Proceedings of the Eighth Conference on Computational Intelligence and Games
CIG-2012, 2012.
Contents (60 items)
- CIG-2012-NelsonBKLC
- Tutorials (MJN, PB, KK, SML, PIC).
- CIG-2012-OrkinSB
- Keynotes [abstracts of three keynote presentations] (JO, GS, MB).
- CIG-2012-Villacorta0P #automation #dependence #design #game studies #sequence
- Automatic design of deterministic sequences of decisions for a repeated imitation game with action-state dependency (PJV, LQ0, DAP), pp. 1–8.
- CIG-2012-GreenwoodA #game studies
- Update rules, reciprocity and weak selection in evolutionary spatial games (GWG, PMA), pp. 9–16.
- CIG-2012-AshlockK
- Deck-based prisoner's dilemma (DA, EK), pp. 17–24.
- CIG-2012-WittkampBHW #learning #realtime
- Noise tolerance for real-time evolutionary learning of cooperative predator-prey strategies (MW, LB, PH, RLW), pp. 25–32.
- CIG-2012-AshlockASLL #co-evolution #contest
- From competition to cooperation: Co-evolution in a rewards continuum (DA, WA, SS, SML, CL), pp. 33–40.
- CIG-2012-BasalduaM #performance
- Win/loss States: An efficient model of success rates for simulation-based functions (JB, JMMV), pp. 41–46.
- CIG-2012-BenbassatS #evolution #programming #search-based #using
- Evolving both search and strategy for Reversi players using genetic programming (AB, MS), pp. 47–54.
- CIG-2012-IliciWMG
- Dynamic difficulty for checkers and Chinese chess (LI, JW, OM, TG0), pp. 55–62.
- CIG-2012-PapadopoulosTCM #game studies #optimisation
- Exploring optimization strategies in board game Abalone for Alpha-Beta search (AP, KT, ACC, PAM), pp. 63–70.
- CIG-2012-IkedaTVT #algorithm #game studies #heuristic
- Playing PuyoPuyo: Two search algorithms for constructing chain and tactical heuristics (KI, DT, SV, YT), pp. 71–78.
- CIG-2012-RunarssonL #difference #game studies #learning
- Imitating play from game trajectories: Temporal difference learning versus preference learning (TPR, SML), pp. 79–82.
- CIG-2012-AlhajryAA
- TD(λ) and Q-learning based Ludo players (MA, FA, MAA), pp. 83–90.
- CIG-2012-WistubaSP #comparison #predict
- Comparison of Bayesian move prediction systems for Computer Go (MW, LS, MP), pp. 91–99.
- CIG-2012-TastanCS #game studies #learning
- Learning to intercept opponents in first person shooter games (BT, YC, GS), pp. 100–107.
- CIG-2012-BottaGLL #evolution #game studies
- Evolving the optimal racing line in a high-end racing game (MB, VG, DL, PLL), pp. 108–115.
- CIG-2012-AthanasiadisGT #network
- Progressive neural network training for the Open Racing Car Simulator (CA, DG, AT), pp. 116–123.
- CIG-2012-RosenthalC #behaviour #generative
- Personality profiles for generating believable bot behaviors (CR, CBC), pp. 124–131.
- CIG-2012-McPartlandG
- Interactively training first person shooter bots (MM, MG), pp. 132–138.
- CIG-2012-BauckhageKSTDC #empirical #game studies #how
- How players lose interest in playing a game: An empirical study based on distributions of total playing times (CB, KK, RS, CT, AD, AC), pp. 139–146.
- CIG-2012-GongLAZLC #game studies #realtime #segmentation
- In-game action list segmentation and labeling in real-time strategy games (WG, EPL, PA, FZ0, DL0, FCTC), pp. 147–154.
- CIG-2012-MachadoPC #approach #automation #classification #modelling
- A binary classification approach for automatic preference modeling of virtual agents in Civilization IV (MCM, GLP, LC), pp. 155–162.
- CIG-2012-DrachenSBT #behaviour #clustering #game studies
- Guns, swords and data: Clustering of player behavior in computer games in the wild (AD, RS, CB, CT), pp. 163–170.
- CIG-2012-JustinussenRCT #approach #game studies
- Resource systems in games: An analytical approach (TJ, PHR, AC, JT), pp. 171–178.
- CIG-2012-PirovanoMBLB #adaptation #game studies #self
- Self-adaptive games for rehabilitation at home (MP, RM, GBB, PLL, NAB), pp. 179–186.
- CIG-2012-Cussat-BlancSD #network
- Controlling cooperative and conflicting continuous actions with a Gene Regulatory Network (SCB, SS, YD), pp. 187–194.
- CIG-2012-PenaOPL #evolution #game studies #learning
- Learning and evolving combat game controllers (LP, SO, JMPS, SML), pp. 195–202.
- CIG-2012-DavisonD #coordination #game studies
- The huddle: Combining AI techniques to coordinate a player's game characters (TD, JD), pp. 203–210.
- CIG-2012-NaveedKCCG #monte carlo
- A Monte-Carlo path planner for dynamic and partially observable environments (MN0, DEK, AC, LC, PG), pp. 211–218.
- CIG-2012-PerezRL #monte carlo
- Monte Carlo Tree Search: Long-term versus short-term planning (DPL, PR, SML), pp. 219–226.
- CIG-2012-BaierW #monte carlo
- Beam Monte-Carlo Tree Search (HB, MHMW), pp. 227–233.
- CIG-2012-PowleyWC #heuristic #monte carlo #physics #problem
- Monte Carlo Tree Search with macro-actions and heuristic route planning for the Physical Travelling Salesman Problem (EJP, DW, PIC), pp. 234–241.
- CIG-2012-PerickSME #comparison #game studies #monte carlo
- Comparison of different selection strategies in Monte-Carlo Tree Search for the game of Tron (PP, DLSP, FM, DE), pp. 242–249.
- CIG-2012-BrandstetterA #information retrieval #programming #search-based #using
- Reactive control of Ms. Pac Man using information retrieval based on Genetic Programming (MFB, SA), pp. 250–256.
- CIG-2012-SvenssonJ
- Influence Map-based controllers for Ms. PacMan and the ghosts (JS, SJJ), pp. 257–264.
- CIG-2012-PepelsW #monte carlo
- Enhancements for Monte-Carlo Tree Search in Ms Pac-Man (TP, MHMW), pp. 265–272.
- CIG-2012-GagneC #flexibility #named #rule-based
- FRIGHT: A flexible rule-based intelligent ghost team for Ms. Pac-Man (DJG, CBC), pp. 273–280.
- CIG-2012-FoderaroSF #approach #composition #game studies #modelling #online #video
- A model-based cell decomposition approach to on-line pursuit-evasion path planning and the video game Ms. Pac-Man (GF, AS, SF), pp. 281–287.
- CIG-2012-FribergerT #generative #open data
- Generating interesting Monopoly boards from open data (MGF, JT), pp. 288–295.
- CIG-2012-BrowneC #game studies
- Computational creativity in a closed game system (CB, SC), pp. 296–303.
- CIG-2012-ShakerNYTO #evolution #using
- Evolving levels for Super Mario Bros using grammatical evolution (NS, MN, GNY, JT, MO0), pp. 304–311.
- CIG-2012-McGuinness #analysis #generative #representation #statistics
- Statistical analyses of representation choice in level generation (CM), pp. 312–319.
- CIG-2012-JordanSLHKWVDGVP #game studies #generative #mobile
- BeatTheBeat music-based procedural content generation in a mobile game (AJ, DS, JL, JH, MK, MWH, NV, TD, ÜG, IV, MP), pp. 320–327.
- CIG-2012-DartN #generative #smarttech
- Smart terrain causality chains for adventure-game puzzle generation (ID, MJN), pp. 328–334.
- CIG-2012-KerssemakersTTY #generative
- A procedural procedural level generator generator (MK, JT, JT, GNY), pp. 335–341.
- CIG-2012-RobertsL #behaviour #design #evolution
- Evolving spaceship designs for optimal control and the emergence of interesting behaviour (SAR, SML), pp. 342–349.
- CIG-2012-FradeVC #assessment #database #source code
- Aesthetic Terrain Programs database for creativity assessment (MF, FFdV, CC), pp. 350–354.
- CIG-2012-JohanssonD #behaviour
- Emotional behavior trees (AJ, PD), pp. 355–362.
- CIG-2012-SwansonEJ #composition #corpus #learning #visual notation
- Learning visual composition preferences from an annotated corpus generated through gameplay (RS, DE, AJ), pp. 363–370.
- CIG-2012-MaggioriniNRT #question
- The Perfect Looting System: Looking for a Phoenix? (DM, AN, LAR, MT), pp. 371–378.
- CIG-2012-SombatRL
- Evaluating the enjoyability of the ghosts in Ms Pac-Man (WS, PR, SML), pp. 379–387.
- CIG-2012-Hagelback #navigation
- Potential-field based navigation in StarCraft (JH), pp. 388–393.
- CIG-2012-NasriDCHLG #optimisation
- Simulation-based optimization of StarCraft tactical AI through evolutionary computation (NBO, JD, WC, NH, MYHL, AG), pp. 394–401.
- CIG-2012-WenderW #game studies #learning #realtime
- Applying reinforcement learning to small scale combat in the real-time strategy game StarCraft: Broodwar (SW, IDW), pp. 402–408.
- CIG-2012-SynnaeveB #approach
- Special tactics: A Bayesian approach to tactical decision-making (GS, PB), pp. 409–416.
- CIG-2012-Fernandez-AresGMG #adaptation #game studies #realtime
- Adaptive bots for real-time strategy games via map characterization (AFA, PGS, AMM, JJMG), pp. 417–721.
- CIG-2012-GemineSFE #game studies #learning #realtime
- Imitative learning for real-time strategy games (QG, FS, RF, DE), pp. 424–429.
- CIG-2012-TraishT #adaptation #online #towards
- Towards adaptive online RTS AI with NEAT (JMT, JRT), pp. 430–437.
- CIG-2012-YoungSAPC #named
- SCAIL: An integrated Starcraft AI system (JY, FS, CA, KP, TC), pp. 438–445.