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Computational Intelligence and AI in Games, IEEE Transactions on

Issue 4 • Date Dec. 2009

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Displaying Results 1 - 12 of 12
  • 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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  • Automatic Content Generation in the Galactic Arms Race Video Game

    Publication Year: 2009 , Page(s): 245 - 263
    Cited by:  Papers (13)
    Save to Project icon | Request Permissions | Click to expandAbstract | PDF file iconPDF (1655 KB) |  | HTML iconHTML  

    Simulation and game content includes the levels, models, textures, items, and other objects encountered and possessed by players during the game. In most modern video games and in simulation software, the set of content shipped with the product is static and unchanging, or at best, randomized within a narrow set of parameters. However, ideally, if game content could be constantly and automatically... View full abstract»

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  • Adaptive Experience Engine for Serious Games

    Publication Year: 2009 , Page(s): 264 - 280
    Cited by:  Papers (10)
    Save to Project icon | Request Permissions | Click to expandAbstract | PDF file iconPDF (1709 KB) |  | HTML iconHTML  

    Designing games that support knowledge and skill acquisition has become a promising frontier of education techniques, since games are able to capture the user concentration for long periods and can present users with realistic and compelling challenges. In this scenario, there is a need for scientific and engineering methods to build games not only as more realistic simulations of the physical wor... View full abstract»

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  • Simulation of the Dynamics of Nonplayer Characters' Emotions and Social Relations in Games

    Publication Year: 2009 , Page(s): 281 - 297
    Cited by:  Papers (3)
    Save to Project icon | Request Permissions | Click to expandAbstract | PDF file iconPDF (6238 KB) |  | HTML iconHTML  

    One of the main challenges faced by the video game industry is to give life to believable nonplayer characters (NPCs). Research shows that emotions play a key role in determining the behavior of individuals. In order to improve the believability of NPCs' behavior, we propose in this paper a model of the dynamics of emotions taking into account the personality and the social relations of the... View full abstract»

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  • Query-Enabled Behavior Trees

    Publication Year: 2009 , Page(s): 298 - 308
    Cited by:  Papers (3)
    Save to Project icon | Request Permissions | Click to expandAbstract | PDF file iconPDF (1142 KB) |  | HTML iconHTML  

    Artificial intelligence in games is typically used for creating player's opponents. Manual editing of intelligent behaviors for nonplayer characters (NPCs) of games is a cumbersome task that needs experienced designers. Our research aims to assist designers in this task. Behaviors typically use recurring patterns, so that experience and reuse are crucial aspects for behavior design. The use of hie... View full abstract»

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  • Generation of Adaptive Dilemma-Based Interactive Narratives

    Publication Year: 2009 , Page(s): 309 - 326
    Cited by:  Papers (5)
    Save to Project icon | Request Permissions | Click to expandAbstract | PDF file iconPDF (485 KB) |  | HTML iconHTML  

    The generator of adaptive dilemma-based interactive narratives (GADIN) presented in this paper dynamically generates interactive narratives which are focused on dilemmas to create dramatic tension. The system is provided with knowledge of generic story actions and dilemmas based on those clichE??s encountered in many storytelling domains. The domain designer is only required to provide domain-spec... View full abstract»

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  • Special issue on Monte Carlo techniques and computer go

    Publication Year: 2009 , Page(s): 327
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  • IEEE Symposium on Computational Intelligence and Games (CIG2010)

    Publication Year: 2009 , Page(s): 328
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  • 2009 Index IEEE Transactions on Computational Intelligence and AI in Games Vol. 1

    Publication Year: 2009 , Page(s): 1 - 4
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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