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IEEE Transactions on Computational Intelligence and AI in Games

Issue 1 • Date March 2011

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Displaying Results 1 - 12 of 12
  • Table of contents

    Publication Year: 2011, Page(s): C1
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  • IEEE Transactions on Computational Intelligence and AI in Games publication information

    Publication Year: 2011, Page(s): C2
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  • Launchpad: A Rhythm-Based Level Generator for 2-D Platformers

    Publication Year: 2011, Page(s):1 - 16
    Cited by:  Papers (5)
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (2067 KB) | HTML iconHTML

    Launchpad is an autonomous level generator that is based on a formal model of 2-D platformer level design. Levels are built out of small segments called “rhythm groups,” which are generated using a two-tiered, grammar-based approach. These segments are pieced together into complete levels that are then rated according to a set of design heuristics. Generation can be controlled using ... View full abstract»

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  • Modeling the Dynamics of Coalition Formation Games for Cooperative Spectrum Sharing in an Interference Channel

    Publication Year: 2011, Page(s):17 - 30
    Cited by:  Papers (9)
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (2598 KB) | HTML iconHTML

    Although establishing cooperation in a wireless network is a dynamic process, most game theoretic coalition formation models proposed in the literature are static. We analyze a dynamic coalition formation game based on a Markovian model for the spectrum sharing problem in an interference channel. Our model is dynamic in the sense that distributed transmitter/receiver pairs, with partial channel kn... View full abstract»

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  • Effective Racing on Partially Observable Tracks: Indirectly Coupling Anticipatory Egocentric Sensors With Motor Commands

    Publication Year: 2011, Page(s):31 - 42
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (1498 KB) | HTML iconHTML

    The TORCS-based Simulated Car Racing Championship (SCRC) poses a demanding challenge for designing an effective racing car controller. Controllers do not receive any global track information, but only perceive simulated, car-centered sensory information about the current, local track properties and about surrounding opponents. Our racing controller, termed COgnitive BOdySpaces: TORCS-based Adaptiv... View full abstract»

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  • Reinforcement Learning in First Person Shooter Games

    Publication Year: 2011, Page(s):43 - 56
    Cited by:  Papers (8)
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (1629 KB) | HTML iconHTML

    Reinforcement learning (RL) is a popular machine learning technique that has many successes in learning how to play classic style games. Applying RL to first person shooter (FPS) games is an interesting area of research as it has the potential to create diverse behaviors without the need to implicitly code them. This paper investigates the tabular Sarsa (λ) RL algorithm applied to a purpose... View full abstract»

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  • Best Reply Search for Multiplayer Games

    Publication Year: 2011, Page(s):57 - 66
    Cited by:  Papers (4)
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (1169 KB) | HTML iconHTML

    This paper proposes a new algorithm, called best reply search (BRS), for deterministic multiplayer games with perfect information. In BRS, only the opponent with the strongest counter move is allowed to make a move. More turns of the root player can be searched resulting in long-term planning. We test BRS in the games of Chinese Checkers, Focus, and Rolit™. In all games, BRS is superior to ... View full abstract»

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  • Evolution of Strategies With Different Representation Schemes in a Spatial Iterated Prisoner's Dilemma Game

    Publication Year: 2011, Page(s):67 - 82
    Cited by:  Papers (13)
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (5132 KB) | HTML iconHTML

    The iterated prisoner's dilemma (IPD) game has been frequently used to examine the evolution of cooperative behavior among agents in the field of evolutionary computation. It has been demonstrated that various factors are related to the evolution of cooperative behavior. One well-known factor is spatial relations among agents. The IPD game is often played in a 2-D grid world. Such a spatial IPD ga... View full abstract»

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  • 2011 IEEE conference on computational intelligence and games

    Publication Year: 2011, Page(s): 83
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  • AIIDE 2011

    Publication Year: 2011, Page(s): 84
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  • IEEE Computational Intelligence Society Information

    Publication Year: 2011, Page(s): C3
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  • IEEE Transactions on Computational Intelligence and AI in Games Information for authors

    Publication Year: 2011, 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