IEEE Transactions on Computational Intelligence and AI in Games

Issue 3 • Sept. 2017

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Displaying Results 1 - 12 of 12
  • Table of Contents

    Publication Year: 2017, Page(s): C1
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  • IEEE Transactions on Computational Intelligence and AI in Games

    Publication Year: 2017, Page(s): C2
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  • Design and Evaluation of a Data-Driven Scenario Generation Framework for Game-Based Training

    Publication Year: 2017, Page(s):213 - 226
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (1889 KB) | HTML iconHTML

    Generating suitable game scenarios that can cater for individual players has become an emerging challenge in procedural content generation. In this paper, we propose a data-driven scenario generation framework for game-based training. An evolutionary scenario generation process is designed with a fitness evaluation methodology that integrates the processes of AI player modeling, simulation and mod... View full abstract»

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  • Evolutionary Behavior Tree Approaches for Navigating Platform Games

    Publication Year: 2017, Page(s):227 - 238
    Cited by:  Papers (2)
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (1079 KB) | HTML iconHTML

    Computer games are highly dynamic environments, where players are faced with a multitude of potentially unseen scenarios. In this paper, AI controllers are applied to the Mario AI benchmark platform, by using the grammatical evolution system to evolve behavior tree structures. These controllers are either evolved to both deal with navigation and reactiveness to elements of the game or used in conj... View full abstract»

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  • A Survey on Story Generation Techniques for Authoring Computational Narratives

    Publication Year: 2017, Page(s):239 - 253
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (324 KB) | HTML iconHTML

    Computers are often used as tools to design, implement, and even visualize a variety of narrative forms. Many researchers and artists are now further attempting to engage the computer actively throughout the development of the narrative itself. Any form of computational narrative authoring is at some level always mixed-initiative , meaning that the processing capabilities of the computer are utili... View full abstract»

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  • The ANGELINA Videogame Design System—Part II

    Publication Year: 2017, Page(s):254 - 266
    Cited by:  Papers (3)
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (1448 KB) | HTML iconHTML

    Procedural content generation is generally viewed as a means to an end-a tool employed by designers to overcome technical problems or achieve a particular design goal. When we move from generating single parts of games to automating the entirety of their design, however, we find ourselves facing a far wider and more interesting set of problems than mere generation. When the designer of a game is a... View full abstract»

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  • Game Factors Influencing Players to Continue Playing Online Pets

    Publication Year: 2017, Page(s):267 - 276
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (174 KB) | HTML iconHTML

    Online pet games emphasize the enjoyment of raising a pet, social interaction, and expression of the personality. Players often obtain a sense of satisfaction and develop companionship with their pets. However, the question pertinent to why people continue playing with online pets is still unclear. The answer of this question can help developers improve game designs. The flow experience is a facto... View full abstract»

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  • Understanding the Interplay of Model Complexity and Fidelity in Multiagent Systems via an Evolutionary Framework

    Publication Year: 2017, Page(s):277 - 289
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (526 KB) | HTML iconHTML

    Modern video games come with highly realistic graphics enabling the players to interact with visually rich virtual worlds. Realistic (life-like) animation of nonplayer characters (NPCs) in such virtual worlds is particularly important to enhance the gaming experience. Multiagent systems are one effective approach to synthesize life-like behaviors and interactions by codifying simple rules into NPC... View full abstract»

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  • Ahura: A Heuristic-Based Racer for the Open Racing Car Simulator

    Publication Year: 2017, Page(s):290 - 304
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (1026 KB) | HTML iconHTML

    Designing automatic drivers for car racing is an active field of research in the area of robotics and artificial intelligence. A controller called Ahura (a heuristic-based racer) for the open racing car simulator is proposed in this paper. Ahura includes five modules, namely steer controller, speed controller, opponent manager, dynamic adjuster, and stuck handler. These modules have 23 parameters ... View full abstract»

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  • A User Trust System for Online Games—Part I: An Activity Theory Approach for Trust Representation

    Publication Year: 2017, Page(s):305 - 320
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (1371 KB) | HTML iconHTML

    In virtual worlds (including computer games), users develop trust relationships from their in-world interactions with others. However, these trust relationships end up not being represented in the data structures (or databases) of such virtual worlds, though they sometimes appear associated with reputation and recommendation systems. In addition, as far as we know, the user is not provided with a ... View full abstract»

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  • IEEE Computational Intelligence Society

    Publication Year: 2017, Page(s): C3
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  • Information for Authors

    Publication Year: 2017, Page(s): C4
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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