Proceedings of the Fifth Symposium on Computational Intelligence and Games
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Pier Luca Lanzi
Proceedings of the Fifth Symposium on Computational Intelligence and Games
CIG-2009, 2009.

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@proceedings{CIG-2009,
	editor        = "Pier Luca Lanzi",
	ee            = "https://ieeexplore.ieee.org/xpl/conhome/5278415/proceeding",
	isbn          = "978-1-4244-4814-2",
	publisher     = "{IEEE}",
	title         = "{Proceedings of the Fifth Symposium on Computational Intelligence and Games}",
	year          = 2009,
}

Contents (63 items)

CIG-2009-Baumgarten
Defcon (RB).
CIG-2009-Bjornsson #game studies
General game-playing systems (YB).
CIG-2009-Hingston
The 2K BotPrize (PH).
CIG-2009-Lecchi #game studies
Artificial intelligence in racing games (SL).
CIG-2009-LoiaconoTL
Simulated car racing (DL, JT, PLL).
CIG-2009-Lucas
Screen-capture Ms Pac-Man (SML).
CIG-2009-Lucas09a #contest
Ms Pac-Man versus ghost-team competition (SML).
CIG-2009-Mateas #authoring #tool support
AI isn't just for players: AI-based authoring tools (MM).
CIG-2009-Stanley #evolution #game studies #network #video
Practical issues in evolving neural network controllers for video game agents (KOS).
CIG-2009-Togelius #contest
Mario AI competition (JT).
CIG-2009-Vaccaro #framework #game studies #modelling #simulation
Modeling and simulation framework of real urban and board games to train players (JMV).
CIG-2009-DrachenCY #modelling #self #using
Player modeling using self-organization in Tomb Raider: Underworld (AD, AC, GNY), pp. 1–8.
CIG-2009-WardC #monte carlo
Monte Carlo search applied to card selection in Magic: The Gathering (CDW, PIC), pp. 9–16.
CIG-2009-Hingston09a
Iterated Prisoner's Dilemma for species (PH), pp. 17–24.
CIG-2009-Greenwood #game studies
Deceptive strategies for the evolutionary minority game (GWG), pp. 25–31.
CIG-2009-Lucas09b #difference #learning
Temporal difference learning with interpolated table value functions (SML), pp. 32–37.
CIG-2009-GalwayCB #difference #game studies #learning #using
Improving Temporal Difference game agent control using a dynamic exploration during control learning (LG, DC, MMB), pp. 38–45.
CIG-2009-HagelbackJ #experience #game studies #runtime #scalability
Measuring player experience on runtime dynamic difficulty scaling in an RTS game (JH, SJJ), pp. 46–52.
CIG-2009-BurrowL #difference #evolution #game studies #learning
Evolution versus Temporal Difference Learning for learning to play Ms. Pac-Man (PB, SML), pp. 53–60.
CIG-2009-PenaOP #framework #named #simulation
vBattle: A new framework to simulate medium-scale battles in individual-per-individual basis (LP, SO, JMPS), pp. 61–68.
CIG-2009-CuadradoS #exclamation
Chuck Norris rocks! (DC, YS), pp. 69–74.
CIG-2009-JangYC #algorithm #game studies #realtime #using
Optimal strategy selection of non-player character on real time strategy game using a speciated evolutionary algorithm (SHJ, JY, SBC), pp. 75–79.
CIG-2009-LopezO #locality #on the #permutation #problem
On the effects of locality in a permutation problem: The Sudoku Puzzle (EGL, MO0), pp. 80–87.
CIG-2009-Jantke #design #game studies
Dramaturgical Design of the Narrative in Digital Games: AI planning of conflicts in non-linear spaces of time (KPJ), pp. 88–95.
CIG-2009-TanimotoRF #collaboration #design #research
A game-building environment for research in collaborative design (SLT, TR, SBF), pp. 96–103.
CIG-2009-SzubertJK #difference #learning
Coevolutionary Temporal Difference Learning for Othello (MGS, WJ, KK), pp. 104–111.
CIG-2009-Al-KhateebK
Introducing a round robin tournament into Blondie24 (BAK, GK), pp. 112–116.
CIG-2009-MandziukM #network #problem
Neural networks compete with expert human players in solving the Double Dummy Bridge Problem (JM, KM), pp. 117–124.
CIG-2009-NicolaiH #network
No-Limit Texas Hold'em Poker agents created with evolutionary neural networks (GN, RJH), pp. 125–131.
CIG-2009-PedersenTY #experience #modelling
Modeling player experience in Super Mario Bros (CP, JT, GNY), pp. 132–139.
CIG-2009-WeberM #approach #data mining #mining #predict
A data mining approach to strategy prediction (BGW, MM), pp. 140–147.
CIG-2009-CardamoneLL #learning #using
Learning drivers for TORCS through imitation using supervised methods (LC, DL, PLL), pp. 148–155.
CIG-2009-TogeliusKKS #evolution
Super mario evolution (JT, SK, JK, JS), pp. 156–161.
CIG-2009-DeLoozeV #fuzzy #nondeterminism
Fuzzy Q-learning in a nondeterministic environment: developing an intelligent Ms. Pac-Man agent (LLD, WRV), pp. 162–169.
CIG-2009-CowleyCBH #behaviour #modelling #predict #using
Analyzing player behavior in Pacman using feature-driven decision theoretic predictive modeling (BC, DC, MMB, RJH), pp. 170–177.
CIG-2009-SchaddWU #named
CHANCEPROBCUT: Forward pruning in chance nodes (MPDS, MHMW, JWHMU), pp. 178–185.
CIG-2009-BasilicoGR #game studies
Capturing augmented sensing capabilities and intrusion delay in patrolling-intrusion games (NB, NG0, TR), pp. 186–193.
CIG-2009-Pace #algorithm #game studies #how #search-based
How a genetic algorithm learns to play Traveler's Dilemma by choosing dominated strategies to achieve greater payoffs (MP), pp. 194–200.
CIG-2009-JaskowskiK #algorithm #analysis #coordination #formal method #game studies
Formal analysis and algorithms for extracting coordinate systems of games (WJ, KK), pp. 201–208.
CIG-2009-KemmerlingABPUW #game studies #question
Is human-like and well playing contradictory for Diplomacy bots? (MK, NA, NB, MP, SU, WW), pp. 209–216.
CIG-2009-MorenoLS #behaviour #game studies #towards
Towards conscious-like behavior in computer game characters (RAM, AL, AS), pp. 217–224.
CIG-2009-MehtaC #approach #evaluation #independence #natural language #user interface
Evaluation of a domain independent approach to natural language processing for game-like user interfaces (MM0, AC), pp. 225–232.
CIG-2009-BellottiBGP #game studies
A task annotation model for Sandbox Serious Games (FB, RB, ADG, LP), pp. 233–240.
CIG-2009-HastingsGS #evolution #game studies #video
Evolving content in the Galactic Arms Race video game (EJH, RKG, KOS), pp. 241–248.
CIG-2009-RoblesL #game studies
A simple tree search method for playing Ms. Pac-Man (DR, SML), pp. 249–255.
CIG-2009-OnievaPAMP #architecture #composition #parametricity
A modular parametric architecture for the TORCS racing engine (EO, DAP, JA, VM, JP), pp. 256–262.
CIG-2009-PerezRSI #contest #evolution #fuzzy
Evolving a fuzzy controller for a Car Racing Competition (DPL, GR, YS, PI), pp. 263–270.
CIG-2009-MunozGS
Controller for TORCS created by imitation (JM, GG, AS), pp. 271–278.
CIG-2009-EbnerT #evolution #programming #search-based #using
Evolving driving controllers using Genetic Programming (ME, TT), pp. 279–286.
CIG-2009-ParkerB #visual notation
Backpropagation without human supervision for visual control in Quake II (MP, BDB), pp. 287–293.
CIG-2009-HoornTS #learning
Hierarchical controller learning in a First-Person Shooter (NvH, JT, JS), pp. 294–301.
CIG-2009-WestraD #network
Evolutionary neural networks for Non-Player Characters in Quake III (JW, FD), pp. 302–309.
CIG-2009-GalliLL #learning #policy
Learning a context-aware weapon selection policy for Unreal Tournament III (LG, DL, PLL), pp. 310–316.
CIG-2009-ButzL #challenge
Optimized sensory-motor couplings plus strategy extensions for the TORCS car racing challenge (MVB, TDL), pp. 317–324.
CIG-2009-SchrumM #behaviour #evolution #multi
Evolving multi-modal behavior in NPCs (JS, RM), pp. 325–332.
CIG-2009-ThompsonL #automation #execution #realtime #using
Realtime execution of automated plans using evolutionary robotics (TT, JL), pp. 333–340.
CIG-2009-AveryLA #coordination #evolution #using
Evolving coordinated spatial tactics for autonomous entities using influence maps (PA, SJL, BA), pp. 341–348.
CIG-2009-WangMN #multi
Multi-unit tactical pathplanning (HW, ONM, AN), pp. 349–354.
CIG-2009-MalikD #behaviour #coordination #metaprogramming #multi #testing #using
Improving testing of multi-unit computer players for unwanted behavior using coordination macros (AM, JD), pp. 355–362.
CIG-2009-ThompsonMAL
Improving control through subsumption in the EvoTanks domain (TT, FM, AA, JL), pp. 363–370.
CIG-2009-KeaveneyO #evolution #game studies #realtime #robust
Evolving robust strategies for an abstract real-time strategy game (DK, CO), pp. 371–378.
CIG-2009-VegaK #game studies #geometry #modelling
Modeling the game of Arimaa with Linguistic Geometry (JRMV, ZRK), pp. 379–386.
CIG-2009-Boumaza #evolution #on the
On the evolution of artificial Tetris players (AMB), pp. 387–393.

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