Proceedings of the 14th Conference on Computational Intelligence and Games
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Proceedings of the 14th Conference on Computational Intelligence and Games
CIG-2018, 2018.

GAME
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@proceedings{CIG-2018,
	ee            = "https://ieeexplore.ieee.org/xpl/conhome/8473398/proceeding",
	isbn          = "978-1-5386-4359-4",
	publisher     = "{IEEE}",
	title         = "{Proceedings of the 14th Conference on Computational Intelligence and Games}",
	year          = 2018,
}

Contents (69 items)

CIG-2018-AndersenGG #game studies #learning #realtime
Deep RTS: A Game Environment for Deep Reinforcement Learning in Real-Time Strategy Games (PAA, MG, OCG), pp. 1–8.
CIG-2018-AshlockK #evolution
Evolving Number Sentence Morphing Puzzles (DA, CK), pp. 1–8.
CIG-2018-AshlockKP #game studies #towards
Toward General Mathematical Game Playing Agents (DA, EYK, DPL), pp. 1–7.
CIG-2018-AungBDCKYW #dataset #learning #predict #scalability
Predicting Skill Learning in a Large, Longitudinal MOBA Dataset (MA, VB, AD, PIC, AVK, CY, ARW), pp. 1–7.
CIG-2018-BabadiNH #game studies
Intelligent Middle-Level Game Control (AB, KN, PH), pp. 1–8.
CIG-2018-BaekK #interface
Web-Based Interface for Data Labeling in StarCraft (ICB, KJK), pp. 1–2.
CIG-2018-BaierC #game studies #multi
Evolutionary MCTS for Multi-Action Adversarial Games (HB, PIC), pp. 1–8.
CIG-2018-BertensGCP #game studies #recommendation #video
A Machine-Learning Item Recommendation System for Video Games (PB, AG, PPC, AP), pp. 1–4.
CIG-2018-BraviLL0 #analysis #game studies #video
Shallow Decision-Making Analysis in General Video Game Playing (IB, DPL, SML, JL0), pp. 1–8.
CIG-2018-Browne #game studies
Modern Techniques for Ancient Games (CB), pp. 1–8.
CIG-2018-BulitkoD #heuristic #learning #realtime
Anxious Learning in Real-Time Heuristic Search (VB, KD), pp. 1–4.
CIG-2018-CanaanMTN #game studies #metric #towards
Towards Game-based Metrics for Computational Co-Creativity (RC, SM, JT, AN), pp. 1–8.
CIG-2018-CanaanSTTNM #contest #evolution
Evolving Agents for the Hanabi 2018 CIG Competition (RC, HS, RRT, JT, AN, SM), pp. 1–8.
CIG-2018-ChenANCSE #game studies #named #performance #recommendation
Q-DeckRec: A Fast Deck Recommendation System for Collectible Card Games (ZC, CA, THDN, SC, YS, MSEN), pp. 1–8.
CIG-2018-ChristiansenNG #framework #multi
Multi-Parameterised Matchmaking: A Framework (AHC, BFN, EG), pp. 1–4.
CIG-2018-CookCR #analysis #constraints #design #game studies
Inferring Design Constraints From Game Ruleset Analysis (MC0, SC, AR), pp. 1–8.
CIG-2018-Cutumisu #assessment #feedback #game studies #performance #student
The Influence of Feedback Choice on University Students' Revision Choices and Performance in a Digital Assessment Game (MC), pp. 1–7.
CIG-2018-DockhornA #approximate #game studies #learning #video
Forward Model Approximation for General Video Game Learning (AD, DA), pp. 1–8.
CIG-2018-DubeyGLL #multi #optimisation #realtime
Evolutionary Multi-objective Optimization of Real-Time Strategy Micro (RD, JG, SJL, SL0), pp. 1–8.
CIG-2018-GainaLP #experience #predict
General Win Prediction from Agent Experience (RDG, SML, DPL), pp. 1–8.
CIG-2018-GajurelLML
Neuroevolution for RTS Micro (AG, SJL, DJM, SL0), pp. 1–8.
CIG-2018-GanzfriedS #game studies
Bayesian Opponent Exploitation in Imperfect-Information Games (SG, QS), pp. 1–8.
CIG-2018-GeddaLB #game studies #monte carlo
Monte Carlo Methods for the Game Kingdomino (MG, MZL, MB), pp. 1–8.
CIG-2018-GlavinM #experience #learning #using
Skilled Experience Catalogue: A Skill-Balancing Mechanism for Non-Player Characters using Reinforcement Learning (FGG, MGM), pp. 1–8.
CIG-2018-GreenwoodAP #analysis #game studies
A Critical Analysis of Punishment in Public Goods Games (GWG, HAA, EP), pp. 1–5.
CIG-2018-GuckelsbergerST
New And Surprising Ways to Be Mean (CG, CS, JT), pp. 1–8.
CIG-2018-GudmundssonEPNP #learning
Human-Like Playtesting with Deep Learning (SFG, PE, EP, AN, SP, BK, RM, LC), pp. 1–8.
CIG-2018-Guerrero-Romero #algorithm #design #game studies #testing #using
Using a Team of General AI Algorithms to Assist Game Design and Testing (CGR, SML, DPL), pp. 1–8.
CIG-2018-HarmerGVHBOSN #3d #concurrent #game studies #learning
Imitation Learning with Concurrent Actions in 3D Games (JH, LG, JdV, HH, JB, TO, KS, MN), pp. 1–8.
CIG-2018-IshiharaIIHT #behaviour #game studies #implementation #monte carlo
Monte-Carlo Tree Search for Implementation of Dynamic Difficulty Adjustment Fighting Game AIs Having Believable Behaviors (MI, SI, RI, TH, RT), pp. 1–8.
CIG-2018-IshiiIIHT #game studies #implementation #monte carlo
Monte-Carlo Tree Search Implementation of Fighting Game AIs Having Personas (RI, SI, MI, TH, RT), pp. 1–8.
CIG-2018-JustesenR #automation #education #learning
Automated Curriculum Learning by Rewarding Temporally Rare Events (NJ, SR), pp. 1–8.
CIG-2018-KaczmarekP #interactive #learning #motivation
Promotion of Learning Motivation through Individualization of Learner-Game Interaction (SK, SP), pp. 1–8.
CIG-2018-KantharajuOG #game studies
μCCG, a CCG-based Game-Playing Agent for μRTS (PK, SO, CWG), pp. 1–8.
CIG-2018-KaravolosLY #automation #design #using
Using a Surrogate Model of Gameplay for Automated Level Design (DK, AL, GNY), pp. 1–8.
CIG-2018-KeehlS #framework #game studies
Monster Carlo: An MCTS-based Framework for Machine Playtesting Unity Games (OK, AMS), pp. 1–8.
CIG-2018-KosmidesDAKOL #game studies #named #using
InLife: Combining Real Life with Serious Games using IoT (PK, KPD, EFA, NK, YO, VDL), pp. 1–7.
CIG-2018-KowalskiK #learning #regular expression
Regular Language Inference for Learning Rules of Simplified Boardgames (JK, AK), pp. 1–8.
CIG-2018-KowalskiMPPPS #generative
Strategic Features and Terrain Generation for Balanced Heroes of Might and Magic III Maps (JK, RM, PP, MP, KP, JS), pp. 1–8.
CIG-2018-KraaijerKMR #game studies #generative #geometry #graph
Geometry and Generation of a New Graph Planarity Game (RK, MJvK, WM, AvR), pp. 1–8.
CIG-2018-KummerNP #predict
Applying Commitment to Churn and Remaining Players Lifetime Prediction (LBMK, JCN, ECP), pp. 1–8.
CIG-2018-Lucas #game studies #performance #research
Game AI Research with Fast Planet Wars Variants (SML), pp. 1–4.
CIG-2018-MascarenhasGPDS #developer #game studies #tool support
A Virtual Agent Toolkit for Serious Games Developers (SM, MG, RP, JD, PAS, KS, BH, ES, RK), pp. 1–7.
CIG-2018-NixonDB #social
An Eye Gaze Model for Controlling the Display of Social Status in Believable Virtual Humans (MN, SD, UB), pp. 1–8.
CIG-2018-OliveiraTICP #development #education #game studies
A Plot from the Stars: Educational Game Development for Teaching Basic Mathematical Functions (GTdO, CFMT, SI, GCC, HHP), pp. 1–8.
CIG-2018-PreussPVP #case study #game studies #refinement
Integrated Balancing of an RTS Game: Case Study and Toolbox Refinement (MP, TP, VV, NP), pp. 1–8.
CIG-2018-RodgersLA #game studies #realtime
Ensemble Decision Making in Real-Time Games (PR, JL, DA), pp. 1–8.
CIG-2018-RooijackersW #game studies
Wall Building in the Game of StarCraft with Terrain Considerations (MLMR, MHMW), pp. 1–5.
CIG-2018-RuelaD #generative
Scale-Free Evolutionary Level Generation (ASR, KVD), pp. 1–8.
CIG-2018-SalemMG #process
The Evolutionary Race: Improving the Process of Evaluating Car Controllers in Racing Simulators (MS, AMM, JJMG), pp. 1–8.
CIG-2018-SalgeGCM
Accelerating Empowerment Computation with UCT Tree Search (CS, CG, RC, TM), pp. 1–8.
CIG-2018-ShaoZLZ #learning
Learning Battles in ViZDoom via Deep Reinforcement Learning (KS, DZ, NL, YZ), pp. 1–4.
CIG-2018-SigurdsonB0HK #heuristic #multi #realtime
Multi-Agent Pathfinding with Real-Time Heuristic Search (DS, VB, WY0, CH, SK), pp. 1–8.
CIG-2018-SilvaTLN #generative #heuristic
Generating Novice Heuristics for Post-Flop Poker (FdMS, JT, FL, AN), pp. 1–8.
CIG-2018-SironiW #adaptation #analysis #game studies #monte carlo #self #video
Analysis of Self-Adaptive Monte Carlo Tree Search in General Video Game Playing (CFS, MHMW), pp. 1–4.
CIG-2018-SpyrouVPAL #learning #personalisation
Exploiting IoT Technologies for Personalized Learning (ES, NV, AP, SA, HCL), pp. 1–8.
CIG-2018-StreckW #animation #markov #using
Using Discrete Time Markov Chains for Control of Idle Character Animation (AS, TW), pp. 1–4.
CIG-2018-SwiechowskiTJ #algorithm #learning
Improving Hearthstone AI by Combining MCTS and Supervised Learning Algorithms (MS, TT, AJ), pp. 1–8.
CIG-2018-TakanoOIHT #architecture #game studies #hybrid
Applying Hybrid Reward Architecture to a Fighting Game AI (YT, WO, SI, TH, RT), pp. 1–4.
CIG-2018-TavaresC #game studies #learning #realtime
Tabular Reinforcement Learning in Real-Time Strategy Games via Options (ART, LC), pp. 1–8.
CIG-2018-TorradoBT0P #game studies #learning #video
Deep Reinforcement Learning for General Video Game AI (RRT, PB, JT, JL0, DPL), pp. 1–8.
CIG-2018-TziortziotiMMVC #education #game studies #internet #process #using
Scenarios for Educational and Game Activities using Internet of Things Data (CT, IM, GM, AV, IC), pp. 1–8.
CIG-2018-VariaTKK #3d #analysis #dataset #game studies
A Refined 3D Dataset for the Analysis of Player Actions in Exertion Games (CV, GT, KK, SDK), pp. 1–4.
CIG-2018-VolzMP #approach #game studies #social
A Social Science-based Approach to Explanations for (Game) AI (VV, KM, MP), pp. 1–2.
CIG-2018-WanK #evaluation #network
Building Evaluation Functions for Chess and Shogi with Uniformity Regularization Networks (SW, TK), pp. 1–8.
CIG-2018-Weber #modelling #standard
Standard Economic Models in Nonstandard Settings - StarCraft: Brood War (BSW), pp. 1–8.
CIG-2018-WoofC #game studies #learning #network
Learning to Play General Video-Games via an Object Embedding Network (WW, KC), pp. 1–8.
CIG-2018-YangO #evaluation #game studies #independence #learning #realtime
Learning Map-Independent Evaluation Functions for Real-Time Strategy Games (ZY, SO), pp. 1–7.
CIG-2018-ZhuLRBY #design
Explainable AI for Designers: A Human-Centered Perspective on Mixed-Initiative Co-Creation (JZ, AL, SR, RB, GMY), pp. 1–8.

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