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IEEE Transactions on Computational Intelligence and AI in Games

Issue 2 • Date June 2009

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Displaying Results 1 - 11 of 11
  • 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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  • Rapid and Reliable Adaptation of Video Game AI

    Publication Year: 2009, Page(s):93 - 104
    Cited by:  Papers (24)
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (689 KB) | HTML iconHTML

    Current approaches to adaptive game AI typically require numerous trials to learn effective behavior (i.e., game adaptation is not rapid). In addition, game developers are concerned that applying adaptive game AI may result in uncontrollable and unpredictable behavior (i.e., game adaptation is not reliable). These characteristics hamper the incorporation of adaptive game AI in commercially availab... View full abstract»

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  • Public Goods Provision: An Evolutionary Game Theoretic Study Under Asymmetric Information

    Publication Year: 2009, Page(s):105 - 120
    Cited by:  Papers (3)
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (1692 KB) | HTML iconHTML

    This paper presents an evolutionary, game theoretic approach to simulate and study the collective outcome of public goods (PG) provisioning in an agent-based model. Using asymmetric information as the basis for decision making, distinct groups are configured to interact in an iterated N player PG game, where coevolutionary learning is used as the adaptation tool to the dynamic environment. ... View full abstract»

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  • Real-Time Game Adaptation for Optimizing Player Satisfaction

    Publication Year: 2009, Page(s):121 - 133
    Cited by:  Papers (48)
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (821 KB) | HTML iconHTML

    A methodology for optimizing player satisfaction in games on the "playware" physical interactive platform is demonstrated in this paper. Previously constructed artificial neural network user models, reported in the literature, map individual playing characteristics to reported entertainment preferences for augmented-reality game players. An adaptive mechanism then adjusts controllable game paramet... View full abstract»

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  • Distributed Resource Allocation for Delay-Sensitive Services in Satellite Networks Using Game Theory

    Publication Year: 2009, Page(s):134 - 144
    Cited by:  Papers (2)
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (1112 KB) | HTML iconHTML

    In this paper, a resource allocation and call admission control scheme based on game theory for satellite networks operating above 10 GHz is introduced, taking into account the propagation conditions and large propagation delay. The resource allocation scheme based on a bargaining model, which may be completed in a very short time, seems to be suitable for providing emergency services. A distribut... View full abstract»

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  • Dynamic Intelligent Lighting for Directing Visual Attention in Interactive 3-D Scenes

    Publication Year: 2009, Page(s):145 - 153
    Cited by:  Papers (7)
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (479 KB) | HTML iconHTML

    Recent enhancements in real-time graphics have facilitated the design of high fidelity game environments with complex 3-D worlds inhabited by animated characters. Under such settings, it is hard, especially for the untrained eyes, to attend to an object of interest. Neuroscience research as well as film and theatre practice identified several visual properties, such as contrast, orientation, and c... View full abstract»

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  • Fingerprint Analysis of the Noisy Prisoner's Dilemma Using a Finite-State Representation

    Publication Year: 2009, Page(s):154 - 167
    Cited by:  Papers (30)
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (1115 KB) | HTML iconHTML

    Fingerprinting is a technique that permits automatic classification of strategies for playing a game. In this paper, the evolution of strategies for playing the iterated prisoner's dilemma (IPD) at three different noise levels is analyzed using fingerprinting and other techniques including a novel quantity, evolutionary velocity, derived from fingerprinting. The results are at odds with initial ex... View full abstract»

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  • Computational Intelligence and AI in Economic and Financial Games

    Publication Year: 2009, Page(s): 168
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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.

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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