Proceedings of the Sixth Conference on Computational Intelligence and Games
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Georgios N. Yannakakis, Julian Togelius
Proceedings of the Sixth Conference on Computational Intelligence and Games
CIG-2010, 2010.

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@proceedings{CIG-2010,
	editor        = "Georgios N. Yannakakis and Julian Togelius",
	ee            = "https://ieeexplore.ieee.org/xpl/conhome/5581175/proceeding",
	isbn          = "978-1-4244-6295-7",
	publisher     = "{IEEE}",
	title         = "{Proceedings of the Sixth Conference on Computational Intelligence and Games}",
	year          = 2010,
}

Contents (65 items)

CIG-2010-BeaudryBCK #challenge #game studies #markov #using
Using Markov decision theory to provide a fair challenge in a roll-and-move board game (EB, FB, SC, FK), pp. 1–8.
CIG-2010-Damer #game studies
The day the game came alive: Virtual worlds and an origin of Artificial Life (BD), pp. 1–6.
CIG-2010-HagelbackJP #game studies #realtime
AI and computational intelligence for real-time strategy games (JH, SJJ, MP), pp. 1–4.
CIG-2010-KarakovskiySTY
The Mario AI Championship (SK, NS, JT, GNY), pp. 1–3.
CIG-2010-VanekBJP #mobile
Transiting areas patrolled by a mobile adversary (OV, BB, MJ, MP), pp. 9–16.
CIG-2010-ChertovKG #modelling
Weighted SCAN for modeling cooperative group role dynamics (AC, ZK, SDG), pp. 17–22.
CIG-2010-SatoI #search-based
Solving Sudoku with genetic operations that preserve building blocks (YS, HI), pp. 23–29.
CIG-2010-BenbassatS #evolution #programming #search-based #using
Evolving Lose-Checkers players using genetic programming (AB, MS), pp. 30–37.
CIG-2010-GuervosMRC #game studies #performance
Assessing efficiency of different evolutionary strategies playing MasterMind (JJMG, AMM, TPR, CC), pp. 38–45.
CIG-2010-ButlerD #game studies #predict
Partial observability during predictions of the opponent's movements in an RTS game (SB0, YD), pp. 46–53.
CIG-2010-Tsang #representation
The structure of a depth-3 lookup table representation for Prisoner's Dilemma (JT), pp. 54–61.
CIG-2010-GohN #predict
Pleasure propagation to reward predictors (CKG, AN), pp. 62–68.
CIG-2010-YoonJC #artificial reality #experience #game studies #interface
Enhanced user immersive experience with a virtual reality based FPS game interface (JY, SHJ, SBC), pp. 69–74.
CIG-2010-LevillainORB #experience #fuzzy #using
Characterizing player's experience from physiological signals using fuzzy decision trees (FL, JOO, MR, BBM), pp. 75–82.
CIG-2010-BojarskiC #game studies #named #rule-based
REALM: A rule-based evolutionary computation agent that learns to play Mario (SB, CBC), pp. 83–90.
CIG-2010-SmithNM #game studies #logic #modelling #named
LUDOCORE: A logical game engine for modeling videogames (AMS, MJN, MM), pp. 91–98.
CIG-2010-Bryant
Virtual bagging for an evolved agent controller (BDB), pp. 99–106.
CIG-2010-RawalRM #behaviour #using
Constructing competitive and cooperative agent behavior using coevolution (AR, PR, RM), pp. 107–114.
CIG-2010-WeberMMJ #game studies #multi
Reactive planning idioms for multi-scale game AI (BGW, PAM, MM, AJ), pp. 115–122.
CIG-2010-OnievaCLL #fuzzy #logic #using
Overtaking opponents with blocking strategies using fuzzy logic (EO, LC, DL, PLL), pp. 123–130.
CIG-2010-KemmerlingP #adaptation #automation #optimisation
Automatic adaptation to generated content via car setup optimization in TORCS (MK, MP), pp. 131–138.
CIG-2010-HagelbackJ #case study #game studies #realtime
A study on human like characteristics in real time strategy games (JH, SJJ), pp. 139–145.
CIG-2010-SmithAHL #education #using
Using co-evolved RTS opponents to teach spatial tactics (GS, PA, RH, SJL), pp. 146–153.
CIG-2010-ScesaRSLD
Rule fusion for the imitation of a human tutor (VS, CR, SS, HL, YD), pp. 154–161.
CIG-2010-St-PierreWW #game studies #generative
A selective move generator for the game axis and allies (DLSP, MHMW, DAW), pp. 162–169.
CIG-2010-ThurauB #evolution #social
Analyzing the Evolution of Social Groups in World of Warcraft® (CT, CB), pp. 170–177.
CIG-2010-MahlmannDTCY #behaviour #predict
Predicting player behavior in Tomb Raider: Underworld (TM, AD, JT, AC, GNY), pp. 178–185.
CIG-2010-ShimS #behaviour
Behavioral profiles of character types in EverQuest II (KJS, JS), pp. 186–194.
CIG-2010-ChapelBM #detection #game studies #online #probability
Probabilistic approaches to cheating detection in online games (LC, DB, DM), pp. 195–201.
CIG-2010-SaitoW
Paranoid Proof-Number Search (JTS, MHMW), pp. 203–210.
CIG-2010-LisyBVP #set
Agent subset adversarial search for complex non-cooperative domains (VL, BB, RV, MP), pp. 211–218.
CIG-2010-AshlockKA #comparison #matrix
A fingerprint comparison of different Prisoner's Dilemma payoff matrices (DAA, EYK, WA), pp. 219–226.
CIG-2010-Greenwood #evolution #social #source code
Evolving N-person social dilemma strategies to resolve questions on participation in climate change programs (GWG), pp. 227–234.
CIG-2010-ThawonmasA #evolution #optimisation #parametricity
Evolution strategy for optimizing parameters in Ms Pac-Man controller ICE Pambush 3 (RT, TA), pp. 235–240.
CIG-2010-MoraMGCAL #behaviour #evolution
Evolving the cooperative behaviour in Unreal™ bots (AMM, MAM, JJMG, PAC, MGA, JLJL), pp. 241–248.
CIG-2010-Patrick #evolution #online
Online evolution in Unreal Tournament 2004 (MP), pp. 249–256.
CIG-2010-HeckelYK #complexity
Representational complexity of reactive agents (FWPH, GMY, NSK), pp. 257–264.
CIG-2010-TogeliusPBWHY #multi
Multiobjective exploration of the StarCraft map space (JT, MP, NB, SW, JH, GNY), pp. 265–272.
CIG-2010-SmithM #design #generative
Variations Forever: Flexibly generating rulesets from a sculptable design space of mini-games (AMS, MM), pp. 273–280.
CIG-2010-SalgeM #approach #game studies #information management
Relevant Information as a formalised approach to evaluate game mechanics (CS, TM), pp. 281–288.
CIG-2010-Ashlock #automation #evolution #game studies #generative
Automatic generation of game elements via evolution (DAA), pp. 289–296.
CIG-2010-JohanssonD #behaviour #network
Introducing time in emotional behavior networks (AJ, PD), pp. 297–304.
CIG-2010-BromBK #memory management
Timing in episodic memory for virtual characters (CB, OB, RK), pp. 305–312.
CIG-2010-MartinezHY #learning #modelling
Extending neuro-evolutionary preference learning through player modeling (HPM, KH, GNY), pp. 313–320.
CIG-2010-TognettiGBM #game studies #modelling
Modeling enjoyment preference from physiological responses in a car racing game (ST, MG, AB, MM), pp. 321–328.
CIG-2010-AcamporaFL #behaviour #fuzzy #process
Synthesizing bots emotional behaviors through fuzzy cognitive processes (GA, FF, VL), pp. 329–336.
CIG-2010-BidarraSG #game studies #video
Growing on the inside: Soulful characters for video games (RB, RS, KG), pp. 337–344.
CIG-2010-Hingston #design
A new design for a Turing Test for Bots (PH), pp. 345–350.
CIG-2010-MawhorterM #generative #using
Procedural level generation using occupancy-regulated extension (PAM, MM), pp. 351–358.
CIG-2010-TeytaudT #algorithm #monte carlo #on the
On the huge benefit of decisive moves in Monte-Carlo Tree Search algorithms (FT, OT), pp. 359–364.
CIG-2010-SamothrakisRL
A UCT agent for Tron: Initial investigations (SS, DR, SML), pp. 365–371.
CIG-2010-Lucas #evolution #learning #problem
Estimating learning rates in evolution and TDL: Results on a simple grid-world problem (SML), pp. 372–379.
CIG-2010-HannaHCB #architecture #composition #game studies #learning
Modular Reinforcement Learning architectures for artificially intelligent agents in complex game environments (CJH, RJH, DC, MMB), pp. 380–387.
CIG-2010-CardamoneLLB #algorithm #search-based #using
Searching for the optimal racing line using genetic algorithms (LC, DL, PLL, APB), pp. 388–394.
CIG-2010-QuadfliegPKR #learning
Learning the track and planning ahead in a car racing controller (JQ, MP, OK, GR), pp. 395–402.
CIG-2010-BurelliY #optimisation
Combining local and global optimisation for virtual camera control (PB, GNY), pp. 403–410.
CIG-2010-CiancariniF #analysis
Retrograde Analysis of Kriegspiel endgames (PC, GPF), pp. 411–418.
CIG-2010-AbrahamM #adaptation #game studies
AI for dynamic team-mate adaptation in games (ATA, KM), pp. 419–426.
CIG-2010-ArinbjarnarK #interactive #network #realtime
Bayesian networks: Real-time applicable decision mechanisms for intelligent agents in interactive drama (MA, DK), pp. 427–434.
CIG-2010-ZhuO #generative #representation
Story representation in analogy-based story generation in Riu (JZ, SO), pp. 435–442.
CIG-2010-SyberfeldtS #comprehension #game studies #optimisation
A serious game for understanding artificial intelligence in production optimization (AS, SS), pp. 443–449.
CIG-2010-WestraDD
Keeping the trainee on track (JW, FD, VD), pp. 450–457.
CIG-2010-MartinMRS #named #optimisation
Pac-mAnt: Optimization based on ant colonies applied to developing an agent for Ms. Pac-Man (EM, MM, GR, YS), pp. 458–464.
CIG-2010-BellFHKOQ #detection
Ghost direction detection and other innovations for Ms. Pac-Man (NB, XF, RH, GK, EO, SQ), pp. 465–472.
CIG-2010-MunozGS
A human-like TORCS controller for the Simulated Car Racing Championship (JM, GG, AS), pp. 473–480.

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