CIG 2008:
Perth, Australia
Philip Hingston, Luigi Barone (Eds.):
Proceedings of the 2008 IEEE Symposium on Computational Intelligence and Games, CIG 2009, Perth, Australia, 15-18 December, 2008.
IEEE 2008, ISBN 978-1-4244-2973-8
Special Session:
Coevolution in Games
Special Session:
Player/Opponent Modeling
Special Session:
Computational Intelligence in Real Time Strategy Games
- Johan Hagelbäck, Stefan J. Johansson:
Dealing with fog of war in a Real Time Strategy game environment.
55-62

- Nicola Beume, Tobias Hein, Boris Naujoks, Nico Piatkowski, Mike Preuss, Simon Wessing:
Intelligent anti-grouping in real-time strategy games.
63-70

- Holger Danielsiek, Raphael Stür, Andreas Thom, Nicola Beume, Boris Naujoks, Mike Preuss:
Intelligent moving of groups in real-time strategy games.
71-78

- Sander Bakkes, Pieter Spronck, H. Jaap van den Herik:
Rapid adaptation of video game AI.
79-86

Special Session:
Player Satisfaction
Simulated Car Racing
- Daniele Loiacono, Julian Togelius, Pier Luca Lanzi, Leonard Kinnaird-Heether, Simon M. Lucas, Matt Simmerson, Diego Perez, Robert G. Reynolds, Yago Sáez:
The WCCI 2008 simulated car racing competition.
119-126

- Ho Duc Thang, Jonathan M. Garibaldi:
A fuzzy approach for the 2007 CIG simulated car racing competition.
127-134

- Alexandros Agapitos, Julian Togelius, Simon M. Lucas, Jürgen Schmidhuber, Andreas Konstantinidis:
Generating diverse opponents with multiobjective evolution.
135-142

Adversarial and FPS Games
Monte Carlo Approaches
Board Games
Video Games
- Nathan Wirth, Marcus Gallagher:
An influence map model for playing Ms. Pac-Man.
228-233

- Mark Wittkamp, Luigi Barone, Philip Hingston:
Using NEAT for continuous adaptation and teamwork formation in Pacman.
234-242

- Joost Westra, Hado van Hasselt, Virginia Dignum, Frank Dignum:
On-line adapting games using agent organizations.
243-250

- Payam Aghaei Pour, Tauseef Gulrez, Omar AlZoubi, Gaetano Gargiulo, Rafael A. Calvo:
Brain-computer interface: Next generation thought controlled distributed video game development platform.
251-257

Real-world and Serious Games
Poster Session
- Mostafa Sahraei-Ardakani, Ashkan Rahimi-Kian, Majid Nili Ahmadabadi:
Hierarchical Nash-Q learning in continuous games.
290-295

- Yuhki Inoue, Yuji Sato:
Applying GA for reward allotment in an event-driven hybrid learning classifier system for soccer video games.
296-303

- Hasan Mujtaba, Abdul Rauf Baig:
Survival by continuous learning in a dynamic multiple task environment.
304-309

- Thomas Thompson, Lewis McMillan, John Levine, Alastair Andrew:
An evaluation of the benefits of look-ahead in Pac-Man.
310-315

- Garrison W. Greenwood, Richard Tymerski:
A game-theoretical approach for designing market trading strategies.
316-322

- Vukosi N. Marivate, Tshilidzi Marwala:
Social Learning methods in board game agents.
323-328

- Shiven Sharma, Ziad Kobti, Scott D. Goodwin:
Learning and knowledge generation in General Games.
329-335

- Diego Perez, Yago Sáez, Gustavo Recio, Pedro Isasi:
Evolving a rule system controller for automatic driving in a car racing competition.
336-342

- Andrew Chiou, Kok Wai Wong:
Player Adaptive Entertainment Computing (PAEC): Mechanism to model user satisfaction by using Neuro Linguistic Programming (NLP) techniques.
343-349

- Ian Watson, Song Lee, Jonathan Rubin, Stefan Wender:
Improving a case-based texas hold'em poker bot.
350-356

- Tom Schaul, Jürgen Schmidhuber:
A scalable neural network architecture for board games.
357-364

- Luis delaOssa, José A. Gámez, Verónica López:
Improvement of a car racing controller by means of Ant Colony Optimization algorithms.
365-371

- Stefan Wender, Ian Watson:
Using reinforcement learning for city site selection in the turn-based strategy game Civilization IV.
372-377

- Julien Kloetzer, Hiroyuki Iida, Bruno Bouzy:
A comparative study of solvers in Amazons endgames.
378-384

- Su-Hyung Jang, Sung-Bae Cho:
Evolving neural NPCs with layered influence map in the real-time simulation game 'Conqueror'.
385-388

- Benjamin E. Childs, James H. Brodeur, Levente Kocsis:
Transpositions and move groups in Monte Carlo tree search.
389-395

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