Proceedings of the Second Symposium on Computational Intelligence and Games
BibSLEIGH corpus
BibSLEIGH tags
BibSLEIGH bundles
BibSLEIGH people
EDIT!
CC-BY
Open Knowledge
XHTML 1.0 W3C Rec
CSS 2.1 W3C CanRec
email twitter

Sushil J. Louis, Graham Kendall
Proceedings of the Second Symposium on Computational Intelligence and Games
CIG-2006, 2006.

GAME
DBLP
Scholar
?EE?
Full names Links ISxN
@proceedings{CIG-2006,
	editor        = "Sushil J. Louis and Graham Kendall",
	ee            = "https://ieeexplore.ieee.org/xpl/conhome/4084001/proceeding",
	isbn          = "1-4244-0464-9",
	publisher     = "{IEEE}",
	title         = "{Proceedings of the Second Symposium on Computational Intelligence and Games}",
	year          = 2006,
}

Contents (37 items)

CIG-2006-FraynJL #distributed #framework
ChessBrain II - A Hierarchical Infrastructure for Distributed Inhomogeneous Speed-Critical Computation (CF, CJ, KL), pp. 13–18.
CIG-2006-Ashlock #multi
Grid-Robot Drivers: an Evolutionary Multi-agent Virtual Robotics Task (DAA), pp. 19–26.
CIG-2006-Cazenave #algorithm #data type #heuristic #optimisation
Optimizations of data structures, heuristics and algorithms for path-finding on maps (TC), pp. 27–33.
CIG-2006-Soedarmadji #distributed #game studies
Decentralized Decision Making in the Game of Tic-tac-toe (ES), pp. 34–38.
CIG-2006-KarpovDVSM #evaluation #game studies #integration #learning
Integration and Evaluation of Exploration-Based Learning in Games (IK, TD, CV, KOS, RM), pp. 39–44.
CIG-2006-CowlingNH #game studies
A Coevolutionary Model for The Virus Game (PIC, MHN, MAH), pp. 45–51.
CIG-2006-LucasR #co-evolution #difference #evaluation #learning
Temporal Difference Learning Versus Co-Evolution for Acquiring Othello Position Evaluation (SML, TPR), pp. 52–59.
CIG-2006-NakashimaITN #evolution #using
The Effect of Using Match History on the Evolution of RoboCup Soccer Team Strategies (TN, HI, MT, MN), pp. 60–66.
CIG-2006-ConradieE #game studies #optimisation #using
Training Bao Game-Playing Agents using Coevolutionary Particle Swarm Optimization (JC, APE), pp. 67–74.
CIG-2006-MilesL #co-evolution #game studies #towards
Towards the Co-Evolution of Influence Map Tree Based Strategy Game Players (CM, SJL), pp. 75–82.
CIG-2006-RiceMSS #game studies #using
A Player for Tactical Air Strike Games Using Evolutionary Computation (AJR, JRM, AS, SS), pp. 83–89.
CIG-2006-BryantM #symmetry
Exploiting Sensor Symmetries in Example-based Training for Intelligent Agents (BDB, RM), pp. 90–97.
CIG-2006-HeinzKGBL #empirical #game studies #realtime #recognition #smarttech #using
Using Wearable Sensors for Real-Time Recognition Tasks in Games of Martial Arts - An Initial Experiment (EAH, KSK, MG, DB, PL), pp. 98–102.
CIG-2006-ChongY #adaptation #interactive #matrix #self
Self-Adapting Payoff Matrices in Repeated Interactions (SYC, XY0), pp. 103–110.
CIG-2006-Ashlock06a #game studies
Training Function Stacks to play the Iterated Prisoner's Dilemma (DAA), pp. 111–118.
CIG-2006-ReynoldsAA #algorithm #game studies #optimisation #problem #using
Optimization Problem Solving using Predator/Prey Games and Cultural Algorithms (RGR, MZA, RSA), pp. 119–125.
CIG-2006-Saund #behaviour
Capturing The Information Conveyed By Opponents' Betting Behavior in Poker (ES), pp. 126–133.
CIG-2006-YannakakisLH #modelling
Modeling Children's Entertainment in the Playware Playground (GNY, HHL, JH), pp. 134–141.
CIG-2006-Vrajitoru
NPCs and Chatterbots with Personality and Emotional Response (DV), pp. 142–147.
CIG-2006-OlenderskiNL #architecture #behaviour
A Behavior-Based Architecture for Realistic Autonomous Ship Control (AO, MNN, SJL), pp. 148–155.
CIG-2006-DeanSHMV #modelling #simulation
Modelling and Simulation of Combat ID - the INCIDER Model (DD, PS, KH, BM, AV), pp. 156–163.
CIG-2006-WittkampB #adaptation #evolution #game studies #programming #search-based #using
Evolving Adaptive Play for the Game of Spoof Using Genetic Programming (MW, LB), pp. 164–172.
CIG-2006-PietroBW #adaptation #comparison #game studies #learning #modelling
A Comparison of Different Adaptive Learning Techniques for Opponent Modelling in the Game of Guess It (ADP, LB, RLW), pp. 173–180.
CIG-2006-ChaperotF #game studies
Improving Artificial Intelligence In a Motocross Game (BC, CF), pp. 181–186.
CIG-2006-BouzyC #learning #monte carlo
Monte-Carlo Go Reinforcement Learning Experiments (BB, GC), pp. 187–194.
CIG-2006-MittalD #multi #problem
Optimal Strategies of the Iterated Prisoner's Dilemma Problem for Multiple Conflicting Objectives (SM, KD), pp. 197–204.
CIG-2006-GordonR #game studies #identification #set #using
Trappy Minimax - using Iterative Deepening to Identify and Set Traps in Two-Player Games (VSG, AR), pp. 205–210.
CIG-2006-Garza #collaboration #game studies
Evaluating Individual Player Strategies in a Collaborative Incomplete-Information Agent-Based Game Playing Environment (AGdSG), pp. 211–216.
CIG-2006-JenkinsF #game studies
Highly Volatile Game Tree Search in Chain Reaction (DJ, CF), pp. 217–223.
CIG-2006-MenezesBC #game studies #generative #towards
Towards Generation of Complex Game Worlds (TLTM, TRB, EC), pp. 224–229.
CIG-2006-FogelHHQ
The Blondie25 Chess Program Competes Against Fritz 8.0 and a Human Chess Master (DBF, TJH, SLH, JQ), pp. 230–235.
CIG-2006-MillerMC #detection #network #using
Anomaly Detection in Magnetic Motion Capture using a 2-Layer SOM network (IM, SM, BC), pp. 236–242.
CIG-2006-Looney #game studies #network
Intelligent Battle Gaming Pragmatics with Belief Network Trees (CGL), pp. 243–248.
CIG-2006-Burns
Fun in Slots (KB), pp. 249–256.
CIG-2006-Burns06a
Style in Poker (KB), pp. 257–264.
CIG-2006-TeramotoDU #complexity #game studies #graph
Voronoi game on graphs and its complexity (ST, EDD, RU), pp. 265–271.
CIG-2006-SanchezSS #evolution
Evolving Warriors for the Nano Core (ES0, MS, GS), pp. 272–278.

Bibliography of Software Language Engineering in Generated Hypertext (BibSLEIGH) is created and maintained by Dr. Vadim Zaytsev.
Hosted as a part of SLEBOK on GitHub.