Proceedings of the 11th Conference on Computational Intelligence and Games
CIG-2015, 2015.
Contents (82 items)
- CIG-2015-Yao #game studies #learning #speech
- Keynote speech I: Co-evolutionary learning in game-playing (XY0), p. 16.
- CIG-2015-Lucas #challenge #game studies #speech #video
- Keynote speech II: General video game AI: Challenges and applications (SL), p. 17.
- CIG-2015-Muller #challenge #research #speech
- Keynote speech III: Computer go research - The challenges ahead (MM0), p. 18.
- CIG-2015-Kendall #game studies #speech
- Keynote speech IV: Where games meet hyper-heuristics (GK), p. 19.
- CIG-2015-Perez #challenge #game studies #tutorial #video
- Tutorial I: Video Game Description Language (VGDL) and the challenge of creating agents for General Video Game Playing (GVGP) (DP), p. 20.
- CIG-2015-Ashlock #game studies #tutorial
- Tutorial II: Representations for evolutionary computation in games (DA), p. 21.
- CIG-2015-Miikkulainen #evolution #network #tutorial
- Tutorial III: Evolving neural networks (RM), p. 22.
- CIG-2015-LiuT #monte carlo
- Regulation of exploration for simple regret minimization in Monte-Carlo tree search (YCL, YT), pp. 35–42.
- CIG-2015-ImagawaK #algorithm #game studies #monte carlo
- Enhancements in Monte Carlo tree search algorithms for biased game trees (TI, TK), pp. 43–50.
- CIG-2015-SatoIW #estimation #monte carlo #multi #using
- Estimation of player's preference for cooperative RPGs using multi-strategy Monte-Carlo method (NS, KI, TW), pp. 51–59.
- CIG-2015-DobreL #game studies #learning #mining #online
- Online learning and mining human play in complex games (MSD, AL), pp. 60–67.
- CIG-2015-BoothTZ #flexibility #game studies #generative
- Flexible story generation with norms and preferences in computer role playing games (EB, JT, FZ), pp. 68–74.
- CIG-2015-CarvalhoCP #simulation #social
- Perception simulation in social planning for emergent storytelling (DBC, EWGC, AP), pp. 75–82.
- CIG-2015-SilvaF #interactive #nondeterminism
- Personality traits in plots with nondeterministic planning for interactive storytelling (FAGdS, BF), pp. 83–90.
- CIG-2015-ChauvinLDN #architecture #process
- Making sense of emergent narratives: An architecture supporting player-triggered narrative processes (SC, GL, JYD, SN), pp. 91–98.
- CIG-2015-ReisLG #framework #game studies #generative #platform
- Human computation for procedural content generation in platform games (WMPR, LHSL, Y(G), pp. 99–106.
- CIG-2015-FrydenbergART #game studies #video
- Investigating MCTS modifications in general video game playing (FF, KRA, SR, JT), pp. 107–113.
- CIG-2015-CowlingWP #monte carlo
- Emergent bluffing and inference with Monte Carlo Tree Search (PIC, DW, EJP), pp. 114–121.
- CIG-2015-SephtonCS #case study
- An experimental study of action selection mechanisms to create an entertaining opponent (NS, PIC, NHS), pp. 122–129.
- CIG-2015-StammerMGP #adaptation #generative
- Player-adaptive Spelunky level generation (DS, TG, MP), pp. 130–137.
- CIG-2015-OliveiraM #game studies #performance #realtime #using
- Creating efficient walls using potential fields in real-time strategy games (CFdO, CAGM), pp. 138–145.
- CIG-2015-YinLCOZ #adaptation #approach #data-driven #game studies #online
- A data-driven approach for online adaptation of game difficulty (HY, LL, WC, YSO, JZ), pp. 146–153.
- CIG-2015-IvanovoRZL #learning #monte carlo
- Combining Monte Carlo tree search and apprenticeship learning for capture the flag (JI, WLR, FZ, XL0), pp. 154–161.
- CIG-2015-MoudrikBN #game studies #predict
- Evaluating Go game records for prediction of player attributes (JM, PB, RN), pp. 162–168.
- CIG-2015-DannZT #approach #learning
- An improved approach to reinforcement learning in Computer Go (MD, FZ, JT), pp. 169–176.
- CIG-2015-KamekoMT #game studies #generative #learning
- Learning a game commentary generator with grounded move expressions (HK, SM, YT), pp. 177–184.
- CIG-2015-NielsenBTN #game studies #generative #towards
- Towards generating arcade game rules with VGDL (TSN, GABB, JT, MJN), pp. 185–192.
- CIG-2015-BabadiOK #game studies #named
- EnHiC: An enforced hill climbing based system for general game playing (AB, BO, GK), pp. 193–199.
- CIG-2015-SamothrakisLLF #game studies #video
- Neuroevolution for General Video Game Playing (SS, DPL, SML, MF), pp. 200–207.
- CIG-2015-RunarssonL #approximate #evaluation #game studies #on the #using
- On imitating Connect-4 game trajectories using an approximate n-tuple evaluation function (TPR, SML), pp. 208–213.
- CIG-2015-TakahamaS #difference #evolution
- Emerging collective intelligence in Othello players evolved by differential evolution (TT, SS), pp. 214–221.
- CIG-2015-LiangWW
- Job-level UCT search for solving Hex (XL, TW, ICW), pp. 222–229.
- CIG-2015-XieDKC #data transformation #predict #representation
- Predicting player disengagement and first purchase with event-frequency based data representation (HX, SD, DK, PIC), pp. 230–237.
- CIG-2015-LimH #behaviour #comprehension
- Understanding players' identities and behavioral archetypes from avatar customization data (CUL, DFH), pp. 238–245.
- CIG-2015-KaoH #education #game studies #modelling #performance #towards
- Toward avatar models to enhance performance and engagement in educational games (DK, DFH), pp. 246–253.
- CIG-2015-ChenFTLH #database
- Compressing Chinese dark chess endgame databases (JCC, GYF, SYT, TYL, TsH), pp. 254–259.
- CIG-2015-ChangHH #algorithm #analysis #case study #convergence #correctness #monte carlo
- Convergence and correctness analysis of Monte-Carlo tree search algorithms: A case study of 2 by 4 Chinese dark chess (HJC, CWH, TsH), pp. 260–266.
- CIG-2015-WangZLHW #game studies #monte carlo
- Belief-state Monte-Carlo tree search for Phantom games (JW, TZ, HL, CHH, ICW), pp. 267–274.
- CIG-2015-MizukamiT #modelling #monte carlo #simulation
- Building a computer Mahjong player based on Monte Carlo simulation and opponent models (NM, YT), pp. 275–283.
- CIG-2015-Garcia-SanchezT #automation #generative #programming #search-based #towards #using
- Towards automatic StarCraft strategy generation using genetic programming (PGS, APT, AMM, GS, JJMG), pp. 284–291.
- CIG-2015-KarpovJM #behaviour #machine learning
- Evaluating team behaviors constructed with human-guided machine learning (IVK, LMJ, RM), pp. 292–298.
- CIG-2015-JiaE #game studies #video
- A strongly typed GP-based video game player (BJ, ME), pp. 299–305.
- CIG-2015-Ashlock15a #automaton #evolution #generative
- Evolvable fashion-based cellular automata for generating cavern systems (DA), pp. 306–313.
- CIG-2015-ZhuangLPZ #monte carlo #network #novel #representation
- Improving Monte-Carlo tree search for dots-and-boxes with a novel board representation and artificial neural networks (YZ, SL, TVP, CZ), pp. 314–321.
- CIG-2015-PolkO #game studies
- Space and depth-related enhancements of the history-ADS strategy in game playing (SP, BJO), pp. 322–327.
- CIG-2015-NetoJ #automation #elicitation #learning #named
- ACE-RL-Checkers: Improving automatic case elicitation through knowledge obtained by reinforcement learning in player agents (HCN, RMdSJ), pp. 328–335.
- CIG-2015-KampmannSHBB #automation #behaviour #parametricity #simulation
- Automatic mapping of human behavior data to personality model parameters for traffic simulations in virtual environments (SK, SS, RH, PB0, CB), pp. 336–343.
- CIG-2015-GlavinM #clustering #game studies #learning
- Learning to shoot in first person shooter games by stabilizing actions and clustering rewards for reinforcement learning (FGG, MGM), pp. 344–351.
- CIG-2015-BaroffioGF #design #game studies
- Designing bots in games with a purpose (GB, LG, PF), pp. 352–359.
- CIG-2015-PaliyawanSCT #analysis #design #game studies #interface
- Body motion design and analysis for fighting game interface (PP, KS, WC, RT), pp. 360–367.
- CIG-2015-BarlowT #evolution #game studies
- Play profiles: The effect of infinite-length games on evolution in the iterated Prisoner's Dilemma (LAB, JT), pp. 368–375.
- CIG-2015-CauwetTCSLYLW
- Depth, balancing, and limits of the Elo model (MLC, OT, TC, AS, HML, SJY, HHL, ICW), pp. 376–382.
- CIG-2015-Greenwood #evolution #social
- Evolving strategies to help resolve tragedy of the commons social dilemmas (GWG), pp. 383–390.
- CIG-2015-WehrD #game studies #mining
- Mining game logs to create a playbook for unit AIs (DW, JD), pp. 391–398.
- CIG-2015-SequeiraMP #collaboration #exclamation #game studies #multi #quote
- “Let's save resources!”: A dynamic, collaborative AI for a multiplayer environmental awareness game (PS, FSM, AP), pp. 399–406.
- CIG-2015-FujikiIV #algorithm #comparison #framework #game studies #monte carlo #platform
- A platform for turn-based strategy games, with a comparison of Monte-Carlo algorithms (TF, KI, SV), pp. 407–414.
- CIG-2015-KreveldLM #automation #estimation
- Automated puzzle difficulty estimation (MJvK, ML, PM), pp. 415–422.
- CIG-2015-QuiterioPM #approach #geometry #learning
- A reinforcement learning approach for the circle agent of geometry friends (JQ, RP, FSM), pp. 423–430.
- CIG-2015-PradaLCQM #contest #game studies #geometry
- The geometry friends game AI competition (RP, PL, JC, JQ, FSM), pp. 431–438.
- CIG-2015-HuangW #learning
- Learning overtaking and blocking skills in simulated car racing (HHH, TW), pp. 439–445.
- CIG-2015-HuangTS #evolution
- Evolving a general electronic stability program for car simulated in TORCS (JH, IT, KS), pp. 446–453.
- CIG-2015-QuadfliegRP #how #multi #optimisation #parametricity
- How costly is a good compromise: Multi-objective TORCS controller parameter optimization (JQ, GR, MP), pp. 454–460.
- CIG-2015-EisenstadtMA #co-evolution #game studies #multi
- Co-evolution of strategies for multi-objective games under postponed objective preferences (EE, AM, GA), pp. 461–468.
- CIG-2015-ItoK #implementation
- Proposal and implementation of “digital curling” (TI, YK), pp. 469–473.
- CIG-2015-YamamotoKI #game studies
- Digital curling strategy based on game tree search (MY, SK, HI), pp. 474–480.
- CIG-2015-MasuiUYP #analysis #development #game studies #towards
- Toward curling informatics - Digital scorebook development and game information analysis (FM, HU, HY, MP), pp. 481–488.
- CIG-2015-KawamuraKSI #case study #game studies
- A study on the curling robot will match with human result of one end game with one human (TK, RK, SS, KI), pp. 489–495.
- CIG-2015-Martin-Niedecken #flexibility #game studies #middleware #multimodal #physics #quote
- “RehabConnex”: A middleware for the flexible connection of multimodal game applications with input devices used in movement therapy and physical exercising (ALMN, RB, RM, UG), pp. 496–502.
- CIG-2015-RaffeTZLM #adaptation #case study #cyber-physical #experience #game studies
- Enhancing theme park experiences through adaptive cyber-physical play (WLR, MT, FZ, XL0, F'M), pp. 503–510.
- CIG-2015-ZelinkaS #algorithm #named
- StarCraft: Brood War - Strategy powered by the SOMA swarm algorithm (IZ, LS), pp. 511–516.
- CIG-2015-AsayamaMFN #game studies #performance #predict #realtime #video
- Prediction as faster perception in a real-time fighting video game (KA, KM, KiF, MN), pp. 517–522.
- CIG-2015-ChuHGHT #algorithm #game studies #knowledge-based #monte carlo #video
- Combining pathfmding algorithm with Knowledge-based Monte-Carlo tree search in general video game playing (CYC, HH, ZG, TH, RT), pp. 523–529.
- CIG-2015-CazenaveLT
- The rectangular seeds of Domineering (TC, JL0, OT), pp. 530–531.
- CIG-2015-KozlovaBR #algorithm #generative
- Examination of representational expression in maze generation algorithms (AK, JAB, ER), pp. 532–533.
- CIG-2015-ParkK #game studies #video
- MCTS with influence map for general video game playing (HSP, KJK), pp. 534–535.
- CIG-2015-OhK #reliability #testing
- Testing reliability of replay-based imitation for StarCraft (ISO, KJK), pp. 536–537.
- CIG-2015-BaeKLKN #generative #scalability
- Generation of an arbitrary shaped large maze by assembling mazes (CmB, EKK, JL, KJK, JCN), pp. 538–539.
- CIG-2015-Brown #contract #game studies #towards
- Towards better personas in gaming : Contract based expert systems (JAB), pp. 540–541.
- CIG-2015-KoLYL #game studies #integration #mobile #monitoring
- Mobile EEG & ECG integration system for monitoring physiological states in peforming simulated war game training (LWK, PWL, BJY, CTL), pp. 542–543.
- CIG-2015-YoonLSKK #distributed #optimisation
- Optimization of Angry Birds AI controllers with distributed computing (DMY, JSL, HSS, JHK, KJK), pp. 544–545.
- CIG-2015-BrownQ
- Systems for player reputation with NPC agents (JAB, QQ), pp. 546–547.
- CIG-2015-FarooqBK #behaviour #game studies #mobile
- Interpreting behaviors of mobile game players from in-game data and context logs (SSF, JWB, KJK), pp. 548–549.