Sung-Bae Cho, Simon M. Lucas, Philip Hingston
Proceedings of the Seventh Conference on Computational Intelligence and Games
CIG-2011, 2011.
Contents (49 items)
- CIG-2011-AsheSK #data mining #machine learning #mining #named
- Keynotes: Data mining and machine learning applications in MMOs (GA, NRS, JHK).
- CIG-2011-Kim
- NCsoft special session: NCsoft, connecting the world with entertainment (KK).
- CIG-2011-ReynoldsAYTP #algorithm #named #social
- Tutorials: Cultural Algorithms: Incorporating social intelligence into virtual worlds (RGR, DA, GNY, JT, MP).
- CIG-2011-Greenwood #game studies
- Enhanced cooperation in the N-person iterated snowdrift game through tag mediation (GWG), pp. 1–8.
- CIG-2011-TongMS #approach #monte carlo
- A Monte-Carlo approach for the endgame of Ms. Pac-Man (BKBT, CMM, CWS), pp. 9–15.
- CIG-2011-McGuinnessA
- Incorporating required structure into tiles (CM, DA), pp. 16–23.
- CIG-2011-AntonioFCP #algorithm #evaluation #game studies #optimisation #search-based #using
- Optimization of an evaluation function of the 4-sided dominoes game using a genetic algorithm (NSA, CFFCF, MGFC, RP), pp. 24–30.
- CIG-2011-ThawonmasT #automation #evolution #game studies #generative #using
- Frame selection using iterative grammatical evolution for automatic comic generation from game logs (RT, YT), pp. 31–38.
- CIG-2011-IkehataI #monte carlo
- Monte-Carlo tree search in Ms. Pac-Man (NI, TI), pp. 39–46.
- CIG-2011-MunozYMHGS #framework #game studies #platform #towards
- Towards gaze-controlled platform games (JM, GNY, FM, DWH, GG, AS), pp. 47–54.
- CIG-2011-NygrenDSA #automation #framework #game studies #generative #platform
- User-preference-based automated level generation for platform games (NN, JD, BS, JA), pp. 55–62.
- CIG-2011-AshlockKR
- Hormonal systems for prisoners dilemma agents (DA, CK, NR), pp. 63–70.
- CIG-2011-LiapisYT #optimisation
- Neuroevolutionary constrained optimization for content creation (AL, GNY, JT), pp. 71–78.
- CIG-2011-UribeLSA #execution #game studies #markov #process #trade-off
- Discount and speed/execution tradeoffs in Markov Decision Process games (RU, FL, KS, CA), pp. 79–86.
- CIG-2011-WhitehousePC #game studies #monte carlo #set
- Determinization and information set Monte Carlo Tree Search for the card game Dou Di Zhu (DW, EJP, PIC), pp. 87–94.
- CIG-2011-CarvalhoO #learning
- Reinforcement learning for the soccer dribbling task (AC, RO), pp. 95–101.
- CIG-2011-SchrumM #evolution #game studies #multimodal #network
- Evolving multimodal networks for multitask games (JS, RM), pp. 102–109.
- CIG-2011-WinandsB #monte carlo
- αβ-based play-outs in Monte-Carlo Tree Search (MHMW, YB), pp. 110–117.
- CIG-2011-AlhejaliL #programming #search-based #using
- Using a training camp with Genetic Programming to evolve Ms Pac-Man agents (AMA, SML), pp. 118–125.
- CIG-2011-ShakerYT #analysis #game studies #modelling #quality
- Feature analysis for modeling game content quality (NS, GNY, JT), pp. 126–133.
- CIG-2011-AlviA #analysis #complexity #game studies
- Complexity analysis and playing strategies for Ludo and its variant race games (FA, MAA), pp. 134–141.
- CIG-2011-PenaOPS #game studies #lightweight #video
- EEP - A lightweight emotional model: Application to RPG video game characters (LP, SO, JMPS, JÁS), pp. 142–149.
- CIG-2011-Zhang
- Developments in metaphor inference and context-aware affect sensing (LZ), pp. 150–157.
- CIG-2011-NijssenW #game studies #monte carlo
- Monte-Carlo Tree Search for the game of Scotland Yard (J(AMN, MHMW), pp. 158–165.
- CIG-2011-AvigadEW #game studies #multi #optimisation
- Optimal strategies for multi objective games and their search by evolutionary multi objective optimization (GA, EE, MWC), pp. 166–173.
- CIG-2011-MahlmannTY #evaluation #game studies #modelling
- Modelling and evaluation of complex scenarios with the Strategy Game Description Language (TM, JT, GNY), pp. 174–181.
- CIG-2011-SarjantPDS #game studies #online #policy #relational #using
- Using the online cross-entropy method to learn relational policies for playing different games (SS, BP, KD, TS), pp. 182–189.
- CIG-2011-SynnaeveB
- A Bayesian model for RTS units control applied to StarCraft (GS, PB), pp. 190–196.
- CIG-2011-LankveldSHA #game studies #profiling #tool support
- Games as personality profiling tools (GvL, PS, HJvdH, AA), pp. 197–202.
- CIG-2011-UusitaloJ #approach #using
- A reactive mutli-agent approach to car driving using artificial potential fields (TU, SJJ), pp. 203–210.
- CIG-2011-BaeCY #automation #generative #multi
- Automated story generation with multiple internal focalization (BCB, YGC, RMY), pp. 211–218.
- CIG-2011-AgapitosOBT #learning #modelling #programming #search-based #using
- Learning environment models in car racing using stateful Genetic Programming (AA, MO0, AB, TT), pp. 219–226.
- CIG-2011-CardamoneCLL #behaviour #game studies
- Transfer of driving behaviors across different racing games (LC, AC, DL, PLL), pp. 227–234.
- CIG-2011-ChouDLTTWWWY
- Computational and human intelligence in blind Go (PCC, HD, CSL, FT, OT, HMW, MHW, LWW, SJY), pp. 235–242.
- CIG-2011-TeytaudT #game studies
- Lemmas on partial observation, with application to phantom games (FT, OT), pp. 243–249.
- CIG-2011-HelmstetterLTTWY #random
- Random positions in Go (BH, CSL, FT, OT, MHW, SJY), pp. 250–257.
- CIG-2011-RajagopalanRMWH #coordination #evolution
- The role of reward structure, coordination mechanism and net return in the evolution of cooperation (PR, AR, RM, MAW, KEH), pp. 258–265.
- CIG-2011-GalliLCL #approach #detection #framework #machine learning
- A cheating detection framework for Unreal Tournament III: A machine learning approach (LG, DL, LC, PLL), pp. 266–272.
- CIG-2011-PerezNOB #game studies #navigation
- Reactiveness and navigation in computer games: Different needs, different approaches (DPL, MN, MO0, AB), pp. 273–280.
- CIG-2011-SynnaeveB11a #game studies #predict
- A Bayesian model for opening prediction in RTS games with application to StarCraft (GS, PB), pp. 281–288.
- CIG-2011-CookC #evolution #game studies #multi
- Multi-faceted evolution of simple arcade games (MC0, SC), pp. 289–296.
- CIG-2011-HartsookZDR #game studies #towards
- Toward supporting stories with procedurally generated game worlds (KH, AZ, SD, MOR), pp. 297–304.
- CIG-2011-RoblesRL #game studies #learning #monte carlo
- Learning non-random moves for playing Othello: Improving Monte Carlo Tree Search (DR, PR, SML), pp. 305–312.
- CIG-2011-IshibuchiTHMN #behaviour #evolution #game studies
- Effects of configuration of agents with different strategy representations on the evolution of cooperative behavior in a spatial IPD game (HI, KT, KH, JM, YN), pp. 313–320.
- CIG-2011-AbdullahiL #difference #learning
- Temporal difference learning with interpolated n-tuples: Initial results from a simulated car racing environment (AAA, SML), pp. 321–328.
- CIG-2011-SchrumKM #behaviour #named
- UT2: Human-like behavior via neuroevolution of combat behavior and replay of human traces (JS, IK, RM), pp. 329–336.
- CIG-2011-PreussQR #adaptation #multi
- TORCS sensor noise removal and multi-objective track selection for driving style adaptation (MP, JQ, GR), pp. 337–344.
- CIG-2011-ThawonmasMS
- Believable judge bot that learns to select tactics and judge opponents (RT, SM, TS), pp. 345–349.
- CIG-2011-FountasGF #game studies
- A neuronal global workspace for human-like control of a computer game character (ZF, DG, AF), pp. 350–357.