Proceedings of the Seventh Conference on Computational Intelligence and Games
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Sung-Bae Cho, Simon M. Lucas, Philip Hingston
Proceedings of the Seventh Conference on Computational Intelligence and Games
CIG-2011, 2011.

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@proceedings{CIG-2011,
	editor        = "Sung-Bae Cho and Simon M. Lucas and Philip Hingston",
	ee            = "https://ieeexplore.ieee.org/xpl/conhome/6026199/proceeding",
	isbn          = "978-1-4577-0010-1",
	publisher     = "{IEEE}",
	title         = "{Proceedings of the Seventh Conference on Computational Intelligence and Games}",
	year          = 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.

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