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Collaborated with:
Günter Rudolph Vanessa Volz Jan Quadflieg J.Hagelbäck Julian Togelius Nicola Beume Markus Kemmerling Georgios N. Yannakakis Matthias Kuchem Nicolas Pflanzl Boris Naujoks Simon Wessing Stefan J. Johansson Antonios Liapis David Stammer Tobias Günther Kevin Majchrzak O.Kramer Daniel Kozakowski Heike Trautmann Hendrik Horn Diego Perez Liebana Thomas Pfeiffer R.G.Reynolds Daniel Ashlock Tobias Hein Nico Piatkowski Holger Danielsiek Raphael Stür Andreas Thom 0001 Niels Ackermann Sebastian Uellenbeck Wolfgang Walz Raphael Patrick Prager Laura Troost Simeon Brüggenjürgen David Melhart Annika Jordan Dimitri Scheftelowitsch Jan Lahni Jannic Hartwecker Mirko Walter-Huber N.Vortmeier Tim Delbrügger Ümit Güler Igor Vatolkin Marlene Beyer Aleksandr Agureikin Alexander Anokhin Christoph Laenger Felix Nolte Jonas Winterberg Marcel Renka Martin Rieger
Talks about:
game (10) strategi (4) intellig (4) generat (3) control (3) object (3) optim (3) multi (3) craft (3) adapt (3)

Person: Mike Preuss

DBLP DBLP: Preuss:Mike

Contributed to:

CIG 20082008
CIG 20092009
CIG 20102010
CIG 20112011
CIG 20122012
CIG 20132013
CIG 20142014
CIG 20152015
CIG 20162016
CIG 20182018
CoG 20192019

Wrote 20 papers:

CIG-2008-BeumeHNPPW #anti #game studies #realtime
Intelligent anti-grouping in real-time strategy games (NB, TH, BN, NP, MP, SW), pp. 63–70.
CIG-2008-DanielsiekSTBNP #game studies #realtime
Intelligent moving of groups in real-time strategy games (HD, RS, AT0, NB, BN, MP), pp. 71–78.
CIG-2009-KemmerlingABPUW #game studies #question
Is human-like and well playing contradictory for Diplomacy bots? (MK, NA, NB, MP, SU, WW), pp. 209–216.
CIG-2010-HagelbackJP #game studies #realtime
AI and computational intelligence for real-time strategy games (JH, SJJ, MP), pp. 1–4.
CIG-2010-KemmerlingP #adaptation #automation #optimisation
Automatic adaptation to generated content via car setup optimization in TORCS (MK, MP), pp. 131–138.
CIG-2010-QuadfliegPKR #learning
Learning the track and planning ahead in a car racing controller (JQ, MP, OK, GR), pp. 395–402.
CIG-2010-TogeliusPBWHY #multi
Multiobjective exploration of the StarCraft map space (JT, MP, NB, SW, JH, GNY), pp. 265–272.
CIG-2011-PreussQR #adaptation #multi
TORCS sensor noise removal and multi-objective track selection for driving style adaptation (MP, JQ, GR), pp. 337–344.
CIG-2011-ReynoldsAYTP #algorithm #named #social
Tutorials: Cultural Algorithms: Incorporating social intelligence into virtual worlds (RGR, DA, GNY, JT, MP).
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-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-PreussKHT #fuzzy
Reactive strategy choice in StarCraft by means of Fuzzy Control (MP, DK, JH, HT), pp. 1–8.
CIG-2014-PreussLT #game studies
Searching for good and diverse game levels (MP, AL, JT), pp. 1–8.
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-StammerMGP #adaptation #generative
Player-adaptive Spelunky level generation (DS, TG, MP), pp. 130–137.
CIG-2016-BeyerAALNWRRPPV #game studies #process
An integrated process for game balancing (MB, AA, AA, CL, FN, JW, MR, MR, NP, MP, VV), pp. 1–8.
CIG-2016-HornVLP #estimation #game studies #hybrid
MCTS/EA hybrid GVGAI players and game difficulty estimation (HH, VV, DPL, MP), 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-VolzMP #approach #game studies #social
A Social Science-based Approach to Explanations for (Game) AI (VV, KM, MP), pp. 1–2.
CoG-2019-PragerTBMYP #empirical #game studies
An Experiment on Game Facet Combination (RPP, LT, SB, DM, GNY, MP), pp. 1–8.

Bibliography of Software Language Engineering in Generated Hypertext (BibSLEIGH) is created and maintained by Dr. Vadim Zaytsev.
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