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