Search Results - "IEEE transactions on computational intelligence and AI in games."
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Search-Based Procedural Content Generation: A Taxonomy and Survey
ISSN: 1943-068X, 1943-0698Published: IEEE 01.09.2011Published in IEEE transactions on computational intelligence and AI in games. (01.09.2011)“…The focus of this survey is on research in applying evolutionary and other metaheuristic search algorithms to automatically generating content for games, both…”
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A Survey on Story Generation Techniques for Authoring Computational Narratives
ISSN: 1943-068X, 1943-0698Published: IEEE 01.09.2017Published in IEEE transactions on computational intelligence and AI in games. (01.09.2017)“…Computers are often used as tools to design, implement, and even visualize a variety of narrative forms. Many researchers and artists are now further…”
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3
Learning to Generate Video Game Maps Using Markov Models
ISSN: 1943-068X, 1943-0698Published: IEEE 01.12.2017Published in IEEE transactions on computational intelligence and AI in games. (01.12.2017)“…Procedural content generation has become a popular research topic in recent years. However, most content generation systems are specialized to a single game…”
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The 2010 Mario AI Championship: Level Generation Track
ISSN: 1943-068X, 1943-0698Published: IEEE 01.12.2011Published in IEEE transactions on computational intelligence and AI in games. (01.12.2011)“…The Level Generation Competition, part of the IEEE Computational Intelligence Society (CIS)-sponsored 2010 Mario AI Championship, was to our knowledge the…”
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Adaptivity Challenges in Games and Simulations: A Survey
ISSN: 1943-068X, 1943-0698Published: IEEE 01.06.2011Published in IEEE transactions on computational intelligence and AI in games. (01.06.2011)“…In computer games and simulations, content is often rather static and rigid. As a result, its prescripted nature can lead to predictable and impersonal…”
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A Survey of Monte Carlo Tree Search Methods
ISSN: 1943-068X, 1943-0698Published: IEEE 01.03.2012Published in IEEE transactions on computational intelligence and AI in games. (01.03.2012)“…Monte Carlo tree search (MCTS) is a recently proposed search method that combines the precision of tree search with the generality of random sampling. It has…”
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7
Fuego-An Open-Source Framework for Board Games and Go Engine Based on Monte Carlo Tree Search
ISSN: 1943-068X, 1943-0698Published: IEEE 01.12.2010Published in IEEE transactions on computational intelligence and AI in games. (01.12.2010)“…FUEGO is both an open-source software framework and a state-of-the-art program that plays the game of Go. The framework supports developing game engines for…”
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Multistage Temporal Difference Learning for 2048-Like Games
ISSN: 1943-068X, 1943-0698Published: IEEE 01.12.2017Published in IEEE transactions on computational intelligence and AI in games. (01.12.2017)“…Szubert and Jaśkowski successfully used temporal difference (TD) learning together with n -tuple networks for playing the game 2048. However, we observed a…”
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Creating AI Characters for Fighting Games Using Genetic Programming
ISSN: 1943-068X, 1943-0698Published: IEEE 01.12.2017Published in IEEE transactions on computational intelligence and AI in games. (01.12.2017)“…This paper proposes a character generation approach for the M.U.G.E.N. fighting game that can create engaging AI characters using a computationally cheap…”
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10
An Automatically Generated Evaluation Function in General Game Playing
ISSN: 1943-068X, 1943-0698Published: IEEE 01.09.2014Published in IEEE transactions on computational intelligence and AI in games. (01.09.2014)“…General game-playing (GGP) competitions provide a framework for building multigame-playing agents. In this paper, we describe an attempt at the implementation…”
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Dynamic Game Difficulty Scaling Using Adaptive Behavior-Based AI
ISSN: 1943-068X, 1943-0698Published: IEEE 01.12.2011Published in IEEE transactions on computational intelligence and AI in games. (01.12.2011)“…Games are played by a wide variety of audiences. Different individuals will play with different gaming styles and employ different strategic approaches. This…”
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12
ghost: A Combinatorial Optimization Framework for Real-Time Problems
ISSN: 1943-068X, 1943-0698Published: IEEE 01.12.2016Published in IEEE Transactions on Computational Intelligence and AI in Games (01.12.2016)“…This paper presents GHOST, a combinatorial optimization framework that a real-time strategy (RTS) AI developer can use to model and solve any problem encoded…”
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13
Combining UCT and Nested Monte Carlo Search for Single-Player General Game Playing
ISSN: 1943-068X, 1943-0698Published: IEEE 01.12.2010Published in IEEE transactions on computational intelligence and AI in games. (01.12.2010)“…Monte Carlo tree search (MCTS) has been recently very successful for game playing, particularly for games where the evaluation of a state is difficult to…”
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14
A Generic Approach to Challenge Modeling for the Procedural Creation of Video Game Levels
ISSN: 1943-068X, 1943-0698Published: IEEE 01.09.2011Published in IEEE transactions on computational intelligence and AI in games. (01.09.2011)“…This paper presents an approach to automatic video game level design consisting of a computational model of player enjoyment and a generative system based on…”
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15
Controlled Procedural Terrain Generation Using Software Agents
ISSN: 1943-068X, 1943-0698Published: IEEE 01.06.2010Published in IEEE transactions on computational intelligence and AI in games. (01.06.2010)“…Procedural terrain generation is used to create landforms for applications such as computer games and flight simulators. While most of the existing work has…”
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Preference Learning for Move Prediction and Evaluation Function Approximation in Othello
ISSN: 1943-068X, 1943-0698Published: IEEE 01.09.2014Published in IEEE transactions on computational intelligence and AI in games. (01.09.2014)“…This paper investigates the use of preference learning as an approach to move prediction and evaluation function approximation, using the game of Othello as a…”
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17
Creating Affective Autonomous Characters Using Planning in Partially Observable Stochastic Domains
ISSN: 1943-068X, 1943-0698Published: IEEE 01.03.2017Published in IEEE transactions on computational intelligence and AI in games. (01.03.2017)“…The ability to reason about and respond to their own emotional states can enhance the believability of Non-Player Characters (NPCs). In this paper, we use a…”
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Automatic Track Generation for High-End Racing Games Using Evolutionary Computation
ISSN: 1943-068X, 1943-0698Published: IEEE 01.09.2011Published in IEEE transactions on computational intelligence and AI in games. (01.09.2011)“…In this paper, we investigate the application of evolutionary computation to the automatic generation of tracks for high-end racing games. The idea underlying…”
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19
Two-Stage Monte Carlo Tree Search for Connect6
ISSN: 1943-068X, 1943-0698Published: IEEE 01.06.2011Published in IEEE transactions on computational intelligence and AI in games. (01.06.2011)“…Recently, Monte Carlo tree search (MCTS) has become a well-known game search method, and has been successfully applied to many games. This method performs well…”
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General Self-Motivation and Strategy Identification: Case Studies Based on Sokoban and Pac-Man
ISSN: 1943-068X, 1943-0698Published: IEEE 01.03.2014Published in IEEE transactions on computational intelligence and AI in games. (01.03.2014)“…In this paper, we use empowerment, a recently introduced biologically inspired measure, to allow an AI player to assign utility values to potential future…”
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