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IEEE Transactions on Computational Intelligence and AI in Games

Issue 3 • Sept. 2009

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Displaying Results 1 - 9 of 9
  • 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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  • A Turing Test for Computer Game Bots

    Publication Year: 2009, Page(s):169 - 186
    Cited by:  Papers (40)
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (919 KB) | HTML iconHTML

    In this paper, a version of the Turing Test is proposed, to test the ability of computer game playing agents (ldquobotsrdquo) to imitate human game players. The proposed test has been implemented as a bot design and programming competition, the 2K BotPrize Contest. The results of the 2008 competition are presented and analyzed. We find that the Test is challenging, but that current techniques show... View full abstract»

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  • Runtime Behavior Adaptation for Real-Time Interactive Games

    Publication Year: 2009, Page(s):187 - 199
    Cited by:  Papers (5)
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (1484 KB) | HTML iconHTML

    Intelligent agents working in real-time domains need to adapt to changing circumstance so that they can improve their performance and avoid their mistakes. AI agents designed for interactive games, however, typically lack this ability. Game agents are traditionally implemented using static, hand-authored behaviors or scripts that are brittle to changing world dynamics and cause a break in player e... View full abstract»

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  • Planning-Based Narrative Generation in Simulated Game Universes

    Publication Year: 2009, Page(s):200 - 213
    Cited by:  Papers (6)
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (878 KB) | HTML iconHTML

    An agent-based social simulation is one way to add a story to simulated game universes within the game mechanics while preserving the autonomy of nonplay characters (NPCs). In this paper, we add a social reasoning element behind NPC actions to make their plans more story like. An AI planner is developed to combine plan search and logic inference about others' minds. An NPC agent equipped with the ... View full abstract»

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  • Relationship Between Generalization and Diversity in Coevolutionary Learning

    Publication Year: 2009, Page(s):214 - 232
    Cited by:  Papers (13)
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (915 KB) | HTML iconHTML

    Games have long played an important role in the development and understanding of coevolutionary learning systems. In particular, the search process in coevolutionary learning is guided by strategic interactions between solutions in the population, which can be naturally framed as game playing. We study two important issues in coevolutionary learning - generalization performance and diversity - usi... View full abstract»

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  • Proactive Mediation in Plan-Based Narrative Environments

    Publication Year: 2009, Page(s):233 - 244
    Cited by:  Papers (1)
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (508 KB) | HTML iconHTML

    In interactive plan-based narrative environments, users' actions must be monitored to ensure that conditions necessary for the execution of narrative plans are not compromised. In the Zocalo system, management of user actions has been performed on a reactionary basis by a process called mediation. In this paper, we describe an extension to this approach, proactive mediation, which calculate... View full abstract»

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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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    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