CIG 2009:
Milano, Italy
Pier Luca Lanzi (Ed.):
Proceedings of the 2009 IEEE Symposium on Computational Intelligence and Games, CIG 2009, Milano, Italy, 7-10 September, 2009.
IEEE 2009, ISBN 978-1-4244-4814-2
- Stefano Lecchi:
Artificial intelligence in racing games.

- Yngvi Björnsson:
General game-playing systems.

- Michael Mateas:
AI isn't just for players: AI-based authoring tools.

- Kenneth O. Stanley:
Practical issues in evolving neural network controllers for video game agents.

- James M. Vaccaro:
Modeling and simulation framework of real urban and board games to train players.

- Robin Baumgarten:
Defcon.

- Simon M. Lucas:
Screen-capture Ms Pac-Man.

- Julian Togelius:
Mario AI competition.

- Daniele Loiacono, Julian Togelius, Pier Luca Lanzi:
Simulated car racing.

- Philip Hingston:
The 2K BotPrize.

- Simon M. Lucas:
Ms Pac-Man versus ghost-team competition.

- Anders Drachen, Alessandro Canossa, Georgios N. Yannakakis:
Player modeling using self-organization in Tomb Raider: Underworld.
1-8

- Colin D. Ward, Peter I. Cowling:
Monte Carlo search applied to card selection in Magic: The Gathering.
9-16

- Philip Hingston:
Iterated Prisoner's Dilemma for species.
17-24

- Garrison W. Greenwood:
Deceptive strategies for the evolutionary minority game.
25-31

- Simon M. Lucas:
Temporal difference learning with interpolated table value functions.
32-37

- Leo Galway, Darryl Charles, Michaela M. Black:
Improving Temporal Difference game agent control using a dynamic exploration during control learning.
38-45

- Johan Hagelbäck, Stefan J. Johansson:
Measuring player experience on runtime dynamic difficulty scaling in an RTS game.
46-52

- Peter Burrow, Simon M. Lucas:
Evolution versus Temporal Difference Learning for learning to play Ms. Pac-Man.
53-60

- Luis Peña, Sascha Ossowski, José María Peña:
vBattle: A new framework to simulate medium-scale battles in individual-per-individual basis.
61-68

- Daniel Cuadrado, Yago Sáez:
Chuck Norris rocks!
69-74

- Su-Hyung Jang, Jongwon Yoon, Sung-Bae Cho:
Optimal strategy selection of non-player character on real time strategy game using a speciated evolutionary algorithm.
75-79

- Edgar Galván López, Michael O'Neill:
On the effects of locality in a permutation problem: The Sudoku Puzzle.
80-87

- Klaus P. Jantke:
Dramaturgical Design of the Narrative in Digital Games: AI planning of conflicts in non-linear spaces of time.
88-95

- Steven L. Tanimoto, Tyler Robison, Sandra B. Fan:
A game-building environment for research in collaborative design.
96-103

- Marcin Grzegorz Szubert, Wojciech Jaskowski, Krzysztof Krawiec:
Coevolutionary Temporal Difference Learning for Othello.
104-111

- Belal Al-Khateeb, Graham Kendall:
Introducing a round robin tournament into Blondie24.
112-116

- Jacek Mandziuk, Krzysztof Mossakowski:
Neural networks compete with expert human players in solving the Double Dummy Bridge Problem.
117-124

- Garrett Nicolai, Robert J. Hilderman:
No-Limit Texas Hold'em Poker agents created with evolutionary neural networks.
125-131

- Chris Pedersen, Julian Togelius, Georgios N. Yannakakis:
Modeling player experience in Super Mario Bros.
132-139

- Ben George Weber, Michael Mateas:
A data mining approach to strategy prediction.
140-147

- Luigi Cardamone, Daniele Loiacono, Pier Luca Lanzi:
Learning drivers for TORCS through imitation using supervised methods.
148-155

- Julian Togelius, Sergey Karakovskiy, Jan Koutník, Jürgen Schmidhuber:
Super mario evolution.
156-161

- Lori L. DeLooze, Wesley R. Viner:
Fuzzy Q-learning in a nondeterministic environment: developing an intelligent Ms. Pac-Man agent.
162-169

- Ben Cowley, Darryl Charles, Michaela M. Black, Ray J. Hickey:
Analyzing player behavior in Pacman using feature-driven decision theoretic predictive modeling.
170-177

- Maarten P. D. Schadd, Mark H. M. Winands, Jos W. H. M. Uiterwijk:
CHANCEPROBCUT: Forward pruning in chance nodes.
178-185

- Nicola Basilico, Nicola Gatti, Thomas Rossi:
Capturing augmented sensing capabilities and intrusion delay in patrolling-intrusion games.
186-193

- Michele Pace:
How a genetic algorithm learns to play Traveler's Dilemma by choosing dominated strategies to achieve greater payoffs.
194-200

- Wojciech Jaskowski, Krzysztof Krawiec:
Formal analysis and algorithms for extracting coordinate systems of games.
201-208

- Markus Kemmerling, Niels Ackermann, Nicola Beume, Mike Preuss, Sebastian Uellenbeck, Wolfgang Walz:
Is human-like and well playing contradictory for Diplomacy bots?
209-216

- Raúl Arrabales Moreno, Agapito Ledezma, Araceli Sanchís:
Towards conscious-like behavior in computer game characters.
217-224

- Manish Mehta, Andrea Corradini:
Evaluation of a domain independent approach to natural language processing for game-like user interfaces.
225-232

- Francesco Bellotti, Riccardo Berta, Alessandro De Gloria, Ludovica Primavera:
A task annotation model for Sandbox Serious Games.
233-240

- Erin J. Hastings, Ratan K. Guha, Kenneth O. Stanley:
Evolving content in the Galactic Arms Race video game.
241-248

- David Robles, Simon M. Lucas:
A simple tree search method for playing Ms. Pac-Man.
249-255

- Enrique Onieva, David A. Pelta, Javier Alonso, Vicente Milanés, Joshué Pérez:
A modular parametric architecture for the TORCS racing engine.
256-262

- Diego Perez, Gustavo Recio, Yago Sáez, Pedro Isasi:
Evolving a fuzzy controller for a Car Racing Competition.
263-270

- Jorge Muñoz, Germán Gutiérrez, Araceli Sanchís:
Controller for TORCS created by imitation.
271-278

- Marc Ebner, Thorsten Tiede:
Evolving driving controllers using Genetic Programming.
279-286

- Matt Parker, Bobby D. Bryant:
Backpropagation without human supervision for visual control in Quake II.
287-293

- Niels van Hoorn, Julian Togelius, Jürgen Schmidhuber:
Hierarchical controller learning in a First-Person Shooter.
294-301

- Joost Westra, Frank Dignum:
Evolutionary neural networks for Non-Player Characters in Quake III.
302-309

- Luca Galli, Daniele Loiacono, Pier Luca Lanzi:
Learning a context-aware weapon selection policy for Unreal Tournament III.
310-316

- Martin V. Butz, Thies D. Lönneker:
Optimized sensory-motor couplings plus strategy extensions for the TORCS car racing challenge.
317-324

- Jacob Schrum, Risto Miikkulainen:
Evolving multi-modal behavior in NPCs.
325-332

- Tommy Thompson, John Levine:
Realtime execution of automated plans using evolutionary robotics.
333-340

- Phillipa Avery, Sushil J. Louis, Benjamin Avery:
Evolving coordinated spatial tactics for autonomous entities using influence maps.
341-348

- Haiqing Wang, Omar N. Malik, Alexander Nareyek:
Multi-unit tactical pathplanning.
349-354

- Attala Malik, Jörg Denzinger:
Improving testing of multi-unit computer players for unwanted behavior using coordination macros.
355-362

- Tommy Thompson, Fraser Milne, Alastair Andrew, John Levine:
Improving control through subsumption in the EvoTanks domain.
363-370

- David Keaveney, Colm O'Riordan:
Evolving robust strategies for an abstract real-time strategy game.
371-378

- José Roberto Mercado Vega, Zvi Retchkiman Königsberg:
Modeling the game of Arimaa with Linguistic Geometry.
379-386

- Amine M. Boumaza:
On the evolution of artificial Tetris players.
387-393

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