Proceedings of the 10th Conference on Computational Intelligence and Games
CIG-2014, 2014.
Contents (67 items)
- CIG-2014-AsensioDC #evolution #network
- Evolving Artificial Neural Networks applied to generate virtual characters (JMLA, JPD, PC0), pp. 1–5.
- CIG-2014-AshlockA #automaton
- Shaped prisoner's dilemma automata (WA, DA), pp. 1–8.
- CIG-2014-AshlockM #automation #game studies #generative
- Automatic generation of fantasy role-playing modules (DAA, CM), pp. 1–8.
- CIG-2014-BallingerL #learning #robust
- Learning robust build-orders from previous opponents with coevolution (CAB, SJL), pp. 1–8.
- CIG-2014-BangayM #game studies #generative
- Generating an attribute space for analyzing balance in single unit RTS game combat (SB, OM), pp. 1–8.
- CIG-2014-BarrigaSB #parallel
- Parallel UCT search on GPUs (NAB, MS, MB), pp. 1–7.
- CIG-2014-BarrosT #game studies #scalability
- Exploring a large space of small games (GABB, JT), pp. 1–2.
- CIG-2014-BauckhageSDTH #behaviour #clustering #game studies #heatmap #using
- Beyond heatmaps: Spatio-temporal clustering using behavior-based partitioning of game levels (CB, RS, AD, CT, FH), pp. 1–8.
- CIG-2014-BialasTS #game studies
- Cultural influences on play style (MB, ST, PS), pp. 1–7.
- CIG-2014-BurelliTP #estimation #experience #game studies
- Non-invasive player experience estimation from body motion and game context (PB, GT, IP), pp. 1–7.
- CIG-2014-CachiaAMY #generative
- Procedural generation of music-guided weapons (WC, LA, HPM, GNY), pp. 1–2.
- CIG-2014-DahlskogT #generative #multi
- A multi-level level generator (SD, JT), pp. 1–8.
- CIG-2014-DevlinCKGNCFL #game studies
- Game intelligence (SD, PIC, DK, NG, AN, IC, KJF0, FL), pp. 1–8.
- CIG-2014-EdelkampG #adaptation #physics #policy #problem
- Solving Physical Traveling Salesman Problems with policy adaptation (SE, CG), pp. 1–8.
- CIG-2014-EdelkampP #game studies #multi
- Multi-goal motion planning with physics-based game engines (SE, EP), pp. 1–8.
- CIG-2014-FerreiraT #approach #generative #search-based
- A search-based approach for generating Angry Birds levels (LF, CFMT), pp. 1–8.
- CIG-2014-GalliLL #data mining #design pattern #mining
- Applying data mining to extract design patterns from Unreal Tournament levels (LG, PLL, DL), pp. 1–8.
- CIG-2014-GarnettGEGO #online #predict
- Predicting unexpected influxes of players in EVE online (RG, TG0, TE, EG, PO), pp. 1–8.
- CIG-2014-GaudlB #behaviour #biology #low cost #modelling #realtime
- Extended ramp goal module: Low-cost behaviour arbitration for real-time controllers based on biological models of dopamine cells (SEG, JJB), pp. 1–8.
- CIG-2014-GrafP #graph #monte carlo
- Common fate graph patterns in Monte Carlo Tree Search for computer go (TG, MP), pp. 1–8.
- CIG-2014-GreenwoodA #comprehension #process #question
- Does the moran process hinder our understanding of cooperation in human populations? (GWG, PMA), pp. 1–6.
- CIG-2014-GualaLN #game studies
- Bejeweled, Candy Crush and other match-three games are (NP-)hard (LG, SL0, EN), pp. 1–8.
- CIG-2014-GuheL #game studies
- Game strategies for The Settlers of Catan (MG, AL), pp. 1–8.
- CIG-2014-GuheL14a #effectiveness #persuasion
- The effectiveness of persuasion in The Settlers of Catan (MG, AL), pp. 1–8.
- CIG-2014-HadijiSDTKB #predict
- Predicting player churn in the wild (FH, RS, AD, CT, KK, CB), pp. 1–8.
- CIG-2014-HolmgardLTY #evolution #modelling
- Evolving personas for player decision modeling (CH, AL, JT, GNY), pp. 1–8.
- CIG-2014-HsuTS #modelling #towards
- Towards market seller modeling in World of Warcraft (SYH, JT, CtS), pp. 1–2.
- CIG-2014-IvanovicZLR #learning
- Reinforcement learning to control a commander for capture the flag (JI, FZ, XL0, JRV), pp. 1–8.
- CIG-2014-JustesenTTR #clustering
- Script- and cluster-based UCT for StarCraft (NJ, BT, JT, SR), pp. 1–8.
- CIG-2014-KimK #game studies #learning #realtime #recommendation
- Learning to recommend game contents for real-time strategy gamers (HTK, KJK), pp. 1–8.
- CIG-2014-KimYK #geometry #graph #monte carlo #representation #using
- Solving Geometry Friends using Monte-Carlo Tree Search with directed graph representation (HTK, DMY, KJK), pp. 1–2.
- CIG-2014-LabrancheSCB #automation #game studies #simulation #using
- Using partial satisfaction planning to automatically select NPCs' goals and generate plans in a simulation game (SL, NS, SC, EB), pp. 1–8.
- CIG-2014-LanctotWPS #heuristic #monte carlo #using
- Monte Carlo Tree Search with heuristic evaluations using implicit minimax backups (ML, MHMW, TP, NRS), pp. 1–8.
- CIG-2014-LanziLS #evolution
- Evolving maps for match balancing in first person shooters (PLL, DL, RS), pp. 1–8.
- CIG-2014-LeeceJ #game studies #markov #modelling #random #using
- Opponent state modeling in RTS games with limited information using Markov random fields (MAL, AJ), pp. 1–7.
- CIG-2014-LiapisYT #design #modelling #sketching
- Designer modeling for Sentient Sketchbook (AL, GNY, JT), pp. 1–8.
- CIG-2014-LimH #approach #automation #evaluation #game studies #generative #using
- An approach to general videogame evaluation and automatic generation using a description language (CUL, DFH), pp. 1–8.
- CIG-2014-LiuLB #behaviour #effectiveness #evolution #game studies
- Evolving effective micro behaviors in RTS game (SL0, SJL, CAB), pp. 1–8.
- CIG-2014-LopesLY #authoring #game studies
- The C2create authoring tool: Fostering creativity via game asset creation (PLL, AL, GNY), pp. 1–2.
- CIG-2014-MahmoudLWA #approach #game studies #visual notation
- Believable NPCs in serious games: HTN planning approach based on visual perception (IMM, LL, DW, MZA), pp. 1–8.
- CIG-2014-OhCK #game studies #learning
- Imitation learning for combat system in RTS games with application to starcraft (ISO, HCC, KJK), pp. 1–2.
- CIG-2014-ParkK #game studies #learning #using
- Learning to play fighting game using massive play data (HSP, KJK), pp. 1–2.
- CIG-2014-PenaVMLP #3d #using
- Designer-driven 3D buildings generated using Variable Neighborhood Search (JMPS, JV, SM, AL, LP), pp. 1–8.
- CIG-2014-PerezSL #game studies #knowledge-based #performance #video
- Knowledge-based fast evolutionary MCTS for general video game playing (DPL, SS, SML), pp. 1–8.
- CIG-2014-PreussLT #game studies
- Searching for good and diverse game levels (MP, AL, JT), pp. 1–8.
- CIG-2014-Quadflieg #interface
- Improvements for the simulated car racing software interface (JQ), pp. 1–2.
- CIG-2014-RodgersL
- An investigation into 2048 AI strategies (PR, JL), pp. 1–2.
- CIG-2014-RungeGGF #game studies #predict #social
- Churn prediction for high-value players in casual social games (JR, PG, FG, BF), pp. 1–8.
- CIG-2014-SamothrakisRPL #game studies
- Rolling horizon methods for games with continuous states and actions (SS, SAR, DPL, SML), pp. 1–8.
- CIG-2014-SanseloneSSPD #game studies #monte carlo #using
- Constrained control of non-playing characters using Monte Carlo Tree Search (MS, SS, CS, DP, YD), pp. 1–8.
- CIG-2014-SarrattPJ #convergence #monte carlo
- Converging to a player model in Monte-Carlo Tree Search (TS, DVP, AJ), pp. 1–7.
- CIG-2014-ScalesT #api #tool support
- SpelunkBots API - An AI toolset for Spelunky (DS, TT), pp. 1–8.
- CIG-2014-SephtonCPS #game studies #heuristic #monte carlo
- Heuristic move pruning in Monte Carlo Tree Search for the strategic card game Lords of War (NS, PIC, EJP, NHS), pp. 1–7.
- CIG-2014-SifaBD #modelling #scalability
- The Playtime Principle: Large-scale cross-games interest modeling (RS, CB, AD), pp. 1–8.
- CIG-2014-St-PierreT #nash
- The Nash and the bandit approaches for adversarial portfolios (DLSP, OT), pp. 1–7.
- CIG-2014-SwiechowskiM #game studies #logic #prolog
- Prolog versus specialized logic inference engine in General Game Playing (MS, JM), pp. 1–8.
- CIG-2014-SzubertJ #difference #game studies #learning #network
- Temporal difference learning of N-tuple networks for the game 2048 (MGS, WJ), pp. 1–8.
- CIG-2014-TakLW #game studies #monte carlo
- Monte Carlo Tree Search variants for simultaneous move games (MJWT, ML, MHMW), pp. 1–8.
- CIG-2014-ThillBKK #difference #game studies #learning
- Temporal difference learning with eligibility traces for the game connect four (MT, SB, PK, WK), pp. 1–8.
- CIG-2014-TremblayTV #algorithm #approach #game studies
- An algorithmic approach to analyzing combat and stealth games (JT, PAT, CV), pp. 1–8.
- CIG-2014-Tsang #multi #simulation
- Applying fingerprint multilateration to population dynamics in Prisoner's Dilemma simulations (JT), pp. 1–8.
- CIG-2014-Tsang14a #finite #probability #transducer
- Comparing the structure of probabilistic 4- and 8-state finite transducer representations for Prisoner's Dilemma (JT), pp. 1–8.
- CIG-2014-VachiratampornMFN #adaptation #game studies #implementation
- An implementation of affective adaptation in survival horror games (VV, KM, KiF, MN), pp. 1–8.
- CIG-2014-VodopivecS #bound #difference
- Enhancing upper confidence bounds for trees with temporal difference values (TV, BS), pp. 1–8.
- CIG-2014-WangM
- Racing tracks improvisation (JW, OM), pp. 1–8.
- CIG-2014-WatsonBV #automation #design #game studies
- Automated design for playability in computer game agents (SW, WB, AV), pp. 1–8.
- CIG-2014-YamamotoMCT #algorithm #deduction #game studies #nearest neighbour #using
- Deduction of fighting-game countermeasures using the k-nearest neighbor algorithm and a game simulator (KY, SM, CYC, RT), pp. 1–5.