Search Results - "IEEE transactions on computational intelligence and AI in games."

Refine Results
  1. 1

    Search-Based Procedural Content Generation: A Taxonomy and Survey by Togelius, J., Yannakakis, G. N., Stanley, K. O., Browne, C.

    ISSN: 1943-068X, 1943-0698
    Published: IEEE 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…”
    Get full text
    Journal Article
  2. 2

    A Survey on Story Generation Techniques for Authoring Computational Narratives by Kybartas, Ben, Bidarra, Rafael

    ISSN: 1943-068X, 1943-0698
    Published: IEEE 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…”
    Get full text
    Journal Article
  3. 3

    Learning to Generate Video Game Maps Using Markov Models by Snodgrass, Sam, Ontanon, Santiago

    ISSN: 1943-068X, 1943-0698
    Published: IEEE 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…”
    Get full text
    Journal Article
  4. 4

    The 2010 Mario AI Championship: Level Generation Track by Shaker, N., Togelius, J., Yannakakis, G. N., Weber, B., Shimizu, T., Hashiyama, T., Sorenson, N., Pasquier, P., Mawhorter, P., Takahashi, G., Smith, G., Baumgarten, R.

    ISSN: 1943-068X, 1943-0698
    Published: IEEE 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…”
    Get full text
    Journal Article
  5. 5

    Adaptivity Challenges in Games and Simulations: A Survey by Lopes, Ricardo, Bidarra, Rafael

    ISSN: 1943-068X, 1943-0698
    Published: IEEE 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…”
    Get full text
    Journal Article
  6. 6

    A Survey of Monte Carlo Tree Search Methods by Browne, C. B., Powley, E., Whitehouse, D., Lucas, S. M., Cowling, P. I., Rohlfshagen, P., Tavener, S., Perez, D., Samothrakis, S., Colton, S.

    ISSN: 1943-068X, 1943-0698
    Published: IEEE 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…”
    Get full text
    Journal Article
  7. 7

    Fuego-An Open-Source Framework for Board Games and Go Engine Based on Monte Carlo Tree Search by Enzenberger, Markus, Müller, Martin, Arneson, Broderick, Segal, Richard

    ISSN: 1943-068X, 1943-0698
    Published: IEEE 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…”
    Get full text
    Journal Article
  8. 8

    Multistage Temporal Difference Learning for 2048-Like Games by Yeh, Kun-Hao, Wu, I-Chen, Hsueh, Chu-Hsuan, Chang, Chia-Chuan, Liang, Chao-Chin, Chiang, Han

    ISSN: 1943-068X, 1943-0698
    Published: IEEE 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…”
    Get full text
    Journal Article
  9. 9

    Creating AI Characters for Fighting Games Using Genetic Programming by Martinez-Arellano, Giovanna, Cant, Richard, Woods, David

    ISSN: 1943-068X, 1943-0698
    Published: IEEE 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…”
    Get full text
    Journal Article
  10. 10

    An Automatically Generated Evaluation Function in General Game Playing by Waledzik, Karol, Mandziuk, Jacek

    ISSN: 1943-068X, 1943-0698
    Published: IEEE 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…”
    Get full text
    Journal Article
  11. 11

    Dynamic Game Difficulty Scaling Using Adaptive Behavior-Based AI by Chin Hiong Tan, Kay Chen Tan, Tay, A.

    ISSN: 1943-068X, 1943-0698
    Published: IEEE 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…”
    Get full text
    Journal Article
  12. 12

    ghost: A Combinatorial Optimization Framework for Real-Time Problems by Richoux, Florian, Uriarte, Alberto, Baffier, Jean-Francois

    ISSN: 1943-068X, 1943-0698
    Published: IEEE 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…”
    Get full text
    Journal Article
  13. 13

    Combining UCT and Nested Monte Carlo Search for Single-Player General Game Playing by Méhat, Jean, Cazenave, Tristan

    ISSN: 1943-068X, 1943-0698
    Published: IEEE 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…”
    Get full text
    Journal Article
  14. 14

    A Generic Approach to Challenge Modeling for the Procedural Creation of Video Game Levels by Sorenson, N., Pasquier, P., DiPaola, S.

    ISSN: 1943-068X, 1943-0698
    Published: IEEE 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…”
    Get full text
    Journal Article
  15. 15

    Controlled Procedural Terrain Generation Using Software Agents by Doran, Jonathon, Parberry, Ian

    ISSN: 1943-068X, 1943-0698
    Published: IEEE 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…”
    Get full text
    Journal Article
  16. 16

    Preference Learning for Move Prediction and Evaluation Function Approximation in Othello by Runarsson, Thomas Philip, Lucas, Simon M.

    ISSN: 1943-068X, 1943-0698
    Published: IEEE 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…”
    Get full text
    Journal Article
  17. 17

    Creating Affective Autonomous Characters Using Planning in Partially Observable Stochastic Domains by Huang, Xiangyang, Zhang, Shudong, Shang, Yuanyuan, Zhang, Weigong, Liu, Jie

    ISSN: 1943-068X, 1943-0698
    Published: IEEE 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…”
    Get full text
    Journal Article
  18. 18

    Automatic Track Generation for High-End Racing Games Using Evolutionary Computation by Loiacono, D., Cardamone, L., Lanzi, P. L.

    ISSN: 1943-068X, 1943-0698
    Published: IEEE 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…”
    Get full text
    Journal Article
  19. 19

    Two-Stage Monte Carlo Tree Search for Connect6 by Yen, Shi-Jim, Yang, Jung-Kuei

    ISSN: 1943-068X, 1943-0698
    Published: IEEE 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…”
    Get full text
    Journal Article
  20. 20

    General Self-Motivation and Strategy Identification: Case Studies Based on Sokoban and Pac-Man by Anthony, Tom, Polani, Daniel, Nehaniv, Chrystopher L.

    ISSN: 1943-068X, 1943-0698
    Published: IEEE 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…”
    Get full text
    Journal Article