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Pages |
Paper |
| 1-8 |
Eric Beaudry, Francis Bisson, Simon Chamberland and Froduald Kabanza.
Using Markov Decision Theory to Provide a Fair Challenge in a Roll-and-Move Board Game
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| 9-16 |
Ondrej Vanek, Branislav Bosansky, Michal Jakob and Michal Pechoucek.
Transiting Areas Patrolled by a Mobile Adversary
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| 17-22 |
Anton Chertov, Ziad Kobti and Scott D. Goodwin.
Weighted SCAN for Modeling Cooperative Group Role Dynamics |
| 23-29 |
Yuji Sato and Hazuki Inoue.
Solving Sudoku with Genetic Operations that Preserve Building Blocks
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| 30-37 |
Amit Benbassat and Moshe Sipper.
Evolving Lose-Checkers Players using Genetic Programming
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| 38-45 |
JJ Merelo,
Antonio M. Mora, Thomas P. Runarsson and Carlos Cotta. Assessing efficiency of different evolutionary strategies playing MasterMind
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| 46-53 |
Simon Butler and Yiannis Demiris.
Partial Observability During Predictions of the Opponent's Movements in an RTS Game
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| 54-61 |
Jeffrey Tsang.
The Structure of a Depth-3 Lookup Table Representation for Prisoner's Dilemma
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| 62-68 |
Chern Kuan Goh and Alexander Nareyek.
Pleasure Propagation to Reward Predictors
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| 69-74 |
Jongwon Yoon, Su-Hyung Jang and Sung-Bae Cho.
Enhanced User Immersive Experience with a Virtual Reality based FPS Game Interface
|
| 75-82 |
Florent Levillain, Joseph Onderi Orero, Maria Rifqi and Bernadette Bouchon-Meunier.
Characterizing Player’s Experience From Physiological Signals Using Fuzzy Decision Trees
|
| 83-90 |
Slawomir Bojarski and Clare Bates Congdon.
REALM: A Rule-Based Evolutionary Computation Agent that Learns to Play Mario
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| 91-98 |
Adam Smith, Mark Nelson and Michael Mateas.
Ludocore: A Logical Game Engine for Modeling Videogames
|
| 99-106 |
Bobby D. Bryant.
Virtual Bagging for an Evolved Agent Controller
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| 107-114 |
Aditya Rawal, Padmini Rajagopalan and Risto Miikkulainen.
Constructing Competitive and Cooperative Agent Behavior Using Coevolution
|
| 115-122 |
Ben Weber, Peter Mawhorter, Michael Mateas and Arnav Jhala.
Reactive Planning Idioms for Multi-Scale Game AI
|
| 123-130 |
Enrique Onieva, Luigi Cardamone, Daniele Loiacono and Pier Luca Lanzi.
Overtaking Opponents with Blocking Strategies Using Fuzzy Logic
|
| 131-138 |
Markus Kemmerling
and Mike Preuss. Automatic Adaptation to Generated Content Via Car Setup Optimization in TORCS
|
| 139-145 |
Johan Hagelbäck and Stefan J. Johansson.
A Study on Human like Characteristics in Real Time Strategy Games
|
| 146-153 |
Greg Smith, Phillipa
Avery, Ramona Houmanfar and Sushil Louis. Using Co-evolved RTS Opponents to Teach Spatial Tactics
|
| 154-161 |
Vincent Scesa, Clement Raievsky, Stephane Sanchez, Herve Luga and Yves Duthen.
Rule Fusion for the Imitation of a Human Tutor
|
| 162-169 |
David Lupien St-pierre, Mark Winands and David Watt.
A Selective Move Generator for the Game Axis and Allies
|
| 170-177 |
Christian Thurau and Christian Bauckhage.
Analyzing the Evolution of Social Groups in World of Warcraft
|
| 178-185 |
Tobias Mahlmann, Anders Drachen, Julian Togelius, Alessandro Canossa and Georgios
N. Yannakakis. Predicting Player Behavior in Tomb Raider: Underworld
|
| 186-194 |
Kyong Jin Shim and Jaideep Srivastava.
Behavioral Profiles of Character Types in EverQuest II
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| 195-202 |
Laetitia Chapel, Dmitri Botvich and David Malone.
Probabilistic Approaches to Cheating Detection in Online Games
|
| 203-210 |
Jahn-Takeshi Saito and Mark H. M. Winands.
Paranoid Proof-Number Search
|
| 211-218 |
Viliam Lisy, Branislav Bosansky, Roman Vaculin and Michal Pechoucek.
Agent Subset Adversarial Search for Complex Non-cooperative Domains
|
| 219-226 |
Daniel Ashlock, Eun-Youn Kim and Wendy Ashlock.
Comparison of Different Prisoner’s Dilemma Payoff Matrices
|
| 227-234 |
Garry Greenwood.
Evolving N-Person Social Dilemma Strategies to Resolve Questions on Participation in Climate Change Programs
|
| 235-240 |
Ruck Thawonmas and Takashi Ashida.
Evolution Strategy for Optimizing Parameters in Ms Pac-Man Controller ICE Pambush 3
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| 241-248 |
A. M.
Mora, M. A. Moreno, J. J. Merelo, P. A. Castillo, M. G. Arenas and J. L. J.
Laredo.
Evolving the Cooperative Behaviour in Unreal
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| 249-256 |
Matthew Patrick.
Online Evolution in Unreal Tournament 2004
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| 257-264 |
Frederick W. P. Heckel, G. Michael Youngblood and Nikhil S. Ketkar.
Representational Complexity of Reactive Agents
|
| 265-272 |
Julian Togelius, Mike Preuss, Nicola Beume, Simon Wessing, Johan Hagelbäck and Georgios N. Yannakakis.
Multiobjective Exploration of the StarCraft Map Space
|
| 273-280 |
Adam Smith and Michael Mateas.
Variations Forever: Flexibly Generating Rulesets from a Sculptable Design Space of Mini-Games
|
| 281-288 |
Christoph Salge and Tobias Mahlmann.
Relevant Information as a Formalised Approach to Evaluate Game Mechanics
|
| 289-296 |
Daniel Ashlock.
Automatic Generation of Game Elements via Evolution
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| 297-304 |
Anja Johansson and Pierangelo Dell'Acqua.
Introducing Time in Emotional Behavior Networks
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| 305-312 |
Cyril Brom, Rudolf Kadlec and Ondrej Burkert.
Timing in Episodic Memory for Virtual Characters
|
| 313-320 |
Hector Perez Martinez, Kenneth Hullett and Georgios N. Yannakakis.
Extending Neuro-evolutionary Preference Learning through Player Modeling
|
| 321-328 |
Simone Tognetti, Maurizio Garbarino, Andrea Bonarini and Matteo Matteucci.
Modeling enjoyment preference from physiological responses in a car racing game
|
| 329-336 |
Giovanni Acampora, Fabio Ferraguto and Vincenzo Loia.
Synthetizing Bots Emotional Behaviors through Fuzzy Cognitive Processes
|
| 337-344 |
Rafael Bidarra, Robert Schaap and Kim Goossens.
Growing on the Inside: Soulful Characters for Video Games
|
| 345-350 |
Philip Hingston.
A New Design for a Turing Test for Bots
|
| 351-358 |
Peter A. Mawhorter and Michael Mateas.
Procedural Level Generation Using Occupancy-Regulated Extension
|
| 359-364 |
Fabien Teytaud and Olivier Teytaud.
On the Huge Benefit of Decisive Moves in Monte-Carlo Tree Search Algorithms
|
| 365-371 |
Spyridon Samothrakis, David Robles and Simon Lucas.
A UCT Agent for Tron: Initial Investigations
|
| 372-379 |
Simon Lucas.
Estimating Learning Rates in Evolution and TDL: Results on a Simple Grid-World Problem
|
| 380-387 |
Christopher Hanna, Raymond Hickey, Darryl Charles and Michaela Black.
Modular Reinforcement Learning Architectures for Artificially Intelligent
Agents in Complex Game Environments |
| 388-394 |
Luigi Cardamone, Daniele Loiacono, Pier Luca Lanzi and Alessandro Pietro Bardelli.
Racing Line Optimization using Genetic Algoritms
|
| 395-402 |
Jan Quadflieg, Mike Preuss, Oliver Kramer and Günter Rudolph.
Learning the Track and Planning Ahead in a Car Racing Controller
|
| 403-410 |
Paolo Burelli and Georgios
N. Yannakakis. Combining Local and Global Optimisation for Virtual Camera Control
|
| 411-418 |
Paolo Ciancarini and Gian Piero Favini.
Retrograde analysis of Kriegspiel endgames
|
| 419-426 |
Aswin Thomas Abraham and Kevin McGee.
AI for Dynamic Team-mate Adaptation in Games
|
| 427-434 |
Maria Arinbjarnar and Daniel Kudenko.
Bayesian Networks: Real-Time Applicable Decision Mechanisms for Intelligent Agents in Interactive Drama
|
| 435-442 |
Jichen zhu and Santiago Ontañón.
Story Representation in Analogy-Based Story Generation in Riu
|
| 443-449 |
Anna Syberfeldt and Sanny Syberfeldt.
A serious game for understanding artificial intelligence in production optimization
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| 450-457 |
Joost Westra, Frank Dignum and Virginia Dignum.
Keeping the Trainee on Track
|
| 458-464 |
Emilio Martin, Moises Martinez, Gustavo Recio and Yago Saez. Pac-mAnt:
Optimization Based on Ant Colonies Applied to Developing afn Agent for Ms. Pac-Man
|
| 465-472 |
Nathaniel Bell, Xinghong Fang, Rory Hughes, Graham Kendall, Edward O’Reilly and Shenghui Qiu.
Ghost Direction Detection and other Innovations for Ms. Pac-Man
|
| 473-480 |
Jorge Muñoz, German Gutierrez and Araceli Sanchis.
A human-like TORCS controller for the Simulated Car Racing Championship
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