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IEEE Transactions on Computational Intelligence and AI in Games

Issue 1 • Date March 2009

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Displaying Results 1 - 15 of 15
  • Table of contents

    Publication Year: 2009, Page(s): C1
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  • IEEE Transactions on Computational Intelligence and AI in Games publication information

    Publication Year: 2009, Page(s): C2
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  • Computational Intelligence and AI in Games: A New IEEE Transactions

    Publication Year: 2009, Page(s):1 - 3
    Cited by:  Papers (3)
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (252 KB) | HTML iconHTML

    The author first provides an overview of computational intelligence and AI in games. Then he describes the new IEEE Transactions, which will publish archival quality original papers in all aspects of computational intelligence and AI related to all types of games. To name some examples, these include computer and video games, board games, card games, mathematical games, games that model economies ... View full abstract»

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  • CadiaPlayer: A Simulation-Based General Game Player

    Publication Year: 2009, Page(s):4 - 15
    Cited by:  Papers (29)
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (835 KB) | HTML iconHTML

    The aim of general game playing (GGP) is to create intelligent agents that can automatically learn how to play many different games at an expert level without any human intervention. The traditional design model for GGP agents has been to use a minimax-based game-tree search augmented with an automatically learned heuristic evaluation function. The first successful GGP agents all followed that app... View full abstract»

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  • Effective and Diverse Adaptive Game AI

    Publication Year: 2009, Page(s):16 - 27
    Cited by:  Papers (4)
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (1762 KB) | HTML iconHTML

    Adaptive techniques tend to converge to a single optimum. For adaptive game AI, such convergence is often undesirable, as repetitive game AI is considered to be uninteresting for players. In this paper, we propose a method for automatically learning diverse but effective macros that can be used as components of adaptive game AI scripts. Macros are learned by a cross-entropy method (CEM). This is a... View full abstract»

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  • Extending the Applicability of Pattern and Endgame Databases

    Publication Year: 2009, Page(s):28 - 38
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (763 KB) | HTML iconHTML

    For most high-performance two-player game programs, a significant amount of time is devoted to developing the evaluation function. An important issue in this regard is how to take advantage of a large memory. For some two-player games, endgame databases have been an effective way of reducing search effort and introducing accurate values into the search. For some one-player games (single-agent doma... View full abstract»

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  • Lightweight Procedural Animation With Believable Physical Interactions

    Publication Year: 2009, Page(s):39 - 49
    Cited by:  Papers (1)
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (423 KB) | HTML iconHTML

    In this paper, we describe Twig, a fast, AI-friendly procedural animation system that supports easy authoring of new behaviors. The system provides a simplified dynamic simulation that is specifically designed to be easy to control. Characters are controlled by applying external forces directly to body parts, rather than by simulating joint torques. This ldquopuppetry-stylerdquo of control ... View full abstract»

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  • Effects of Shared Perception on the Evolution of Squad Behaviors

    Publication Year: 2009, Page(s):50 - 62
    Cited by:  Papers (3)
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (1374 KB) | HTML iconHTML

    As the nonplayable characters (NPCs) of squad-based shooter computer games share a common goal, they should work together in teams and display cooperative behaviors that are tactically sound. Our research examines genetic programming (GP) as a technique to automatically develop effective squad behaviors for shooter games. GP has been used to evolve teams capable of defeating a single powerf.ul ene... View full abstract»

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  • Learning Finite-State Machine Controllers From Motion Capture Data

    Publication Year: 2009, Page(s):63 - 72
    Cited by:  Papers (1)
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (580 KB) | HTML iconHTML

    With characters in computer games and interactive media increasingly being based on real actors, the individuality of an actor's performance should not only be reflected in the appearance and animation of the character but also in the AI that governs the character's behavior and interactions with the environment. Machine learning methods applied to motion capture data provide a way of doing this. ... View full abstract»

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  • The Computational Intelligence of MoGo Revealed in Taiwan's Computer Go Tournaments

    Publication Year: 2009, Page(s):73 - 89
    Cited by:  Papers (30)
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (3878 KB) | HTML iconHTML

    In order to promote computer Go and stimulate further development and research in the field, the event activities, Computational Intelligence Forum and World 9times9 Computer Go Championship, were held in Taiwan. This study focuses on the invited games played in the tournament Taiwanese Go players versus the computer program MoGo held at the National University of Tainan (NUTN), Tainan, Taiwan. Se... View full abstract»

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  • Please Join Us at Stanford for AIIDE-09!

    Publication Year: 2009, Page(s): 90
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  • IEEE Transactions on Autonomous Mental Development (TAMD)

    Publication Year: 2009, Page(s): 91
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    Freely Available from IEEE
  • IEEE Symposium on Computational Intelligence & Games (CIG-2009)

    Publication Year: 2009, Page(s): 92
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  • IEEE Computational Intelligence Society Information

    Publication Year: 2009, Page(s): C3
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  • IEEE Transactions on Computational Intelligence and AI in Games Information for authors

    Publication Year: 2009, 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