CIG 2010:
Copenhagen, Denmark
Georgios N. Yannakakis, Julian Togelius (Eds.):
Proceedings of the 2010 IEEE Conference on Computational Intelligence and Games, CIG 2010, Copenhagen, Denmark, 18-21 August, 2010.
IEEE 2010, ISBN 978-1-4244-6295-7
Papers
- Eric Beaudry, Francis Bisson, Simon Chamberland, Froduald Kabanza:
Using Markov decision theory to provide a fair challenge in a roll-and-move board game.
1-8

- Ondrej Vanek, Branislav Bosanský, Michal Jakob, Michal Pechoucek:
Transiting areas patrolled by a mobile adversary.
9-16

- Anton Chertov, Ziad Kobti, Scott D. Goodwin:
Weighted SCAN for modeling cooperative group role dynamics.
17-22

- Yuji Sato, Hazuki Inoue:
Solving Sudoku with genetic operations that preserve building blocks.
23-29

- Amit Benbassat, Moshe Sipper:
Evolving Lose-Checkers players using genetic programming.
30-37

- Juan Julián Merelo Guervós, Antonio Miguel Mora, Thomas Philip Runarsson, Carlos Cotta:
Assessing efficiency of different evolutionary strategies playing MasterMind.
38-45

- Simon Butler, Yiannis Demiris:
Partial observability during predictions of the opponent's movements in an RTS game.
46-53

- Jeffrey Tsang:
The structure of a depth-3 lookup table representation for Prisoner's Dilemma.
54-61

- Chern Kuan Goh, Alexander Nareyek:
Pleasure propagation to reward predictors.
62-68

- Jongwon Yoon, Su-Hyung Jang, Sung-Bae Cho:
Enhanced user immersive experience with a virtual reality based FPS game interface.
69-74

- Florent Levillain, Joseph Onderi Orero, Maria Rifqi, Bernadette Bouchon-Meunier:
Characterizing player's experience from physiological signals using fuzzy decision trees.
75-82

- Slawomir Bojarski, Clare Bates Congdon:
REALM: A rule-based evolutionary computation agent that learns to play Mario.
83-90

- Adam M. Smith, Mark J. Nelson, Michael Mateas:
LUDOCORE: A logical game engine for modeling videogames.
91-98

- Bobby D. Bryant:
Virtual bagging for an evolved agent controller.
99-106

- Aditya Rawal, Padmini Rajagopalan, Risto Miikkulainen:
Constructing competitive and cooperative agent behavior using coevolution.
107-114

- Ben George Weber, Peter A. Mawhorter, Michael Mateas, Arnav Jhala:
Reactive planning idioms for multi-scale game AI.
115-122

- Enrique Onieva, Luigi Cardamone, Daniele Loiacono, Pier Luca Lanzi:
Overtaking opponents with blocking strategies using fuzzy logic.
123-130

- Markus Kemmerling, Mike Preuss:
Automatic adaptation to generated content via car setup optimization in TORCS.
131-138

- Johan Hagelbäck, Stefan J. Johansson:
A study on human like characteristics in real time strategy games.
139-145

- Greg Smith, Phillipa Avery, Ramona Houmanfar, Sushil J. Louis:
Using co-evolved RTS opponents to teach spatial tactics.
146-153

- Vincent Scesa, Clément Raïevsky, Stéphane Sanchez, Hervé Luga, Yves Duthen:
Rule fusion for the imitation of a human tutor.
154-161

- David Lupien St-Pierre, Mark H. M. Winands, David A. Watt:
A selective move generator for the game axis and allies.
162-169

- Christian Thurau, Christian Bauckhage:
Analyzing the Evolution of Social Groups in World of Warcraft®.
170-177

- Tobias Mahlmann, Anders Drachen, Julian Togelius, Alessandro Canossa, Georgios N. Yannakakis:
Predicting player behavior in Tomb Raider: Underworld.
178-185

- Kyong Jin Shim, Jaideep Srivastava:
Behavioral profiles of character types in EverQuest II.
186-194

- Laetitia Chapel, Dmitri Botvich, David Malone:
Probabilistic approaches to cheating detection in online games.
195-201

- Jahn-Takeshi Saito, Mark H. M. Winands:
Paranoid Proof-Number Search.
203-210

- Viliam Lisý, Branislav Bosanský, Roman Vaculín, Michal Pechoucek:
Agent subset adversarial search for complex non-cooperative domains.
211-218

- Daniel A. Ashlock, Eun-Youn Kim, Wendy Ashlock:
A fingerprint comparison of different Prisoner's Dilemma payoff matrices.
219-226

- Garry W. Greenwood:
Evolving N-person social dilemma strategies to resolve questions on participation in climate change programs.
227-234

- Ruck Thawonmas, Takashi Ashida:
Evolution strategy for optimizing parameters in Ms Pac-Man controller ICE Pambush 3.
235-240

- Antonio Miguel Mora, M. A. Moreno, Juan Julián Merelo Guervós, Pedro A. Castillo, Maribel García Arenas, Juan Luís Jiménez Laredo:
Evolving the cooperative behaviour in Unreal™ bots.
241-248

- Matthew Patrick:
Online evolution in Unreal Tournament 2004.
249-256

- Frederick William Poe Heckel, G. Michael Youngblood, Nikhil S. Ketkar:
Representational complexity of reactive agents.
257-264

- Julian Togelius, Mike Preuss, Nicola Beume, Simon Wessing, Johan Hagelbäck, Georgios N. Yannakakis:
Multiobjective exploration of the StarCraft map space.
265-272

- Adam M. Smith, Michael Mateas:
Variations Forever: Flexibly generating rulesets from a sculptable design space of mini-games.
273-280

- Christoph Salge, Tobias Mahlmann:
Relevant Information as a formalised approach to evaluate game mechanics.
281-288

- Daniel A. Ashlock:
Automatic generation of game elements via evolution.
289-296

- Anja Johansson, Pierangelo Dell'Acqua:
Introducing time in emotional behavior networks.
297-304

- Cyril Brom, Ondrej Burkert, Rudolf Kadlec:
Timing in episodic memory for virtual characters.
305-312

- Héctor Perez Martínez, Kenneth Hullett, Georgios N. Yannakakis:
Extending neuro-evolutionary preference learning through player modeling.
313-320

- Simone Tognetti, Maurizio Garbarino, Andrea Bonarini, Matteo Matteucci:
Modeling enjoyment preference from physiological responses in a car racing game.
321-328

- Giovanni Acampora, Fabio Ferraguto, Vincenzo Loia:
Synthesizing bots emotional behaviors through fuzzy cognitive processes.
329-336

- Rafael Bidarra, Robert Schaap, Kim Goossens:
Growing on the inside: Soulful characters for video games.
337-344

- Philip Hingston:
A new design for a Turing Test for Bots.
345-350

- Peter A. Mawhorter, Michael Mateas:
Procedural level generation using occupancy-regulated extension.
351-358

- Fabien Teytaud, Olivier Teytaud:
On the huge benefit of decisive moves in Monte-Carlo Tree Search algorithms.
359-364

- Spyridon Samothrakis, David Robles, Simon M. Lucas:
A UCT agent for Tron: Initial investigations.
365-371

- Simon M. Lucas:
Estimating learning rates in evolution and TDL: Results on a simple grid-world problem.
372-379

- Christopher J. Hanna, Ray J. Hickey, Darryl Charles, Michaela M. Black:
Modular Reinforcement Learning architectures for artificially intelligent agents in complex game environments.
380-387

- Luigi Cardamone, Daniele Loiacono, Pier Luca Lanzi, Alessandro Pietro Bardelli:
Searching for the optimal racing line using genetic algorithms.
388-394

- Jan Quadflieg, Mike Preuss, Oliver Kramer, Günter Rudolph:
Learning the track and planning ahead in a car racing controller.
395-402

- Paolo Burelli, Georgios N. Yannakakis:
Combining local and global optimisation for virtual camera control.
403-410

- Paolo Ciancarini, Gian Piero Favini:
Retrograde Analysis of Kriegspiel endgames.
411-418

- Aswin Thomas Abraham, Kevin McGee:
AI for dynamic team-mate adaptation in games.
419-426

- María Arinbjarnar, Daniel Kudenko:
Bayesian networks: Real-time applicable decision mechanisms for intelligent agents in interactive drama.
427-434

- Jichen Zhu, Santiago Ontañón:
Story representation in analogy-based story generation in Riu.
435-442

- Anna Syberfeldt, Sanny Syberfeldt:
A serious game for understanding artificial intelligence in production optimization.
443-449

- Joost Westra, Frank Dignum, Virginia Dignum:
Keeping the trainee on track.
450-457

- Emilio Martín, Moisés Martínez, Gustavo Recio, Yago Sáez:
Pac-mAnt: Optimization based on ant colonies applied to developing an agent for Ms. Pac-Man.
458-464

- Nathaniel Bell, Xinghong Fang, Rory Hughes, Graham Kendall, Edward O'Reilly, Shenghui Qiu:
Ghost direction detection and other innovations for Ms. Pac-Man.
465-472

- Jorge Muñoz, Germán Gutiérrez, Araceli Sanchís:
A human-like TORCS controller for the Simulated Car Racing Championship.
473-480

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