1. CIG 2005:
Colchester, Essex, UK
Proceedings of the 2005 IEEE Symposium on Computational Intelligence and Games (CIG05), Essex University, Colchester, Essex, UK, 4-6 April, 2005.
IEEE 2005
- Georgios N. Yannakakis, John Hallam:
A Generic Approach for Generating Interesting Interactive Pac-Man Opponents.

- Peter Blackburn, Barry O'Sullivan:
Building Reactive Characters for Dynamic Gaming Environments.

- Leslie Luthi, Mario Giacobini, Marco Tomassini:
Synchronous and Asynchronous Network Evolution in a Population of Stubborn Prisoners.

- Jörg Denzinger, Chris Winder:
Combining Coaching and Learning to Create Cooperative Character Behavior.

- Kenneth O. Stanley, Bobby D. Bryant, Risto Miikkulainen:
Real-Time Evolution in the NERO Video Game (Winner of CIG 2005 Best Paper Award).

- Umberto Cerruti, Mario Giacobini, Ugo Merlone:
A New Framework to Analyze Evolutionary 2 x 2 Symmetric Games.

- Jin-Hyuk Hong, Sung-Bae Cho:
Evolving Reactive NPCs for the Real-Time Simulation Game.

- Kazutomo Shibahara, Nobuo Inui, Yoshiyuki Kotani:
Adaptive Strategies of MTD-f for Actual Games.

- Bruno Bouzy, Guillaume Chaslot:
Bayesian Generation and Integration of K-nearest-neighbor Patterns for 19x19 Go.

- Tristan Cazenave, Bernard Helmstetter:
Combining Tactical Search and Monte-Carlo in the Game of Go.

- Nanlin Jin, Edward P. K. Tsang:
Co-evolutionary Strategies for an Alternating-Offer Bargaining Problem.

- Jörg Denzinger, Kevin Loose, Darryl Gates, John W. Buchanan:
Dealing with Parameterized Actions in Behavior Testing of Commercial Computer Games.

- Akihiro Kishimoto, Martin Müller:
Dynamic Decomposition Search: A Divide and Conquer Approach and its Application to the One-Eye Problem in Go.

- Evangelos Papacostantis, Andries Petrus Engelbrecht, Nelis Franken:
Coevolving Probabilistic Game Playing Agents using Particle Swarm Optimization Algorithm.

- Colin Frayn:
An Evolutionary Approach to Strategies for the Game of Monopoly.

- Yngvi Björnsson, Markus Enzenberger, Robert C. Holte, Jonathan Schaeffer:
Fringe Search: Beating A* at Pathfinding on Game Maps.

- Maria Fasli, Michael Michalakopoulos:
Designing and Implementing E-market Games.

- Jelle R. Kok, Pieter Jan't Hoen, Bram Bakker, Nikos A. Vlassis:
Utile Coordination: Learning Interdependencies Among Cooperative Agents.

- Jay Bradley, Gillian Hayes:
Adapting Reinforcement Learning for Computer Games: Using Group Utility Functions.

- Abdennour El Rhalibi, Michael Burkey:
A Hybrid AI System for Agent Adaptation in a First Person Shooter.

- Aliza Gold:
Academic AI and Videogames: A Case Study of Incorporating Innovative Academic Research Into a Videogame Prototype.

- Michael Chung, Michael Buro, Jonathan Schaeffer:
Monte Carlo Planning in RTS Games.

- Daniel Livingstone:
Coevolution in Hierarchical AI for Strategy Games.

- Julian Togelius, Simon M. Lucas:
Forcing Neurocontrollers to Exploit Sensory Symmetry Through Hard-wired Modularity in the Game of Cellz.

- Simon M. Lucas:
Evolving a Neural Network Location Evaluator to Play Ms. Pac-Man.

- Peter I. Cowling:
Board Evaluation For The Virus Game.

- David B. Fogel, Timothy J. Hays, Sarah L. Hahn, James Quon:
Further Evolution of a Self-Learning Chess Program.

- Chris Miles, Sushil J. Louis:
Case-Injection Improves Response Time for a Real-Time Strategy Game.

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