Proceedings of the Ninth Conference on Computational Inteligence in Games
CIG-2013, 2013.
Contents (60 items)
- CIG-2013-AdrianL #approach #design #generative #using
- An approach to level design using procedural content generation and difficulty curves (DFHA, ALSGC), pp. 1–8.
- CIG-2013-AlayedFN #behaviour #detection #machine learning #online #using
- Behavioral-based cheating detection in online first person shooters using machine learning techniques (HA, FF, CN), pp. 1–8.
- CIG-2013-AlhejaliL #heuristic #monte carlo #programming #search-based #using
- Using genetic programming to evolve heuristics for a Monte Carlo Tree Search Ms Pac-Man agent (AMA, SML), pp. 1–8.
- CIG-2013-AshlockG #game studies
- Creativity and competitiveness in polyomino-developing game playing agents (DA, JG), pp. 1–8.
- CIG-2013-AshlockM #automaton #generative
- Landscape automata for search based procedural content generation (DA, CM), pp. 1–8.
- CIG-2013-BaierW #monte carlo
- Monte-Carlo Tree Search and minimax hybrids (HB, MHMW), pp. 1–8.
- CIG-2013-BallingerL #injection #robust #using
- Finding robust strategies to defeat specific opponents using case-injected coevolution (CAB, SJL), pp. 1–8.
- CIG-2013-BarlowA
- The impact of connection topology and agent size on cooperation in the iterated prisoner's dilemma (LAB, DA), pp. 1–8.
- CIG-2013-BenbassatS #named #programming #search-based
- EvoMCTS: Enhancing MCTS-based players through genetic programming (AB, MS), pp. 1–8.
- CIG-2013-BishopM #evaluation #learning #online
- Evolutionary reature evaluation for online Reinforcement Learning (JB, RM), pp. 1–8.
- CIG-2013-BowenTS #evaluation
- Adjutant bot: An evaluation of unit micromanagement tactics (NB, JT, GS), pp. 1–8.
- CIG-2013-Brown #graph #multi #network #search-based
- Examination of graphs in Multiple Agent Genetic Networks for Iterated Prisoner's Dilemma (JAB), pp. 1–8.
- CIG-2013-Brown13a
- Evolved weapons for RPG drop systems (JAB), pp. 1–2.
- CIG-2013-Browne
- UCT for PCG (CB), pp. 1–8.
- CIG-2013-Browne13a #deduction #logic
- Deductive search for logic puzzles (CB), pp. 1–8.
- CIG-2013-BuckleyCK #predict
- Predicting skill from gameplay input to a first-person shooter (DB, KC0, JDK), pp. 1–8.
- CIG-2013-CanossaMT #motivation
- Give me a reason to dig Minecraft and psychology of motivation (AC, JBM, JT), pp. 1–8.
- CIG-2013-ChoK #comparison #data mining #mining
- Comparison of human and AI bots in StarCraft with replay data mining (HCC, KJK), pp. 1–2.
- CIG-2013-ChoKC #adaptation #order #predict
- Replay-based strategy prediction and build order adaptation for StarCraft AI bots (HCC, KJK, SBC), pp. 1–7.
- CIG-2013-ChurchillB #scalability #simulation
- Portfolio greedy search and simulation for large-scale combat in starcraft (DC, MB), pp. 1–8.
- CIG-2013-DeyC #behaviour #design #implementation #named
- QL-BT: Enhancing behaviour tree design and implementation with Q-learning (RD, CC), pp. 1–8.
- CIG-2013-DivillyOH #analysis #evolution
- Exploration and analysis of the evolution of strategies for Mancala variants (CD, CO, SH), pp. 1–7.
- CIG-2013-DrachenS #game studies #visualisation
- Spatial game analytics and visualization (AD, MS), pp. 1–8.
- CIG-2013-EfthymiadisK #using
- Using plan-based reward shaping to learn strategies in StarCraft: Broodwar (KE, DK), pp. 1–8.
- CIG-2013-FurtakB #game studies #monte carlo #recursion
- Recursive Monte Carlo search for imperfect information games (TF, MB), pp. 1–8.
- CIG-2013-Greenwood #game studies
- A tag-mediated game designed to study cooperation in human populations (GWG), pp. 1–7.
- CIG-2013-GrimesD
- Observations on strategies for Goofspiel (MG, MD), pp. 1–2.
- CIG-2013-Harrell #case study #modelling #network #social #using
- Modeling player preferences in avatar customization using social network data: A case-study using virtual items in Team Fortress 2 (CUL, DFH), pp. 1–8.
- CIG-2013-HarrisonR #adaptation #game studies
- Analytics-driven dynamic game adaption for player retention in Scrabble (BEH, DLR), pp. 1–8.
- CIG-2013-HingstonCK #game studies #mobile #question
- Mobile games with intelligence: A killer application? (PH, CBC, GK), pp. 1–7.
- CIG-2013-IkedaV #monte carlo
- Production of various strategies and position control for Monte-Carlo Go - Entertaining human players (KI, SV), pp. 1–8.
- CIG-2013-KuchemPR #assessment #multi #order
- Multi-objective assessment of pre-optimized build orders exemplified for StarCraft 2 (MK, MP, GR), pp. 1–8.
- CIG-2013-LiapisMTY #adaptation #evolution #game studies #interactive
- Adaptive game level creation through rank-based interactive evolution (AL, HPM, JT, GNY), pp. 1–8.
- CIG-2013-LiuLN #behaviour #effectiveness #game studies #using
- Using CIGAR for finding effective group behaviors in RTS game (SL0, SJL, MNN), pp. 1–8.
- CIG-2013-MaggioreSDPBS #adaptation #game studies #named #realtime
- LGOAP: Adaptive layered planning for real-time videogames (GM, CS, DD, FP, HB, PS), pp. 1–8.
- CIG-2013-MaycockT #navigation #using
- Enhancing touch-driven navigation using informed search in Ms. Pac-Man (SM, TT), pp. 1–2.
- CIG-2013-NguyenWT
- Potential flows for controlling scout units in StarCraft (KQN, ZW, RT), pp. 1–7.
- CIG-2013-NorrisW #approximate #equilibrium #nash #statistics
- A statistical exploitation module for Texas Hold'em: And it's benefits when used with an approximate nash equilibrium strategy (KN, IDW), pp. 1–8.
- CIG-2013-ParkK #case study #incremental #learning #modelling
- Opponent modeling with incremental active learning: A case study of Iterative Prisoner's Dilemma (HSP, KJK), pp. 1–2.
- CIG-2013-PenaRMLPO #game studies #generative #video
- Soft computing for content generation: Trading market in a basketball management video game (JMPS, EMR, SM, AL, LP, SO), pp. 1–8.
- CIG-2013-PerezSL #learning #monte carlo #multi #online
- Online and offline learning in multi-objective Monte Carlo Tree Search (DPL, SS, SML), pp. 1–8.
- CIG-2013-Polceanu #behaviour #named #using
- MirrorBot: Using human-inspired mirroring behavior to pass a turing test (MP), pp. 1–8.
- CIG-2013-PowleyWC #monte carlo #policy #simulation
- Bandits all the way down: UCB1 as a simulation policy in Monte Carlo Tree Search (EJP, DW, PIC), pp. 1–8.
- CIG-2013-PowleyWC13a #heuristic #monte carlo #multi #physics #problem
- Monte Carlo Tree Search with macro-actions and heuristic route planning for the Multiobjective Physical Travelling Salesman Problem (EJP, DW, PIC), pp. 1–8.
- CIG-2013-PreussKHT #fuzzy
- Reactive strategy choice in StarCraft by means of Fuzzy Control (MP, DK, JH, HT), pp. 1–8.
- CIG-2013-ReganB #game studies #modelling
- Psychometric modeling of decision making via game play (KWR, TB), pp. 1–8.
- CIG-2013-RiedlZ #game studies
- AI for game production (MOR, AZ), pp. 1–8.
- CIG-2013-RobertsL #game studies #problem
- Measuring interestingness of continuous game problems (SAR, SML), pp. 1–8.
- CIG-2013-Schaul #game studies #interactive #learning #modelling #video
- A video game description language for model-based or interactive learning (TS), pp. 1–8.
- CIG-2013-ShakerSNST #analysis #automation #game studies #generative
- Automatic generation and analysis of physics-based puzzle games (MS, MHS, OAN, NS, JT), pp. 1–8.
- CIG-2013-ShakerTYPEJRKSG #evaluation
- The turing test track of the 2012 Mario AI Championship: Entries and evaluation (NS, JT, GNY, LP, VSE, SJJ, RGR, LKH, TS, MG), pp. 1–8.
- CIG-2013-SifaB #analysis #behaviour #game studies #learning
- Archetypical motion: Supervised game behavior learning with Archetypal Analysis (RS, CB), pp. 1–8.
- CIG-2013-SifaDBTC #behaviour #evolution
- Behavior evolution in Tomb Raider Underworld (RS, AD, CB, CT, AC), pp. 1–8.
- CIG-2013-TekofskySPHB #game studies
- Play style: Showing your age (ST, PS, AP, HJvdH, JMB), pp. 1–8.
- CIG-2013-Thibodeau-LauferFYDB #evaluation #game studies #policy #video
- Stacked calibration of off-policy policy evaluation for video game matchmaking (ETL, RCF, LY, OD, YB), pp. 1–8.
- CIG-2013-Tsang #finite #representation #transducer
- The structure of a 3-state finite transducer representation for Prisoner's Dilemma (JT), pp. 1–7.
- CIG-2013-UriarteO #generative #named
- PSMAGE: Balanced map generation for StarCraft (AU, SO), pp. 1–8.
- CIG-2013-Valls-VargasOZ #generative #towards
- Towards story-based content generation: From plot-points to maps (JVV, SO, JZ), pp. 1–8.
- CIG-2013-WiensDP #behaviour #game studies #learning #scalability
- Creating large numbers of game AIs by learning behavior for cooperating units (SW, JD, SP), pp. 1–8.
- CIG-2013-YangR #game studies #information management
- Knowledge discovery for characterizing team success or failure in (A)RTS games (PY, DLR), pp. 1–8.