Nicolescu, M.
Page(s): 215 - 225
http://ieeexplore.ieee.org/stamp/stamp.jsp?tp=&arnumber=6276240
6. Reciprocity and Retaliation in Social Games With Adaptive Agents
Asher, D. E.; Zaldivar, A.; Barton, B.; Brewer, A. A.; Krichmar, J. L.
Page(s): 226 - 238
http://ieeexplore.ieee.org/stamp/stamp.jsp?tp=&arnumber=6212318
7. Towards a Platform-Independent Cooperative Human Robot Interaction System: III An Architecture for Learning and Executing Actions and Shared Plans
Lallee, S.; Pattacini, U.; Lemaignan, S.; Lenz, A.; Melhuish, C.; Natale, L.; Skachek, S.; Hamann, K.; Steinwender, J.; Sisbot, E. A.; Metta, G.; Guitton, J.; Alami, R.; Warnier, M.; Pipe, T.; Warneken, F.; Dominey, P. F.
Page(s): 239 - 253
http://ieeexplore.ieee.org/stamp/stamp.jsp?tp=&arnumber=6204326
Zhang, Z.
Page(s): 189
http://ieeexplore.ieee.org/stamp/stamp.jsp?tp=&arnumber=6298016
2. Guest Editorial: Biologically Inspired Human–Robot Interactions—Developing More Natural Ways to Communicate with our Machines
Harris, C.; Krichmar, L.; Siegelmann, T.; Wagatsuma, H
Page(s): 190 - 191
http://ieeexplore.ieee.org/stamp/stamp.jsp?tp=&arnumber=6298018
3. Long Summer Days: Grounded Learning of Words for the Uneven Cycles of Real World Events
Heath, S.; Schulz, R.; Ball, D.; Wiles, J.
Page(s): 192 - 203
http://ieeexplore.ieee.org/stamp/stamp.jsp?tp=&arnumber=6236014
4. Learning Through Imitation: a Biological Approach to Robotics
Chersi, F.
Page(s): 204 - 214
http://ieeexplore.ieee.org/stamp/stamp.jsp?tp=&arnumber=6203559
5. Context-Based Bayesian Intent Recognition
Kelley, R.; Tavakkoli, A.; King, C.; Ambardekar, A.; Nicolescu, M.; Nicolescu, M.
Page(s): 215 - 225
http://ieeexplore.ieee.org/stamp/stamp.jsp?tp=&arnumber=6276240
6. Reciprocity and Retaliation in Social Games With Adaptive Agents
Asher, D. E.; Zaldivar, A.; Barton, B.; Brewer, A. A.; Krichmar, J. L.
Page(s): 226 - 238
http://ieeexplore.ieee.org/stamp/stamp.jsp?tp=&arnumber=6212318
7. Towards a Platform-Independent Cooperative Human Robot Interaction System: III An Architecture for Learning and Executing Actions and Shared Plans
Lallee, S.; Pattacini, U.; Lemaignan, S.; Lenz, A.; Melhuish, C.; Natale, L.; Skachek, S.; Hamann, K.; Steinwender, J.; Sisbot, E. A.; Metta, G.; Guitton, J.; Alami, R.; Warnier, M.; Pipe, T.; Warneken, F.; Dominey, P. F.
Page(s): 239 - 253
http://ieeexplore.ieee.org/stamp/stamp.jsp?tp=&arnumber=6204326
Tuesday, 25 September 2012
IEEE Transactions on Computational Intelligence and AI in Games: Volume 4, Issue 3, 2012
1. Guest Editorial: Special Issue on Computational Aesthetics in Games
Browne, C.; Yannakakis, G. N.; Colton, S.
Page(s): 149 - 151
http://ieeexplore.ieee.org/stamp/stamp.jsp?tp=&arnumber=6299016
2. Unsupervised Modeling of Player Style With LDA
Gow, J.; Baumgarten, R.; Cairns, P.; Colton, S.; Miller, P.
http://ieeexplore.ieee.org/stamp/stamp.jsp?tp=&arnumber=6269992
3. Beyond Skill Rating: Advanced Matchmaking in Ghost Recon Online
Delalleau, O.; Contal, E.; Thibodeau-Laufer, E.; Ferrari, R. C.; Bengio, Y.; Zhang, F.
Page(s): 167 - 177
http://ieeexplore.ieee.org/stamp/stamp.jsp?tp=&arnumber=6156756
4. Evaluating the Aesthetics of Endgame Studies: A Computational Model of Human Aesthetic Perception
Iqbal, A.; van der Heijden, H.; Guid, M.; Makhmali, A.
Page(s): 178 - 191
http://ieeexplore.ieee.org/stamp/stamp.jsp?tp=&arnumber=6177652
5. Experience-Driven Procedural Music Generation for Games
Plans, D.; Morelli, D.
Page(s): 192 - 198
http://ieeexplore.ieee.org/stamp/stamp.jsp?tp=&arnumber=6266725
6. Continuous Recognition of Player's Affective Body Expression as Dynamic Quality of Aesthetic Experience
Savva, N.; Scarinzi, A.; Bianchi-Berthouze, N.
Page(s): 199 - 212
http://ieeexplore.ieee.org/stamp/stamp.jsp?tp=&arnumber=6212341
7. Adapting Models of Visual Aesthetics for Personalized Content Creation
Liapis, A.; Yannakakis, G. N.; Togelius, J.
Page(s): 213 - 228
http://ieeexplore.ieee.org/stamp/stamp.jsp?tp=&arnumber=6185648
8. Elegance in Game Design
Browne, C.
Page(s): 229 - 240
http://ieeexplore.ieee.org/stamp/stamp.jsp?tp=&arnumber=6194295
Browne, C.; Yannakakis, G. N.; Colton, S.
Page(s): 149 - 151
http://ieeexplore.ieee.org/stamp/stamp.jsp?tp=&arnumber=6299016
2. Unsupervised Modeling of Player Style With LDA
Gow, J.; Baumgarten, R.; Cairns, P.; Colton, S.; Miller, P.
http://ieeexplore.ieee.org/stamp/stamp.jsp?tp=&arnumber=6269992
3. Beyond Skill Rating: Advanced Matchmaking in Ghost Recon Online
Delalleau, O.; Contal, E.; Thibodeau-Laufer, E.; Ferrari, R. C.; Bengio, Y.; Zhang, F.
Page(s): 167 - 177
http://ieeexplore.ieee.org/stamp/stamp.jsp?tp=&arnumber=6156756
4. Evaluating the Aesthetics of Endgame Studies: A Computational Model of Human Aesthetic Perception
Iqbal, A.; van der Heijden, H.; Guid, M.; Makhmali, A.
Page(s): 178 - 191
http://ieeexplore.ieee.org/stamp/stamp.jsp?tp=&arnumber=6177652
5. Experience-Driven Procedural Music Generation for Games
Plans, D.; Morelli, D.
Page(s): 192 - 198
http://ieeexplore.ieee.org/stamp/stamp.jsp?tp=&arnumber=6266725
6. Continuous Recognition of Player's Affective Body Expression as Dynamic Quality of Aesthetic Experience
Savva, N.; Scarinzi, A.; Bianchi-Berthouze, N.
Page(s): 199 - 212
http://ieeexplore.ieee.org/stamp/stamp.jsp?tp=&arnumber=6212341
7. Adapting Models of Visual Aesthetics for Personalized Content Creation
Liapis, A.; Yannakakis, G. N.; Togelius, J.
Page(s): 213 - 228
http://ieeexplore.ieee.org/stamp/stamp.jsp?tp=&arnumber=6185648
8. Elegance in Game Design
Browne, C.
Page(s): 229 - 240
http://ieeexplore.ieee.org/stamp/stamp.jsp?tp=&arnumber=6194295
Tuesday, 7 August 2012
IEEE Transactions on Computational Intelligence and AI in Games: Volume 4, Issue 2, 2012
1. N-Grams and the Last-Good-Reply Policy Applied in General Game Playing
Tak, M.J.W.; Winands, M.H.M.; Bjornsson, Y.
Page(s): 73 - 83
https://ieeexplore.ieee.org/stamp/stamp.jsp?tp=&arnumber=6203383
2. A Discrete Evolutionary Model for Chess Players' Ratings
Fenner, T.; Levene, M.; Loizou, G.
Page(s): 84 - 93
https://ieeexplore.ieee.org/stamp/stamp.jsp?tp=&arnumber=6168229
3. Evolving Multimodal Networks for Multitask Games
Schrum, J.; Miikkulainen, R.
Page(s): 94 - 111
https://ieeexplore.ieee.org/stamp/stamp.jsp?tp=&arnumber=6179519
4. Bitwise-Parallel Reduction for Connection Tests
Browne, C.; Tavener, S.
Page(s): 112 - 119
https://ieeexplore.ieee.org/stamp/stamp.jsp?tp=&arnumber=6185647
5. Information Set Monte Carlo Tree Search
Cowling, P.I.; Powley, E.J.; Whitehouse, D.
Page(s): 120 - 143
https://ieeexplore.ieee.org/stamp/stamp.jsp?tp=&arnumber=6203567
6. Benchmarks for Grid-Based Pathfinding
Sturtevant, N.R.
Page(s): 144 - 148
https://ieeexplore.ieee.org/stamp/stamp.jsp?tp=&arnumber=6194296
Tak, M.J.W.; Winands, M.H.M.; Bjornsson, Y.
Page(s): 73 - 83
https://ieeexplore.ieee.org/stamp/stamp.jsp?tp=&arnumber=6203383
2. A Discrete Evolutionary Model for Chess Players' Ratings
Fenner, T.; Levene, M.; Loizou, G.
Page(s): 84 - 93
https://ieeexplore.ieee.org/stamp/stamp.jsp?tp=&arnumber=6168229
3. Evolving Multimodal Networks for Multitask Games
Schrum, J.; Miikkulainen, R.
Page(s): 94 - 111
https://ieeexplore.ieee.org/stamp/stamp.jsp?tp=&arnumber=6179519
4. Bitwise-Parallel Reduction for Connection Tests
Browne, C.; Tavener, S.
Page(s): 112 - 119
https://ieeexplore.ieee.org/stamp/stamp.jsp?tp=&arnumber=6185647
5. Information Set Monte Carlo Tree Search
Cowling, P.I.; Powley, E.J.; Whitehouse, D.
Page(s): 120 - 143
https://ieeexplore.ieee.org/stamp/stamp.jsp?tp=&arnumber=6203567
6. Benchmarks for Grid-Based Pathfinding
Sturtevant, N.R.
Page(s): 144 - 148
https://ieeexplore.ieee.org/stamp/stamp.jsp?tp=&arnumber=6194296
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