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IEEE Transactions on Computational Intelligence and AI in Games

Issue 3 • Sept. 2011

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Displaying Results 1 - 13 of 13
  • 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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  • Guest Editorial: Procedural Content Generation in Games

    Publication Year: 2011, Page(s):169 - 171
    Cited by:  Papers (1)
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  • Search-Based Procedural Content Generation: A Taxonomy and Survey

    Publication Year: 2011, Page(s):172 - 186
    Cited by:  Papers (67)
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (929 KB) | HTML iconHTML

    The focus of this survey is on research in applying evolutionary and other metaheuristic search algorithms to automatically generating content for games, both digital and nondigital (such as board games). The term search-based procedural content generation is proposed as the name for this emerging field, which at present is growing quickly. A taxonomy for procedural content generation is devised, ... View full abstract»

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  • Answer Set Programming for Procedural Content Generation: A Design Space Approach

    Publication Year: 2011, Page(s):187 - 200
    Cited by:  Papers (11)
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (634 KB) | HTML iconHTML

    Procedural content generators for games produce artifacts from a latent design space. This space is often only implicitly defined, an emergent result of the procedures used in the generator. In this paper, we outline an approach to content generation that centers on explicit description of the design space, using domain-independent procedures to produce artifacts from the described space. By conci... View full abstract»

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  • Tanagra: Reactive Planning and Constraint Solving for Mixed-Initiative Level Design

    Publication Year: 2011, Page(s):201 - 215
    Cited by:  Papers (16)
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (1727 KB) | HTML iconHTML

    Tanagra is a mixed-initiative tool for level design, allowing a human and a computer to work together to produce a level for a 2-D platformer. An underlying, reactive level generator ensures that all levels created in the environment are playable, and provides the ability for a human designer to rapidly view many different levels that meet their specifications. The human designer can iteratively r... View full abstract»

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  • Generating Missions and Spaces for Adaptable Play Experiences

    Publication Year: 2011, Page(s):216 - 228
    Cited by:  Papers (9)
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (1442 KB) | HTML iconHTML

    This paper investigates strategies to generate levels for action-adventure games. For this genre, level design is more critical than for rule-driven genres such as simulation or rogue-like role-playing games, for which procedural level generation has been successful in the past. The approach outlined by this article distinguishes between missions and spaces as two separate structures that need to ... View full abstract»

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  • A Generic Approach to Challenge Modeling for the Procedural Creation of Video Game Levels

    Publication Year: 2011, Page(s):229 - 244
    Cited by:  Papers (12)
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (1234 KB) | HTML iconHTML

    This paper presents an approach to automatic video game level design consisting of a computational model of player enjoyment and a generative system based on evolutionary computing. The model estimates the entertainment value of game levels according to the presence of “rhythm groups,” which are defined as alternating periods of high and low challenge. The generative system represent... View full abstract»

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  • Automatic Track Generation for High-End Racing Games Using Evolutionary Computation

    Publication Year: 2011, Page(s):245 - 259
    Cited by:  Papers (10)
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (1447 KB) | HTML iconHTML

    In this paper, we investigate the application of evolutionary computation to the automatic generation of tracks for high-end racing games. The idea underlying our approach is that diversity is a major source of challenge/interest for racing tracks and, eventually, might play a key role in contributing to the player's fun. In particular, we focus on the diversity of a track in terms of its shape (i... View full abstract»

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  • Search-Based Procedural Generation of Maze-Like Levels

    Publication Year: 2011, Page(s):260 - 273
    Cited by:  Papers (15)
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (2250 KB) | HTML iconHTML

    A correctly designed dynamic programming algorithm can be used as a fitness function to permit the evolution of maze-like levels for use in games. This study compares multiple representations for evolvable mazes including direct, as well as positive and negative indirect representations. The first direct representation simply specifies, with a binary gene, which squares of a grid are obstructed. T... View full abstract»

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  • Generating Consistent Buildings: A Semantic Approach for Integrating Procedural Techniques

    Publication Year: 2011, Page(s):274 - 288
    Cited by:  Papers (4)
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (1296 KB) | HTML iconHTML

    Computer games often take place in extensive virtual worlds, attractive for roaming and exploring. Unfortunately, current virtual cities can strongly hinder this kind of gameplay, since the buildings they feature typically have replicated interiors, or no interiors at all. Procedural content generation is becoming more established, with many techniques for automatically creating specific building ... View full abstract»

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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