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IEEE Transactions on Computational Intelligence and AI in Games

Issue 2 • June 2010

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Displaying Results 1 - 11 of 11
  • Table of contents

    Publication Year: 2010, Page(s): C1
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  • IEEE Transactions on Computational Intelligence and AI in Games publication information

    Publication Year: 2010, Page(s): C2
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  • Cinematic Visual Discourse: Representation, Generation, and Evaluation

    Publication Year: 2010, Page(s):69 - 81
    Cited by:  Papers (15)  |  Patents (1)
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (1039 KB) | HTML iconHTML

    In this paper, we present the design, implementation, and evaluation of an end-to-end camera planning system called Darshak. Darshak automatically constructs cinematic narrative discourse of a given story in a 3-D virtual environment. It utilizes a hierarchical partial-order causal link (POCL) planning algorithm to generate narrative plans that contain story events and camera directives for filmin... View full abstract»

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  • Towards Intelligent Team Composition and Maneuvering in Real-Time Strategy Games

    Publication Year: 2010, Page(s):82 - 98
    Cited by:  Papers (17)
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (2554 KB) | HTML iconHTML

    Players of real-time strategy (RTS) games are often annoyed by the inability of the game AI to select and move teams of units in a natural way. Units travel and battle separately, resulting in huge losses and the AI looking unintelligent, as can the choice of units sent to counteract the opponents. Players are affected as well as computer commanded factions because they cannot micromanage all team... View full abstract»

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  • Progress Through Uncertainty in Some Kriegspiel Endings

    Publication Year: 2010, Page(s):99 - 110
    Cited by:  Papers (2)
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (1264 KB) | HTML iconHTML

    Kriegspiel is a wargame based on the rules of Chess. In fact, the only difference between Kriegspiel and Chess is that each player does not know his opponent's moves: the two players use different boards. A player only knows the position of his own pieces, while his opponent's pieces are invisible. A referee maintains the full state of the game on a third board. He answ... View full abstract»

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  • Controlled Procedural Terrain Generation Using Software Agents

    Publication Year: 2010, Page(s):111 - 119
    Cited by:  Papers (23)
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (640 KB) | HTML iconHTML

    Procedural terrain generation is used to create landforms for applications such as computer games and flight simulators. While most of the existing work has concentrated on algorithms that generate terrain without input from the user, we explore a more controllable system that uses intelligent agents to generate terrain elevation heightmaps according to designer-defined constraints. This allows th... View full abstract»

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  • The Design of Puzzle Selection Strategies for ESP-Like GWAP Systems

    Publication Year: 2010, Page(s):120 - 130
    Cited by:  Papers (1)
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (549 KB) | HTML iconHTML

    The “games with a purpose” (GWAP) genre is a type of “human computation” that outsources certain steps of the computational process to humans. Although most GWAP studies focus on the design and analysis of GWAP systems, a systematic and thorough evaluation of existing systems is lacking. We address the issue in this paper. Taking the ESP game as an example, we propose a... View full abstract»

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  • The 2009 Simulated Car Racing Championship

    Publication Year: 2010, Page(s):131 - 147
    Cited by:  Papers (38)
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (1596 KB) | HTML iconHTML

    In this paper, we overview the 2009 Simulated Car Racing Championship-an event comprising three competitions held in association with the 2009 IEEE Congress on Evolutionary Computation (CEC), the 2009 ACM Genetic and Evolutionary Computation Conference (GECCO), and the 2009 IEEE Symposium on Computational Intelligence and Games (CIG). First, we describe the competition regulations and the software... View full abstract»

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  • Call for Participation - 2010 IEEE Conference on Computational Intelligence and Games (CIG)

    Publication Year: 2010, Page(s): 148
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  • IEEE Computational Intelligence Society Information

    Publication Year: 2010, Page(s): C3
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  • IEEE Transactions on Computational Intelligence and AI in Games Information for authors

    Publication Year: 2010, 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