


default search action
CIG 2008: Perth, Australia
- Philip Hingston, Luigi Barone:

Proceedings of the 2008 IEEE Symposium on Computational Intelligence and Games, CIG 2009, Perth, Australia, 15-18 December, 2008. IEEE 2008, ISBN 978-1-4244-2973-8
Special Session: Coevolution in Games
- Simon M. Lucas

:
Investigating learning rates for evolution and temporal difference learning. 1-7 - Phillipa M. Avery, Zbigniew Michalewicz

:
Adapting to human game play. 8-15 - Thomas Thompson, John Levine, Russell Wotherspoon:

Evolution of counter-strategies: Application of co-evolution to Texas Hold'em Poker. 16-22
Special Session: Player/Opponent Modeling
- Roderick J. S. Baker, Peter I. Cowling

, Thomas W. G. Randall, Ping Jiang:
Can opponent models aid poker player evolution? 23-30 - Alan J. Lockett, Risto Miikkulainen:

Evolving opponent models for Texas Hold 'Em. 31-38 - Stephen Hladky, Vadim Bulitko:

An evaluation of models for predicting opponent positions in first-person shooter video games. 39-46 - Marcel van der Heijden, Sander Bakkes, Pieter Spronck:

Dynamic formations in real-time strategy games. 47-54
Special Session: Computational Intelligence in Real Time Strategy Games
- Johan Hagelbäck, Stefan J. Johansson:

Dealing with fog of war in a Real Time Strategy game environment. 55-62 - Nicola Beume, Tobias Hein, Boris Naujoks

, Nico Piatkowski
, Mike Preuss, Simon Wessing:
Intelligent anti-grouping in real-time strategy games. 63-70 - Holger Danielsiek, Raphael Stür, Andreas Thom, Nicola Beume, Boris Naujoks

, Mike Preuss:
Intelligent moving of groups in real-time strategy games. 71-78 - Sander Bakkes, Pieter Spronck, H. Jaap van den Herik:

Rapid adaptation of video game AI. 79-86
Special Session: Player Satisfaction
- Jacob Kaae Olesen, Georgios N. Yannakakis

, John Hallam:
Real-time challenge balance in an RTS game using rtNEAT. 87-94 - Keisuke Osone, Takehisa Onisawa:

Friendly partner system of poker game with facial expressions. 95-102 - Georgios N. Yannakakis

, John Hallam:
Real-time adaptation of augmented-reality games for optimizing player satisfaction. 103-110 - Julian Togelius

, Jürgen Schmidhuber:
An experiment in automatic game design. 111-118
Simulated Car Racing
- Daniele Loiacono

, Julian Togelius
, Pier Luca Lanzi, Leonard Kinnaird-Heether, Simon M. Lucas
, Matt Simmerson, Diego Perez Liebana
, Robert G. Reynolds, Yago Sáez
:
The WCCI 2008 simulated car racing competition. 119-126 - Ho Duc Thang, Jonathan M. Garibaldi

:
A fuzzy approach for the 2007 CIG simulated car racing competition. 127-134 - Alexandros Agapitos, Julian Togelius

, Simon M. Lucas
, Jürgen Schmidhuber, Andreas Konstantinidis
:
Generating diverse opponents with multiobjective evolution. 135-142
Adversarial and FPS Games
- Michelle McPartland, Marcus Gallagher

:
Creating a multi-purpose first person shooter bot with reinforcement learning. 143-150 - Matt Parker, Bobby D. Bryant:

Visual control in quake II with a cyclic controller. 151-158 - Thomas Thompson, John Levine:

Scaling-up behaviours in EvoTanks: Applying subsumption principles to artificial neural networks. 159-166 - John Reeder, Roberto Miguez, Jessica Sparks, Michael Georgiopoulos, Georgios C. Anagnostopoulos:

Interactively evolved modular neural networks for game agent control. 167-174
Monte Carlo Approaches
- Nathalie Chetcuti-Sperandio, Fabien Delorme, Sylvain Lagrue, Denis Stackowiak:

Determination and evaluation of efficient strategies for a stop or roll dice game: Heckmeck am Bratwurmeck (Pickomino). 175-182 - Kazutomo Shibahara, Yoshiyuki Kotani:

Combining final score with winning percentage by sigmoid function in Monte-Carlo simulations. 183-190 - Shogo Takeuchi, Tomoyuki Kaneko, Kazunori Yamaguchi

:
Evaluation of Monte Carlo tree search and the application to Go. 191-198
Board Games
- Alan Blair

:
Learning position evaluation for Go with Internal Symmetry Networks. 199-204 - Yasuhiro Osaki, Kazutomo Shibahara, Yasuhiro Tajima, Yoshiyuki Kotani:

An Othello evaluation function based on Temporal Difference Learning using probability of winning. 205-211 - Kyung-Joong Kim

, Sung-Bae Cho:
Ensemble approaches in evolutionary game strategies: A case study in Othello. 212-219 - Erkin Bahçeci, Risto Miikkulainen:

Transfer of evolved pattern-based heuristics in games. 220-227
Video Games
- Nathan Wirth, Marcus Gallagher

:
An influence map model for playing Ms. Pac-Man. 228-233 - Mark Wittkamp, Luigi Barone, Philip Hingston:

Using NEAT for continuous adaptation and teamwork formation in Pacman. 234-242 - Joost Westra, Hado van Hasselt, Virginia Dignum

, Frank Dignum:
On-line adapting games using agent organizations. 243-250 - Payam Aghaei Pour, Tauseef Gulrez

, Omar AlZoubi
, Gaetano D. Gargiulo
, Rafael A. Calvo
:
Brain-computer interface: Next generation thought controlled distributed video game development platform. 251-257
Real-world and Serious Games
- Daniel Harabor, Adi Botea:

Hierarchical path planning for multi-size agents in heterogeneous environments. 258-265 - Donna Djordjevich, Patrick G. Xavier, Michael L. Bernard, Jonathan Whetzel, Matthew R. Glickman, Stephen J. Verzi

:
Preparing for the aftermath: Using emotional agents in game-based training for disaster response. 266-275 - Mostafa Sahraei-Ardakani

, Mahnaz Roshanaei, Ashkan Rahimi-Kian, Caro Lucas:
A study of electricity market dynamics using Invasive Weed Colonization Optimization. 276-282 - Adrian Boeing:

Morphology independent dynamic locomotion control for virtual characters. 283-289
Poster Session
- Mostafa Sahraei-Ardakani

, Ashkan Rahimi-Kian, Majid Nili Ahmadabadi:
Hierarchical Nash-Q learning in continuous games. 290-295 - Yuhki Inoue, Yuji Sato

:
Applying GA for reward allotment in an event-driven hybrid learning classifier system for soccer video games. 296-303 - Hasan Mujtaba, Abdul Rauf Baig:

Survival by continuous learning in a dynamic multiple task environment. 304-309 - Thomas Thompson, Lewis McMillan, John Levine, Alastair Andrew:

An evaluation of the benefits of look-ahead in Pac-Man. 310-315 - Garrison W. Greenwood, Richard Tymerski:

A game-theoretical approach for designing market trading strategies. 316-322 - Vukosi Ntsakisi Marivate

, Tshilidzi Marwala:
Social Learning methods in board game agents. 323-328 - Shiven Sharma, Ziad Kobti

, Scott D. Goodwin:
Learning and knowledge generation in General Games. 329-335 - Diego Perez Liebana

, Yago Sáez
, Gustavo Recio, Pedro Isasi
:
Evolving a rule system controller for automatic driving in a car racing competition. 336-342 - Andrew Chiou, Kok Wai Wong:

Player Adaptive Entertainment Computing (PAEC): Mechanism to model user satisfaction by using Neuro Linguistic Programming (NLP) techniques. 343-349 - Ian D. Watson

, Song Lee, Jonathan Rubin, Stefan Wender:
Improving a case-based texas hold'em poker bot. 350-356 - Tom Schaul, Jürgen Schmidhuber:

A scalable neural network architecture for board games. 357-364 - Luis delaOssa

, José A. Gámez
, Verónica López:
Improvement of a car racing controller by means of Ant Colony Optimization algorithms. 365-371 - Stefan Wender, Ian D. Watson

:
Using reinforcement learning for city site selection in the turn-based strategy game Civilization IV. 372-377 - Julien Kloetzer, Hiroyuki Iida

, Bruno Bouzy:
A comparative study of solvers in Amazons endgames. 378-384 - Su-Hyung Jang, Sung-Bae Cho:

Evolving neural NPCs with layered influence map in the real-time simulation game 'Conqueror'. 385-388 - Benjamin E. Childs, James H. Brodeur, Levente Kocsis:

Transpositions and move groups in Monte Carlo tree search. 389-395

manage site settings
To protect your privacy, all features that rely on external API calls from your browser are turned off by default. You need to opt-in for them to become active. All settings here will be stored as cookies with your web browser. For more information see our F.A.Q.


Google
Google Scholar
Semantic Scholar
Internet Archive Scholar
CiteSeerX
ORCID














