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: Preuss:Mike
Contributed to:
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.