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IEEE Transactions on Computational Intelligence and AI in Games, Volume 2
Volume 2, Number 1, March 2010
- Cameron Browne, Frédéric Maire:
Evolutionary Game Design. 1-16 - Hao Wang, Yang Gao, Xingguo Chen:
RL-DOT: A Reinforcement Learning NPC Team for Playing Domination Games. 17-26 - Mingliang Xu, Zhigeng Pan, Hongxing Lu, Yangdong Ye, Pei Lv, Abdennour El Rhalibi:
Moving-Target Pursuit Algorithm Using Improved Tracking Strategy. 27-39 - Edward P. Manning:
Using Resource-Limited Nash Memory to Improve an Othello Evaluation Function. 40-53 - Christopher Pedersen, Julian Togelius, Georgios N. Yannakakis:
Modeling Player Experience for Content Creation. 54-67
Volume 2, Number 2, June 2010
- Arnav Jhala, Robert Michael Young:
Cinematic Visual Discourse: Representation, Generation, and Evaluation. 69-81 - Mike Preuss, Nicola Beume, Holger Danielsiek, Tobias Hein, Boris Naujoks, Nico Piatkowski, Raphael Stür, Andreas Thom, Simon Wessing:
Towards Intelligent Team Composition and Maneuvering in Real-Time Strategy Games. 82-98 - Andrea Bolognesi, Paolo Ciancarini, Gian Piero Favini:
Progress Through Uncertainty in Some Kriegspiel Endings. 99-110 - Jonathon Doran, Ian Parberry:
Controlled Procedural Terrain Generation Using Software Agents. 111-119 - Ling-Jyh Chen, Bo-Chun Wang, Wen-Yuan Zhu:
The Design of Puzzle Selection Strategies for ESP-Like GWAP Systems. 120-130 - Daniele Loiacono, Pier Luca Lanzi, Julian Togelius, Enrique Onieva, David A. Pelta, Martin V. Butz, Thies D. Lönneker, Luigi Cardamone, Diego Perez Liebana, Yago Sáez, Mike Preuss, Jan Quadflieg:
The 2009 Simulated Car Racing Championship. 131-147
Volume 2, Number 3, September 2010
- David Pizzi, Jean-Luc Lugrin, Alex Whittaker, Marc Cavazza:
Automatic Generation of Game Level Solutions as Storyboards. 149-161 - Hsing-Kuo Pao, Kuan-Ta Chen, Hong-Chung Chang:
Game Bot Detection via Avatar Trajectory Analysis. 162-175 - Luigi Cardamone, Daniele Loiacono, Pier Luca Lanzi:
Learning to Drive in the Open Racing Car Simulator Using Online Neuroevolution. 176-190 - I-Chen Wu, Ping-Hung Lin:
Relevance-Zone-Oriented Proof Search for Connect6. 191-207 - Jeffrey Tsang:
The Parametrized Probabilistic Finite-State Transducer Probe Game Player Fingerprint Model. 208-224
Volume 2, Number 4, December 2010
- Chang-Shing Lee, Martin Müller, Olivier Teytaud:
Special Issue on Monte Carlo Techniques and Computer Go. 225-228 - Arpad Rimmel, Olivier Teytaud, Chang-Shing Lee, Shi-Jim Yen, Mei-Hui Wang, Shang-Rong Tsai:
Current Frontiers in Computer Go. 229-238 - Mark H. M. Winands, Yngvi Björnsson, Jahn-Takeshi Saito:
Monte Carlo Tree Search in Lines of Action. 239-250 - Broderick Arneson, Ryan B. Hayward, Philip Henderson:
Monte Carlo Tree Search in Hex. 251-258 - Markus Enzenberger, Martin Müller, Broderick Arneson, R. Segal:
Fuego - An Open-Source Framework for Board Games and Go Engine Based on Monte Carlo Tree Search. 259-270 - Jean Méhat, Tristan Cazenave:
Combining UCT and Nested Monte Carlo Search for Single-Player General Game Playing. 271-277 - Yusuke Soejima, Akihiro Kishimoto, Osamu Watanabe:
Evaluating Root Parallelization in Go. 278-287 - Shogo Takeuchi, Tomoyuki Kaneko, Kazunori Yamaguchi:
Evaluation of Game Tree Search Methods by Game Records. 288-302 - Hendrik Baier, Peter D. Drake:
The Power of Forgetting: Improving the Last-Good-Reply Policy in Monte Carlo Go. 303-309
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