IEEE Transactions on Computational Intelligence and AI in Games

Issue 4 • Dec. 2017

Sign In

Cookies must be enabled to login.After enabling cookies , please use refresh or reload or ctrl+f5 on the browser for the login options.

The purchase and pricing options are temporarily unavailable. Please try again later.

Filter Results

Displaying Results 1 - 16 of 16
  • Table of Contents

    Publication Year: 2017, Page(s): C1
    Request permission for commercial reuse | PDF file iconPDF (251 KB)
    Freely Available from IEEE
  • IEEE Transactions on Computational Intelligence and AI in Games

    Publication Year: 2017, Page(s): C2
    Request permission for commercial reuse | PDF file iconPDF (56 KB)
    Freely Available from IEEE
  • Changing Resources Available to Game Playing Agents: Another Relevant Design Factor in Agent Experiments

    Publication Year: 2017, Page(s):321 - 332
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (1154 KB) | HTML iconHTML

    The iterated prisoner's dilemma is a simultaneous two-player game widely used in studies on cooperation and conflict. Recent research has demonstrated that a number of factors change the behavior of evolved agents in a manner not consistent with controlled studies. This study extends a preliminary exploration of the impact of changing the level of computational or informational resources av... View full abstract»

    Full text access may be available. Click article title to sign in or learn about subscription options.
  • Effects of Gender on Perception and Interpretation of Video Game Character Behavior and Emotion

    Publication Year: 2017, Page(s):333 - 341
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (376 KB) | HTML iconHTML

    Gender in video games is a popular topic. However, the focus is usually on how gender is portrayed within games. In this paper, we examine the effects of players' gender on the perception of virtual character behavior and emotion based on the results of two user studies involving story-based games. The first study compared players' perception of virtual character behaviors. We analyzed perceived d... View full abstract»

    Full text access may be available. Click article title to sign in or learn about subscription options.
  • Error Analysis in an Automated Narrative Information Extraction Pipeline

    Publication Year: 2017, Page(s):342 - 353
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (583 KB) | HTML iconHTML

    In this paper, we present our method for automatically extracting narrative information of characters and their narrative roles from natural language stories. In our corpus of 15 unannotated folk tales, our Voz system identifies 87% of the characters in the stories and correctly assigns 68% of the character roles. To better understand the sources of error in our syst... View full abstract»

    Full text access may be available. Click article title to sign in or learn about subscription options.
  • A User Trust System for Online Games—Part II: A Subjective Logic Approach for Trust Inference

    Publication Year: 2017, Page(s):354 - 368
    Cited by:  Papers (1)
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (1835 KB) | HTML iconHTML

    Representing, manipulating, and inferring trust from the user point of view certainly is a grand challenge in virtual worlds, including online games. When someone meets an unknown individual, the question is “Can I trust him/her or not?” This requires the user to have access to a representation of trust about others, as well as a set of operators to undertake inference about the trus... View full abstract»

    Full text access may be available. Click article title to sign in or learn about subscription options.
  • Multistage Temporal Difference Learning for 2048-Like Games

    Publication Year: 2017, Page(s):369 - 380
    Cited by:  Papers (1)
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (3048 KB) | HTML iconHTML

    Szubert and Jaśkowski successfully used temporal difference (TD) learning together with n -tuple networks for playing the game 2048. However, we observed a phenomenon that the programs based on TD learning still hardly reach large tiles. In this paper, we propose multistage TD (MS-TD) learning, a kind of hierarchical reinforcement learning method, to effectively improve the... View full abstract»

    Full text access may be available. Click article title to sign in or learn about subscription options.
  • Leveraging Intention Revision in Narrative Planning to Create Suspenseful Stories

    Publication Year: 2017, Page(s):381 - 392
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (1044 KB) | HTML iconHTML

    Character intention revision is an essential component of stories, but it has yet to be incorporated into story generation systems. However, intentionality, one component of intention revision, has been explored in both narrative generation and logical formalisms. The intention revision in storytelling (IRIS) system adopts the belief/desire/intention framework of intentionality from logical formal... View full abstract»

    Full text access may be available. Click article title to sign in or learn about subscription options.
  • Accelerating Board Games Through Hardware/Software Codesign

    Publication Year: 2017, Page(s):393 - 401
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (453 KB) | HTML iconHTML

    Board games applications usually offer a great user experience when running on desktop computers. Powerful high-performance processors working without energy restrictions successfully deal with the exploration of large game trees, delivering strong play to satisfy demanding users. However, nowadays, more and more game players are running these games on smartphones and tablets, where the lower comp... View full abstract»

    Full text access may be available. Click article title to sign in or learn about subscription options.
  • Multiagent Path Finding With Persistence Conflicts

    Publication Year: 2017, Page(s):402 - 409
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (606 KB) | HTML iconHTML

    Multiagent path finding is the problem of finding paths for a set of agents—one for each agent—in a graph that the agents navigate simultaneously. Agents must navigate from their individual start to goal vertices without any collision. We argue that the prevalent treatment of path conflicts in the literature is incomplete for applications, such as computer games and crowd simulations... View full abstract»

    Full text access may be available. Click article title to sign in or learn about subscription options.
  • Learning to Generate Video Game Maps Using Markov Models

    Publication Year: 2017, Page(s):410 - 422
    Cited by:  Papers (1)
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (908 KB) | HTML iconHTML

    Procedural content generation has become a popular research topic in recent years. However, most content generation systems are specialized to a single game. We are interested in methods that can generate content for a wide variety of games without a game-specific algorithm design. Statistical approaches are a promising avenue for such generators and, more specifically, map generators. In this pap... View full abstract»

    Full text access may be available. Click article title to sign in or learn about subscription options.
  • Creating AI Characters for Fighting Games Using Genetic Programming

    Publication Year: 2017, Page(s):423 - 434
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (831 KB) | HTML iconHTML

    This paper proposes a character generation approach for the M.U.G.E.N. fighting game that can create engaging AI characters using a computationally cheap process without the intervention of the expert developer. The approach uses a genetic programming algorithm that refines randomly generated character strategies into better ones using tournament selection. The generated AI charac... View full abstract»

    Full text access may be available. Click article title to sign in or learn about subscription options.
  • Become a published author in 4 to 6 weeks

    Publication Year: 2017, Page(s): 435
    Request permission for commercial reuse | PDF file iconPDF (790 KB)
    Freely Available from IEEE
  • Introducing IEEE Collabratec

    Publication Year: 2017, Page(s): 436
    Request permission for commercial reuse | PDF file iconPDF (1855 KB)
    Freely Available from IEEE
  • IEEE Computational Intelligence Society

    Publication Year: 2017, Page(s): C3
    Request permission for commercial reuse | PDF file iconPDF (58 KB)
    Freely Available from IEEE
  • Information for Authors

    Publication Year: 2017, Page(s): C4
    Request permission for commercial reuse | PDF file iconPDF (43 KB)
    Freely Available from IEEE

Aims & Scope

The IEEE Transactions on Computational Intelligence and AI in Games (T-CIAIG) publishes archival journal quality original papers in computational intelligence and related areas in artificial intelligence applied to games, including but not limited to videogames, mathematical games, human–computer interactions in games, and games involving physical objects. Emphasis is placed on the use of these methods to improve performance in and understanding of the dynamics of games, as well as gaining insight into the properties of the methods as applied to games. It also includes using games as a platform for building intelligent embedded agents for the real world. Papers connecting games to all areas of computational intelligence and traditional AI are considered.

Full Aims & Scope

Meet Our Editors

Editor-in-Chief
Graham Kendall
The University of Nottingham
Jalan Broga, 43500 Semenyih
Selangor Darul Ehsan, Malaysia
Tel.: +6(30) 8924 8306
Fax: +6(30) 8924 8299
graham.kendall@nottingham.ac.uk
http://www.graham-kendall.com

Editorial Assistant
Wendy Knibb
wendy.knibb@gmail.com