Proceedings of the Third Symposium on Computational Intelligence and Games
CIG-2007, 2007.
Contents (53 items)
- CIG-2007-HoMB #years after
- Snooker Robot Player - 20 Years on (KHLH, TM, JFB), pp. 1–8.
- CIG-2007-ChenP #design #game studies
- Micro Robot Hockey Simulator - Game Engine Design (WYC, SP), pp. 9–16.
- CIG-2007-RiedmillerG #case study #experience #game studies #learning #on the
- On Experiences in a Complex and Competitive Gaming Domain: Reinforcement Learning Meets RoboCup (MAR, TG), pp. 17–23.
- CIG-2007-FinkDA #behaviour #game studies #machine learning #using
- Extracting NPC behavior from computer games using computer vision and machine learning techniques (AF, JD, JA), pp. 24–31.
- CIG-2007-BannachAKHTL #game studies #gesture #smarttech
- Waving Real Hand Gestures Recorded by Wearable Motion Sensors to a Virtual Car and Driver in a Mixed-Reality Parking Game (DB, OA, KSK, EAH, GT, PL), pp. 32–39.
- CIG-2007-QuekG #adaptation #evolution #learning
- Adaptation of Iterated Prisoner's Dilemma Strategies by Evolution and Learning (HQ, CKG), pp. 40–47.
- CIG-2007-Ashlock #graph
- Cooperation in Prisoner's Dilemma on Graphs (DAA), pp. 48–55.
- CIG-2007-GhoneimAB #game studies #information management
- Information Sharing in the Iterated Prisoner's Dilemma Game (AG, HAA, MB), pp. 56–62.
- CIG-2007-WittkampBW #comparison #game studies #learning #programming #search-based
- A Comparison of Genetic Programming and Look-up Table Learning for the Game of Spoof (MW, LB, RLW), pp. 63–71.
- CIG-2007-LeighLM #algorithm #search-based #using
- Using a Genetic Algorithm to Explore A*-like Pathfinding Algorithms (REL, SJL, CM), pp. 72–79.
- CIG-2007-SailerBL #simulation
- Adversarial Planning Through Strategy Simulation (FS, MB, ML), pp. 80–87.
- CIG-2007-MilesQLL #co-evolution #game studies
- Co-Evolving Influence Map Tree Based Strategy Game Players (CM, JCQ, REL, SJL), pp. 88–95.
- CIG-2007-SeredynskiBK #ad hoc #behaviour #evolution #game studies #modelling #network #using
- Modelling the Evolution of Cooperative Behavior in Ad Hoc Networks using a Game Based Model (MS, PB, MAK), pp. 96–103.
- CIG-2007-AveryMS
- A Historical Population in a Coevolutionary System (PMA, ZM, MS0), pp. 104–111.
- CIG-2007-VenessB #effectiveness #game studies #probability #using
- Effective Use of Transposition Tables in Stochastic Game Tree Search (JV, AB), pp. 112–116.
- CIG-2007-CarterL #algorithm #using
- An Investigation into Tournament Poker Strategy using Evolutionary Algorithms (RGC, JL), pp. 117–124.
- CIG-2007-BakerC #modelling
- Bayesian Opponent Modeling in a Simple Poker Environment (RJSB, PIC), pp. 125–131.
- CIG-2007-Glenn
- Computer Strategies for Solitaire Yahtzee (JRG), pp. 132–139.
- CIG-2007-KnittelBS #concept #learning
- Concept Accessibility as Basis for Evolutionary Reinforcement Learning of Dots and Boxes (AK, TB, AS), pp. 140–145.
- CIG-2007-DuminyE #optimisation
- Tournament Particle Swarm Optimization (WHD, APE), pp. 146–153.
- CIG-2007-HastingsGS #animation #design #representation
- NEAT Particles: Design, Representation, and Animation of Particle System Effects (EJH, RKG, KOS), pp. 154–160.
- CIG-2007-OommenGP #bound #finite #game studies #probability #using
- Using Stochastic AI Techniques to Achieve Unbounded Resolution in Finite Player Goore Games and its Applications (BJO, OCG, AP), pp. 161–167.
- CIG-2007-Hingston #evolution #game studies
- Evolving Players for an Ancient Game: Hnefatafl (PH), pp. 168–174.
- CIG-2007-WangG #monte carlo #simulation
- Modifications of UCT and sequence-like simulations for Monte-Carlo Go (YW, SG), pp. 175–182.
- CIG-2007-Mayer #difference #learning
- Board Representations for Neural Go Players Learning by Temporal Difference (HAM), pp. 183–188.
- CIG-2007-ArakiYTT #predict
- Move Prediction in Go with the Maximum Entropy Method (NA, KY, YT, JT), pp. 189–195.
- CIG-2007-NaveedCH #game studies #hybrid #learning
- Hybrid Evolutionary Learning Approaches for The Virus Game (MHN, PIC, MAH), pp. 196–202.
- CIG-2007-KimCC #evolution #hybrid #learning
- Hybrid of Evolution and Reinforcement Learning for Othello Players (KJK, HC, SBC), pp. 203–209.
- CIG-2007-RunarssonJ #evaluation #learning #using
- Effect of look-ahead search depth in learning position evaluation functions for Othello using -greedy exploration (TPR, EOJ), pp. 210–215.
- CIG-2007-Manning #difference #evaluation #learning #network
- Temporal Difference Learning of an Othello Evaluation Function for a Small Neural Network with Shared Weights (EPM), pp. 216–223.
- CIG-2007-Salcedo-SanzOPPY #heuristic
- Solving Japanese Puzzles with Heuristics (SSS, EGOG, ÁMPB, APF, XY0), pp. 224–231.
- CIG-2007-ParkerP #evolution #multi #network
- The Evolution of Multi-Layer Neural Networks for the Control of Xpilot Agents (MP, GBP), pp. 232–237.
- CIG-2007-ParkerP07a #evolution #parametricity
- Evolving Parameters for Xpilot Combat Agents (GBP, MP), pp. 238–243.
- CIG-2007-YannakakisH #feature model #game studies
- Game and Player Feature Selection for Entertainment Capture (GNY, JH), pp. 244–251.
- CIG-2007-TogeliusNL #automation #game studies #personalisation #towards
- Towards automatic personalised content creation for racing games (JT, RDN, SML), pp. 252–259.
- CIG-2007-LucasT #difference #evolution #learning
- Point-to-Point Car Racing: an Initial Study of Evolution Versus Temporal Difference Learning (SML, JT), pp. 260–267.
- CIG-2007-MiwaYC #automation #evaluation #game studies #generative
- Automatic Generation of Evaluation Features for Computer Game Players (MM, DY, TC), pp. 268–275.
- CIG-2007-KobtiS #architecture #game studies #multi
- A Multi-Agent Architecture for Game Playing (ZK, SS), pp. 276–281.
- CIG-2007-GallagherL #evolution #question
- Evolving Pac-Man Players: Can We Learn from Raw Input? (MG, ML), pp. 282–287.
- CIG-2007-AkatsukaS #classification #game studies #learning #video
- Reward Allotment Considered Roles for Learning Classifier System For Soccer Video Games (YA, YS), pp. 288–295.
- CIG-2007-GarzaF #game studies
- Inferring the Past: A Computational Exploration of the Strategies that May Have Been Used in the Aztec Board Game of Patolli (AGdSG, CEGF), pp. 296–303.
- CIG-2007-YauTA #co-evolution #evolution #synthesis
- Pareto Evolution and Co-Evolution in Cognitive Neural Agents Synthesis for Tic-Tac-Toe (YJY, JT, PA), pp. 304–311.
- CIG-2007-DarkenAM #3d #game studies
- Game AI in Delta3D (CJD, BGA, PM), pp. 312–319.
- CIG-2007-ReisingerBKM #game studies
- Coevolving Strategies for General Game Playing (JR, EB, IK, RM), pp. 320–327.
- CIG-2007-ThompsonLH #development #game studies #named
- EvoTanks: Co-Evolutionary Development of Game-Playing Agents (TT, JL, GH), pp. 328–333.
- CIG-2007-HandaB #design #game studies
- Evolutionary Computations for Designing Game Rules of the COMMONS GAME (HH, NB), pp. 334–339.
- CIG-2007-Munoz-HernandezW #fuzzy #prolog
- Fuzzy Prolog as Cognitive Layer in RoboCupSoccer (SMH, WSW), pp. 340–345.
- CIG-2007-ButterRGHA #algorithm #game studies #search-based #student
- Genetic Algorithms for Finding Optimal Strategies for a Student's Game (TB, FR, JG, TH, JA), pp. 346–351.
- CIG-2007-PitaMN #game studies #named
- Vidya: A God Game Based on Intelligent Agents Whose Actions are Devised Through Evolutionary Computation (MRdSP, SSM, FBdLN), pp. 352–359.
- CIG-2007-OngQTT
- Discovering Chinese Chess Strategies through Coevolutionary Approaches (CSO, HQ, KCT, AT), pp. 360–367.
- CIG-2007-DeLoozeD
- Bridge Bidding with Imperfect Information (LLD, JD0), pp. 368–373.
- CIG-2007-CincottiI #game studies
- The Game of Synchronized Cutcake (AC, HI), pp. 374–379.
- CIG-2007-GreenspanLLGZADJ #game studies #question #towards
- Toward a Competitive Pool Playing Robot: Is Computational Intelligence Needed to Play Robotic Pool? (MAG, JL, WL, MG, IZ, KA, DCD, SJ), pp. 380–388.