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IEEE Transactions on Computational Intelligence and AI in Games

Issue 2 • June 2011

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Displaying Results 1 - 11 of 11
  • 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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  • Adaptivity Challenges in Games and Simulations: A Survey

    Publication Year: 2011, Page(s):85 - 99
    Cited by:  Papers (39)
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (1033 KB) | HTML iconHTML

    In computer games and simulations, content is often rather static and rigid. As a result, its prescripted nature can lead to predictable and impersonal gameplay, while alienating unconventional players. Adaptivity in games has therefore been recently proposed to overcome these shortcomings and make games more challenging and appealing. In this paper, we survey present research on game adaptivity, ... View full abstract»

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  • Two-Stage Monte Carlo Tree Search for Connect6

    Publication Year: 2011, Page(s):100 - 118
    Cited by:  Papers (23)
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (2600 KB) | HTML iconHTML

    Recently, Monte Carlo tree search (MCTS) has become a well-known game search method, and has been successfully applied to many games. This method performs well in solving search trees with numerous branches, such as Go, Havannah, etc. Connect6 is a game involving a search tree with numerous branches, and it is also one of the sudden-death games. This paper thus proposes a new MCTS variant related ... View full abstract»

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  • Partially Precomputed A $^{\ast}$

    Publication Year: 2011, Page(s):119 - 128
    Cited by:  Papers (1)
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (1818 KB) | HTML iconHTML

    A* is a commonly used technique for finding shortest paths for navigation in video games. We propose partially precomputed A* (PPA*), which is much faster than A* at runtime, and uses much less memory than completely precalculating all shortest paths with an algorithm such as Floyd-Warshall. At runtime, PPA* is very similar to A*, so it is simple and safe to integrate into existing video game code... View full abstract»

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  • A Dynamical Systems Approach for Static Evaluation in Go

    Publication Year: 2011, Page(s):129 - 141
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (985 KB) | HTML iconHTML

    In the paper, arguments are given as to why the concept of static evaluation has the potential to be a useful extension to Monte Carlo tree search. A new concept of modeling static evaluation through a dynamical system is introduced and strengths and weaknesses are discussed. The general suitability of this approach is demonstrated. View full abstract»

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  • Fast Approximate Max-n Monte Carlo Tree Search for Ms Pac-Man

    Publication Year: 2011, Page(s):142 - 154
    Cited by:  Papers (20)
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (1417 KB) | HTML iconHTML

    We present an application of Monte Carlo tree search (MCTS) for the game of Ms Pac-Man. Contrary to most applications of MCTS to date, Ms Pac-Man requires almost real-time decision making and does not have a natural end state. We approached the problem by performing Monte Carlo tree searches on a five player maxn tree representation of the game with limited tree search depth. We perform... View full abstract»

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  • Evolving Coordination for Real-Time Strategy Games

    Publication Year: 2011, Page(s):155 - 167
    Cited by:  Papers (5)
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (1586 KB) | HTML iconHTML

    The aim of this work is to show that evolutionary computation techniques (genetic programming in this case) can be used to evolve coordination in real-time strategy games. An abstract real-time strategy game is used for our experiments, similar to a board game but with many of the properties that define real-time strategy games. We develop an automated player that uses a progressive refinement pla... View full abstract»

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  • Special issue on computational aesthetics in games

    Publication Year: 2011, Page(s): 168
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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