Philip Hingston, Luigi Barone
Proceedings of the Fourth Symposium on Computational Intelligence and Games
CIG-2008, 2008.
Contents (53 items)
- CIG-2008-Lucas #difference #evolution #learning
- Investigating learning rates for evolution and temporal difference learning (SML), pp. 1–7.
- CIG-2008-AveryM #adaptation #game studies
- Adapting to human game play (PMA, ZM), pp. 8–15.
- CIG-2008-ThompsonLW #co-evolution #evolution
- Evolution of counter-strategies: Application of co-evolution to Texas Hold'em Poker (TT, JL, RW), pp. 16–22.
- CIG-2008-BakerCRJ #evolution #modelling #question
- Can opponent models aid poker player evolution? (RJSB, PIC, TWGR, PJ0), pp. 23–30.
- CIG-2008-LockettM #evolution #modelling
- Evolving opponent models for Texas Hold 'Em (AJL, RM), pp. 31–38.
- CIG-2008-HladkyB #evaluation #game studies #modelling #predict #video
- An evaluation of models for predicting opponent positions in first-person shooter video games (SH, VB), pp. 39–46.
- CIG-2008-HeijdenBS #game studies #realtime
- Dynamic formations in real-time strategy games (MvdH, SB, PS), pp. 47–54.
- CIG-2008-HagelbackJ #game studies #realtime
- Dealing with fog of war in a Real Time Strategy game environment (JH, SJJ), pp. 55–62.
- CIG-2008-BeumeHNPPW #anti #game studies #realtime
- Intelligent anti-grouping in real-time strategy games (NB, TH, BN, NP, MP, SW), pp. 63–70.
- CIG-2008-DanielsiekSTBNP #game studies #realtime
- Intelligent moving of groups in real-time strategy games (HD, RS, AT0, NB, BN, MP), pp. 71–78.
- CIG-2008-BakkesSH #adaptation #agile #game studies #video
- Rapid adaptation of video game AI (SB, PS, HJvdH), pp. 79–86.
- CIG-2008-OlesenYH #challenge #game studies #realtime #using
- Real-time challenge balance in an RTS game using rtNEAT (JKO, GNY, JH), pp. 87–94.
- CIG-2008-OsoneO #game studies
- Friendly partner system of poker game with facial expressions (KO, TO), pp. 95–102.
- CIG-2008-YannakakisH #adaptation #game studies #optimisation #realtime
- Real-time adaptation of augmented-reality games for optimizing player satisfaction (GNY, JH), pp. 103–110.
- CIG-2008-TogeliusS #automation #design #empirical #game studies
- An experiment in automatic game design (JT, JS), pp. 111–118.
- CIG-2008-LoiaconoTLKLSPRS #contest
- The WCCI 2008 simulated car racing competition (DL, JT, PLL, LKH, SML, MS, DPL, RGR, YS), pp. 119–126.
- CIG-2008-ThangG #approach #contest #fuzzy
- A fuzzy approach for the 2007 CIG simulated car racing competition (HDT, JMG), pp. 127–134.
- CIG-2008-AgapitosTLSK #evolution #generative #multi
- Generating diverse opponents with multiobjective evolution (AA, JT, SML, JS, AK0), pp. 135–142.
- CIG-2008-McPartlandG #learning #multi
- Creating a multi-purpose first person shooter bot with reinforcement learning (MM, MG), pp. 143–150.
- CIG-2008-ParkerB #visual notation
- Visual control in quake II with a cyclic controller (MP, BDB), pp. 151–158.
- CIG-2008-ThompsonL #behaviour #network
- Scaling-up behaviours in EvoTanks: Applying subsumption principles to artificial neural networks (TT, JL), pp. 159–166.
- CIG-2008-ReederMSGA #composition #game studies #network
- Interactively evolved modular neural networks for game agent control (JR, RM, JS, MG, GCA), pp. 167–174.
- CIG-2008-Chetcuti-SperandioDLS #evaluation #game studies #performance
- Determination and evaluation of efficient strategies for a stop or roll dice game: Heckmeck am Bratwurmeck (Pickomino) (NCS, FD, SL, DS), pp. 175–182.
- CIG-2008-ShibaharaK #monte carlo #simulation
- Combining final score with winning percentage by sigmoid function in Monte-Carlo simulations (KS, YK), pp. 183–190.
- CIG-2008-TakeuchiKY #evaluation #monte carlo
- Evaluation of Monte Carlo tree search and the application to Go (ST, TK, KY), pp. 191–198.
- CIG-2008-Blair #evaluation #learning #network #symmetry
- Learning position evaluation for Go with Internal Symmetry Networks (AB), pp. 199–204.
- CIG-2008-OsakiSTK #difference #evaluation #learning #probability #using
- An Othello evaluation function based on Temporal Difference Learning using probability of winning (YO, KS, YT, YK), pp. 205–211.
- CIG-2008-KimC #case study #game studies
- Ensemble approaches in evolutionary game strategies: A case study in Othello (KJK, SBC), pp. 212–219.
- CIG-2008-BahceciM #game studies #heuristic
- Transfer of evolved pattern-based heuristics in games (EB, RM), pp. 220–227.
- CIG-2008-WirthG #game studies
- An influence map model for playing Ms. Pac-Man (NW, MG), pp. 228–233.
- CIG-2008-WittkampBH #adaptation #using
- Using NEAT for continuous adaptation and teamwork formation in Pacman (MW, LB, PH), pp. 234–242.
- CIG-2008-WestraHDD #adaptation #game studies #online #using
- On-line adapting games using agent organizations (JW, HvH, VD, FD), pp. 243–250.
- CIG-2008-PourGAGC #development #distributed #framework #game studies #generative #human-computer #interface #platform #video
- Brain-computer interface: Next generation thought controlled distributed video game development platform (PAP, TG, OA, GDG, RAC), pp. 251–257.
- CIG-2008-HaraborB #multi
- Hierarchical path planning for multi-size agents in heterogeneous environments (DH, AB), pp. 258–265.
- CIG-2008-DjordjevichXBWGV #game studies #using
- Preparing for the aftermath: Using emotional agents in game-based training for disaster response (DD, PGX, MLB, JW, MRG, SJV), pp. 266–275.
- CIG-2008-Sahraei-ArdakaniRRL #case study #optimisation #using
- A study of electricity market dynamics using Invasive Weed Colonization Optimization (MSA, MR, ARK, CL), pp. 276–282.
- CIG-2008-Boeing #independence
- Morphology independent dynamic locomotion control for virtual characters (AB), pp. 283–289.
- CIG-2008-Sahraei-ArdakaniRA #game studies #learning
- Hierarchical Nash-Q learning in continuous games (MSA, ARK, MNA), pp. 290–295.
- CIG-2008-InoueS #classification #game studies #hybrid #learning #video
- Applying GA for reward allotment in an event-driven hybrid learning classifier system for soccer video games (YI, YS), pp. 296–303.
- CIG-2008-MujtabaB #learning #multi
- Survival by continuous learning in a dynamic multiple task environment (HM, ARB), pp. 304–309.
- CIG-2008-ThompsonMLA #evaluation
- An evaluation of the benefits of look-ahead in Pac-Man (TT, LM, JL, AA), pp. 310–315.
- CIG-2008-GreenwoodT #approach #design
- A game-theoretical approach for designing market trading strategies (GWG, RT), pp. 316–322.
- CIG-2008-MarivateM #game studies #learning #social
- Social Learning methods in board game agents (VNM, TM), pp. 323–328.
- CIG-2008-SharmaKG #game studies #generative #learning
- Learning and knowledge generation in General Games (SS, ZK, SDG), pp. 329–335.
- CIG-2008-PerezSRI #automation #contest #evolution
- Evolving a rule system controller for automatic driving in a car racing competition (DPL, YS, GR, PI), pp. 336–342.
- CIG-2008-ChiouW #adaptation #programming #user satisfaction #using
- Player Adaptive Entertainment Computing (PAEC): Mechanism to model user satisfaction by using Neuro Linguistic Programming (NLP) techniques (AC, KWW), pp. 343–349.
- CIG-2008-WatsonLRW
- Improving a case-based texas hold'em poker bot (IDW, SL, JR, SW), pp. 350–356.
- CIG-2008-SchaulS #architecture #game studies #network #scalability
- A scalable neural network architecture for board games (TS, JS), pp. 357–364.
- CIG-2008-delaOssaGL #algorithm #optimisation
- Improvement of a car racing controller by means of Ant Colony Optimization algorithms (Ld, JAG0, VL), pp. 365–371.
- CIG-2008-WenderW #game studies #learning #using
- Using reinforcement learning for city site selection in the turn-based strategy game Civilization IV (SW, IDW), pp. 372–377.
- CIG-2008-KloetzerIB #case study #comparative
- A comparative study of solvers in Amazons endgames (JK, HI, BB), pp. 378–384.
- CIG-2008-JangC #evolution #game studies #realtime #simulation
- Evolving neural NPCs with layered influence map in the real-time simulation game 'Conqueror' (SHJ, SBC), pp. 385–388.
- CIG-2008-ChildsBK #monte carlo
- Transpositions and move groups in Monte Carlo tree search (BEC, JHB, LK), pp. 389–395.