| Hits ?▲ |
Authors |
Title |
Venue |
Year |
Link |
Author keywords |
| 1 | Sergey Karakovskiy, Julian Togelius |
The Mario AI Benchmark and Competitions.  |
IEEE Trans. Comput. Intellig. and AI in Games  |
2012 |
DBLP DOI BibTeX RDF |
|
| 1 | Cameron Browne, Edward J. Powley, Daniel Whitehouse, Simon M. Lucas, Peter I. Cowling, Philipp Rohlfshagen, Stephen Tavener, Diego Perez, Spyridon Samothrakis, Simon Colton |
A Survey of Monte Carlo Tree Search Methods.  |
IEEE Trans. Comput. Intellig. and AI in Games  |
2012 |
DBLP DOI BibTeX RDF |
|
| 1 | Matt Parker, Bobby D. Bryant |
Neurovisual Control in the Quake II Environment.  |
IEEE Trans. Comput. Intellig. and AI in Games  |
2012 |
DBLP DOI BibTeX RDF |
|
| 1 | Tristan Cazenave |
Monte Carlo Beam Search.  |
IEEE Trans. Comput. Intellig. and AI in Games  |
2012 |
DBLP DOI BibTeX RDF |
|
| 1 | Hisao Ishibuchi, Hajime Ohyanagi, Yusuke Nojima |
Evolution of Strategies With Different Representation Schemes in a Spatial Iterated Prisoner's Dilemma Game.  |
IEEE Trans. Comput. Intellig. and AI in Games  |
2011 |
DBLP DOI BibTeX RDF |
|
| 1 | Maarten P. D. Schadd, Mark H. M. Winands |
Best Reply Search for Multiplayer Games.  |
IEEE Trans. Comput. Intellig. and AI in Games  |
2011 |
DBLP DOI BibTeX RDF |
|
| 1 | Julian Togelius, Georgios N. Yannakakis, Kenneth O. Stanley, Cameron Browne |
Search-Based Procedural Content Generation: A Taxonomy and Survey.  |
IEEE Trans. Comput. Intellig. and AI in Games  |
2011 |
DBLP DOI BibTeX RDF |
|
| 1 | Daniel Ashlock, Colin Lee, Cameron McGuinness |
Search-Based Procedural Generation of Maze-Like Levels.  |
IEEE Trans. Comput. Intellig. and AI in Games  |
2011 |
DBLP DOI BibTeX RDF |
|
| 1 | Inon Zuckerman, Ariel Felner |
The MP-MIX Algorithm: Dynamic Search Strategy Selection in Multiplayer Adversarial Search.  |
IEEE Trans. Comput. Intellig. and AI in Games  |
2011 |
DBLP DOI BibTeX RDF |
|
| 1 | Noor Shaker, Julian Togelius, Georgios N. Yannakakis, Ben George Weber, Tomoyuki Shimizu, Tomonori Hashiyama, Nathan Sorenson, Philippe Pasquier, Peter A. Mawhorter, Glen Takahashi, Gillian Smith, Robin Baumgarten |
The 2010 Mario AI Championship: Level Generation Track.  |
IEEE Trans. Comput. Intellig. and AI in Games  |
2011 |
DBLP DOI BibTeX RDF |
|
| 1 | Martin V. Butz, M. J. Linhardt, Thies D. Lönneker |
Effective Racing on Partially Observable Tracks: Indirectly Coupling Anticipatory Egocentric Sensors With Motor Commands.  |
IEEE Trans. Comput. Intellig. and AI in Games  |
2011 |
DBLP DOI BibTeX RDF |
|
| 1 | Adam M. Smith, Michael Mateas |
Answer Set Programming for Procedural Content Generation: A Design Space Approach.  |
IEEE Trans. Comput. Intellig. and AI in Games  |
2011 |
DBLP DOI BibTeX RDF |
|
| 1 | Daniele Loiacono, Luigi Cardamone, Pier Luca Lanzi |
Automatic Track Generation for High-End Racing Games Using Evolutionary Computation.  |
IEEE Trans. Comput. Intellig. and AI in Games  |
2011 |
DBLP DOI BibTeX RDF |
|
| 1 | Thomas Wolf |
A Dynamical Systems Approach for Static Evaluation in Go.  |
IEEE Trans. Comput. Intellig. and AI in Games  |
2011 |
DBLP DOI BibTeX RDF |
|
| 1 | Nathan Sorenson, Philippe Pasquier, Steve DiPaola |
A Generic Approach to Challenge Modeling for the Procedural Creation of Video Game Levels.  |
IEEE Trans. Comput. Intellig. and AI in Games  |
2011 |
DBLP DOI BibTeX RDF |
|
| 1 | Chin Hiong Tan, Kay Chen Tan, Arthur Tay |
Dynamic Game Difficulty Scaling Using Adaptive Behavior-Based AI.  |
IEEE Trans. Comput. Intellig. and AI in Games  |
2011 |
DBLP DOI BibTeX RDF |
|
| 1 | Gillian Smith, Jim Whitehead, Michael Mateas, Mike Treanor, Jameka March, Mee Cha |
Launchpad: A Rhythm-Based Level Generator for 2-D Platformers.  |
IEEE Trans. Comput. Intellig. and AI in Games  |
2011 |
DBLP DOI BibTeX RDF |
|
| 1 | Julian Togelius, Jim Whitehead, Rafael Bidarra |
Guest Editorial: Procedural Content Generation in Games.  |
IEEE Trans. Comput. Intellig. and AI in Games  |
2011 |
DBLP DOI BibTeX RDF |
|
| 1 | Spyridon Samothrakis, David Robles, Simon M. Lucas |
Fast Approximate Max-n Monte Carlo Tree Search for Ms Pac-Man.  |
IEEE Trans. Comput. Intellig. and AI in Games  |
2011 |
DBLP DOI BibTeX RDF |
|
| 1 | William Hewlett |
Partially Precomputed A*.  |
IEEE Trans. Comput. Intellig. and AI in Games  |
2011 |
DBLP DOI BibTeX RDF |
|
| 1 | Shi-Jim Yen, Jung-Kuei Yang |
Two-Stage Monte Carlo Tree Search for Connect6.  |
IEEE Trans. Comput. Intellig. and AI in Games  |
2011 |
DBLP DOI BibTeX RDF |
|
| 1 | Tim Tutenel, Ruben Michaël Smelik, Ricardo Lopes, Klaas Jan de Kraker, Rafael Bidarra |
Generating Consistent Buildings: A Semantic Approach for Integrating Procedural Techniques.  |
IEEE Trans. Comput. Intellig. and AI in Games  |
2011 |
DBLP DOI BibTeX RDF |
|
| 1 | David Keaveney, Colm O'Riordan |
Evolving Coordination for Real-Time Strategy Games.  |
IEEE Trans. Comput. Intellig. and AI in Games  |
2011 |
DBLP DOI BibTeX RDF |
|
| 1 | Jiawei Li, Philip Hingston, Graham Kendall |
Engineering Design of Strategies for Winning Iterated Prisoner's Dilemma Competitions.  |
IEEE Trans. Comput. Intellig. and AI in Games  |
2011 |
DBLP DOI BibTeX RDF |
|
| 1 | Ricardo Lopes, Rafael Bidarra |
Adaptivity Challenges in Games and Simulations: A Survey.  |
IEEE Trans. Comput. Intellig. and AI in Games  |
2011 |
DBLP DOI BibTeX RDF |
|
| 1 | Joris Dormans, Sander Bakkes |
Generating Missions and Spaces for Adaptable Play Experiences.  |
IEEE Trans. Comput. Intellig. and AI in Games  |
2011 |
DBLP DOI BibTeX RDF |
|
| 1 | Michelle McPartland, Marcus Gallagher |
Reinforcement Learning in First Person Shooter Games.  |
IEEE Trans. Comput. Intellig. and AI in Games  |
2011 |
DBLP DOI BibTeX RDF |
|
| 1 | Zaheer Khan, Savo Glisic, Luiz A. DaSilva, Janne J. Lehtomäki |
Modeling the Dynamics of Coalition Formation Games for Cooperative Spectrum Sharing in an Interference Channel.  |
IEEE Trans. Comput. Intellig. and AI in Games  |
2011 |
DBLP DOI BibTeX RDF |
|
| 1 | Gillian Smith, Jim Whitehead, Michael Mateas |
Tanagra: Reactive Planning and Constraint Solving for Mixed-Initiative Level Design.  |
IEEE Trans. Comput. Intellig. and AI in Games  |
2011 |
DBLP DOI BibTeX RDF |
|
| 1 | Amir Danak, Shie Mannor |
A Robust Learning Approach to Repeated Auctions With Monitoring and Entry Fees.  |
IEEE Trans. Comput. Intellig. and AI in Games  |
2011 |
DBLP DOI BibTeX RDF |
|
| 1 | Ling-Jyh Chen, Bo-Chun Wang, Wen-Yuan Zhu |
The Design of Puzzle Selection Strategies for ESP-Like GWAP Systems.  |
IEEE Trans. Comput. Intellig. and AI in Games  |
2010 |
DBLP DOI BibTeX RDF |
|
| 1 | Broderick Arneson, Ryan B. Hayward, Philip Henderson |
Monte Carlo Tree Search in Hex.  |
IEEE Trans. Comput. Intellig. and AI in Games  |
2010 |
DBLP DOI BibTeX RDF |
|
| 1 | Shogo Takeuchi, Tomoyuki Kaneko, Kazunori Yamaguchi |
Evaluation of Game Tree Search Methods by Game Records.  |
IEEE Trans. Comput. Intellig. and AI in Games  |
2010 |
DBLP DOI BibTeX RDF |
|
| 1 | Arnav Jhala, R. Michael Young |
Cinematic Visual Discourse: Representation, Generation, and Evaluation.  |
IEEE Trans. Comput. Intellig. and AI in Games  |
2010 |
DBLP DOI BibTeX RDF |
|
| 1 | Jeffrey Tsang |
The Parametrized Probabilistic Finite-State Transducer Probe Game Player Fingerprint Model.  |
IEEE Trans. Comput. Intellig. and AI in Games  |
2010 |
DBLP DOI BibTeX RDF |
|
| 1 | 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.  |
IEEE Trans. Comput. Intellig. and AI in Games  |
2010 |
DBLP DOI BibTeX RDF |
|
| 1 | David Pizzi, Jean-Luc Lugrin, Alex Whittaker, Marc Cavazza |
Automatic Generation of Game Level Solutions as Storyboards.  |
IEEE Trans. Comput. Intellig. and AI in Games  |
2010 |
DBLP DOI BibTeX RDF |
|
| 1 | Luigi Cardamone, Daniele Loiacono, Pier Luca Lanzi |
Learning to Drive in the Open Racing Car Simulator Using Online Neuroevolution.  |
IEEE Trans. Comput. Intellig. and AI in Games  |
2010 |
DBLP DOI BibTeX RDF |
|
| 1 | Andrea Bolognesi, Paolo Ciancarini, Gian Piero Favini |
Progress Through Uncertainty in Some Kriegspiel Endings.  |
IEEE Trans. Comput. Intellig. and AI in Games  |
2010 |
DBLP DOI BibTeX RDF |
|
| 1 | Jean Méhat, Tristan Cazenave |
Combining UCT and Nested Monte Carlo Search for Single-Player General Game Playing.  |
IEEE Trans. Comput. Intellig. and AI in Games  |
2010 |
DBLP DOI BibTeX RDF |
|
| 1 | Edward P. Manning |
Using Resource-Limited Nash Memory to Improve an Othello Evaluation Function.  |
IEEE Trans. Comput. Intellig. and AI in Games  |
2010 |
DBLP DOI BibTeX RDF |
|
| 1 | Yusuke Soejima, Akihiro Kishimoto, Osamu Watanabe |
Evaluating Root Parallelization in Go.  |
IEEE Trans. Comput. Intellig. and AI in Games  |
2010 |
DBLP DOI BibTeX RDF |
|
| 1 | Chang-Shing Lee, Martin Müller 0003, Olivier Teytaud |
Special Issue on Monte Carlo Techniques and Computer Go.  |
IEEE Trans. Comput. Intellig. and AI in Games  |
2010 |
DBLP DOI BibTeX RDF |
|
| 1 | Hendrik Baier, P. D. Drake |
The Power of Forgetting: Improving the Last-Good-Reply Policy in Monte Carlo Go.  |
IEEE Trans. Comput. Intellig. and AI in Games  |
2010 |
DBLP DOI BibTeX RDF |
|
| 1 | Mingliang Xu, Zhigeng Pan, Hongxing Lu, Yangdong Ye, Pei Lv, Abdennour El Rhalibi |
Moving-Target Pursuit Algorithm Using Improved Tracking Strategy.  |
IEEE Trans. Comput. Intellig. and AI in Games  |
2010 |
DBLP DOI BibTeX RDF |
|
| 1 | Jonathon Doran, Ian Parberry |
Controlled Procedural Terrain Generation Using Software Agents.  |
IEEE Trans. Comput. Intellig. and AI in Games  |
2010 |
DBLP DOI BibTeX RDF |
|
| 1 | Daniele Loiacono, Pier Luca Lanzi, Julian Togelius, Enrique Onieva, David A. Pelta, Martin V. Butz, Thies D. Lönneker, Luigi Cardamone, Diego Perez, Yago Sáez, Mike Preuss, Jan Quadflieg |
The 2009 Simulated Car Racing Championship.  |
IEEE Trans. Comput. Intellig. and AI in Games  |
2010 |
DBLP DOI BibTeX RDF |
|
| 1 | I-Chen Wu, Ping-Hung Lin |
Relevance-Zone-Oriented Proof Search for Connect6.  |
IEEE Trans. Comput. Intellig. and AI in Games  |
2010 |
DBLP DOI BibTeX RDF |
|
| 1 | Mark H. M. Winands, Yngvi Björnsson, Jahn-Takeshi Saito |
Monte Carlo Tree Search in Lines of Action.  |
IEEE Trans. Comput. Intellig. and AI in Games  |
2010 |
DBLP DOI BibTeX RDF |
|
| 1 | Markus Enzenberger, Martin Müller 0003, B. Arneson, R. Segal |
Fuego - An Open-Source Framework for Board Games and Go Engine Based on Monte Carlo Tree Search.  |
IEEE Trans. Comput. Intellig. and AI in Games  |
2010 |
DBLP DOI BibTeX RDF |
|
| 1 | Hsing-Kuo Pao, Kuan-Ta Chen, Hong-Chung Chang |
Game Bot Detection via Avatar Trajectory Analysis.  |
IEEE Trans. Comput. Intellig. and AI in Games  |
2010 |
DBLP DOI BibTeX RDF |
|
| 1 | Cameron Browne, Frédéric Maire |
Evolutionary Game Design.  |
IEEE Trans. Comput. Intellig. and AI in Games  |
2010 |
DBLP DOI BibTeX RDF |
|
| 1 | Arpad Rimmel, Olivier Teytaud, Chang-Shing Lee, Shi-Jim Yen, Mei-Hui Wang, Shang-Rong Tsai |
Current Frontiers in Computer Go.  |
IEEE Trans. Comput. Intellig. and AI in Games  |
2010 |
DBLP DOI BibTeX RDF |
|
| 1 | Hao Wang, Yang Gao 0001, Xingguo Chen |
RL-DOT: A Reinforcement Learning NPC Team for Playing Domination Games.  |
IEEE Trans. Comput. Intellig. and AI in Games  |
2010 |
DBLP DOI BibTeX RDF |
|
| 1 | Christopher Pedersen, Julian Togelius, Georgios N. Yannakakis |
Modeling Player Experience for Content Creation.  |
IEEE Trans. Comput. Intellig. and AI in Games  |
2010 |
DBLP DOI BibTeX RDF |
|
| 1 | Magy Seif El-Nasr, Athanasios V. Vasilakos, C. Rao, Joseph A. Zupko |
Dynamic Intelligent Lighting for Directing Visual Attention in Interactive 3-D Scenes.  |
IEEE Trans. Comput. Intellig. and AI in Games  |
2009 |
DBLP DOI BibTeX RDF |
|
| 1 | Daniel A. Ashlock, Eun-Youn Kim, Wendy Ashlock |
Fingerprint Analysis of the Noisy Prisoner's Dilemma Using a Finite-State Representation.  |
IEEE Trans. Comput. Intellig. and AI in Games  |
2009 |
DBLP DOI BibTeX RDF |
|
| 1 | M. Mehta, A. Ram |
Runtime Behavior Adaptation for Real-Time Interactive Games.  |
IEEE Trans. Comput. Intellig. and AI in Games  |
2009 |
DBLP DOI BibTeX RDF |
|
| 1 | Chang-Shing Lee, Mei-Hui Wang, Guillaume Chaslot, Jean-Baptiste Hoock, Arpad Rimmel, Olivier Teytaud, Shang-Rong Tsai, Shun-Chin Hsu, Tzung-Pei Hong |
The Computational Intelligence of MoGo Revealed in Taiwan's Computer Go Tournaments.  |
IEEE Trans. Comput. Intellig. and AI in Games  |
2009 |
DBLP DOI BibTeX RDF |
|
| 1 | Hanyang Quek, Kay Chen Tan, Arthur Tay |
Public Goods Provision: An Evolutionary Game Theoretic Study Under Asymmetric Information.  |
IEEE Trans. Comput. Intellig. and AI in Games  |
2009 |
DBLP DOI BibTeX RDF |
|
| 1 | Hsueh-Min Chang, Von-Wun Soo |
Planning-Based Narrative Generation in Simulated Game Universes.  |
IEEE Trans. Comput. Intellig. and AI in Games  |
2009 |
DBLP DOI BibTeX RDF |
|
| 1 | Simon M. Lucas |
Computational Intelligence and AI in Games: A New IEEE Transactions.  |
IEEE Trans. Comput. Intellig. and AI in Games  |
2009 |
DBLP DOI BibTeX RDF |
|
| 1 | Philip Hingston |
A Turing Test for Computer Game Bots.  |
IEEE Trans. Comput. Intellig. and AI in Games  |
2009 |
DBLP DOI BibTeX RDF |
|
| 1 | Magalie Ochs, Nicolas Sabouret, Vincent Corruble |
Simulation of the Dynamics of Nonplayer Characters' Emotions and Social Relations in Games.  |
IEEE Trans. Comput. Intellig. and AI in Games  |
2009 |
DBLP DOI BibTeX RDF |
|
| 1 | M. Gillies |
Learning Finite-State Machine Controllers From Motion Capture Data.  |
IEEE Trans. Comput. Intellig. and AI in Games  |
2009 |
DBLP DOI BibTeX RDF |
|
| 1 | Gonzalo Flórez Puga, Marco Antonio Gómez-Martín, Pedro Pablo Gómez-Martín, Belén Díaz-Agudo, Pedro A. González-Calero |
Query-Enabled Behavior Trees.  |
IEEE Trans. Comput. Intellig. and AI in Games  |
2009 |
DBLP DOI BibTeX RDF |
|
| 1 | Ian Douglas Horswill |
Lightweight Procedural Animation With Believable Physical Interactions.  |
IEEE Trans. Comput. Intellig. and AI in Games  |
2009 |
DBLP DOI BibTeX RDF |
|
| 1 | Darren Doherty, Colm O'Riordan |
Effects of Shared Perception on the Evolution of Squad Behaviors.  |
IEEE Trans. Comput. Intellig. and AI in Games  |
2009 |
DBLP DOI BibTeX RDF |
|
| 1 | Dionysia K. Petraki, Markos P. Anastasopoulos, Hsiao-Hwa Chen, Panayotis G. Cottis |
Distributed Resource Allocation for Delay-Sensitive Services in Satellite Networks Using Game Theory.  |
IEEE Trans. Comput. Intellig. and AI in Games  |
2009 |
DBLP DOI BibTeX RDF |
|
| 1 | Heather Barber, Daniel Kudenko |
Generation of Adaptive Dilemma-Based Interactive Narratives.  |
IEEE Trans. Comput. Intellig. and AI in Games  |
2009 |
DBLP DOI BibTeX RDF |
|
| 1 | Georgios N. Yannakakis, John Hallam |
Real-Time Game Adaptation for Optimizing Player Satisfaction.  |
IEEE Trans. Comput. Intellig. and AI in Games  |
2009 |
DBLP DOI BibTeX RDF |
|
| 1 | Mehdi Samadi, Fatemeh Torabi Asr, Jonathan Schaeffer, Zohreh Azimifar |
Extending the Applicability of Pattern and Endgame Databases.  |
IEEE Trans. Comput. Intellig. and AI in Games  |
2009 |
DBLP DOI BibTeX RDF |
|
| 1 | Justin Harris, R. Michael Young |
Proactive Mediation in Plan-Based Narrative Environments.  |
IEEE Trans. Comput. Intellig. and AI in Games  |
2009 |
DBLP DOI BibTeX RDF |
|
| 1 | Istvan Szita, Marc J. V. Ponsen, Pieter Spronck |
Effective and Diverse Adaptive Game AI.  |
IEEE Trans. Comput. Intellig. and AI in Games  |
2009 |
DBLP DOI BibTeX RDF |
|
| 1 | Francesco Bellotti, Riccardo Berta, Alessandro De Gloria, Ludovica Primavera |
Adaptive Experience Engine for Serious Games.  |
IEEE Trans. Comput. Intellig. and AI in Games  |
2009 |
DBLP DOI BibTeX RDF |
|
| 1 | Sander Bakkes, Pieter Spronck, H. Jaap van den Herik |
Rapid and Reliable Adaptation of Video Game AI.  |
IEEE Trans. Comput. Intellig. and AI in Games  |
2009 |
DBLP DOI BibTeX RDF |
|
| 1 | Erin J. Hastings, Ratan K. Guha, Kenneth O. Stanley |
Automatic Content Generation in the Galactic Arms Race Video Game.  |
IEEE Trans. Comput. Intellig. and AI in Games  |
2009 |
DBLP DOI BibTeX RDF |
|
| 1 | Siang Yew Chong, Peter Tino, Xin Yao |
Relationship Between Generalization and Diversity in Coevolutionary Learning.  |
IEEE Trans. Comput. Intellig. and AI in Games  |
2009 |
DBLP DOI BibTeX RDF |
|
| 1 | Yngvi Björnsson, Hilmar Finnsson |
CadiaPlayer: A Simulation-Based General Game Player.  |
IEEE Trans. Comput. Intellig. and AI in Games  |
2009 |
DBLP DOI BibTeX RDF |
|