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Computational Intelligence and AI in Games, IEEE Transactions on

Issue 2 • Date June 2012

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  • Table of contents

    Publication Year: 2012 , Page(s): C1
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  • IEEE Transactions on Computational Intelligence and AI in Games publication information

    Publication Year: 2012 , Page(s): C2
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  • N-Grams and the Last-Good-Reply Policy Applied in General Game Playing

    Publication Year: 2012 , Page(s): 73 - 83
    Cited by:  Papers (5)
    Save to Project icon | Request Permissions | Click to expandAbstract | PDF file iconPDF (1388 KB) |  | HTML iconHTML  

    The aim of general game playing (GGP) is to create programs capable of playing a wide range of different games at an expert level, given only the rules of the game. The most successful GGP programs currently employ simulation-based Monte Carlo tree search (MCTS). The performance of MCTS depends heavily on the simulation strategy used. In this paper, we introduce improved simulation strategies for ... View full abstract»

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  • A Discrete Evolutionary Model for Chess Players' Ratings

    Publication Year: 2012 , Page(s): 84 - 93
    Cited by:  Papers (1)
    Save to Project icon | Request Permissions | Click to expandAbstract | PDF file iconPDF (1808 KB) |  | HTML iconHTML  

    The Elo system for rating chess players, also used in other games and sports, was adopted by the World Chess Federation over four decades ago. Although not without controversy, it is accepted as generally reliable and provides a method for assessing players' strengths and ranking them in official tournaments. It is generally accepted that the distribution of players' rating data is approximately n... View full abstract»

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  • Evolving Multimodal Networks for Multitask Games

    Publication Year: 2012 , Page(s): 94 - 111
    Cited by:  Papers (1)
    Save to Project icon | Request Permissions | Click to expandAbstract | PDF file iconPDF (1919 KB) |  | HTML iconHTML  

    Intelligent opponent behavior makes video games interesting to human players. Evolutionary computation can discover such behavior, however, it is challenging to evolve behavior that consists of multiple separate tasks. This paper evaluates three ways of meeting this challenge via neuroevolution: 1) multinetwork learns separate controllers for each task, which are then combined manually; 2) multita... View full abstract»

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  • Bitwise-Parallel Reduction for Connection Tests

    Publication Year: 2012 , Page(s): 112 - 119
    Cited by:  Papers (1)
    Save to Project icon | Request Permissions | Click to expandAbstract | PDF file iconPDF (1658 KB) |  | HTML iconHTML  

    This paper introduces bitwise-parallel reduction (BPR), an efficient method for performing connection tests in hexagonal connection games such as Hex and Y. BPR is based on a known property of Y that games can be reduced to a single value indicating the fully connected player (if any) through a sequence of reduction operations. We adapt this process for bitwise-parallel implementation and demonstr... View full abstract»

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  • Information Set Monte Carlo Tree Search

    Publication Year: 2012 , Page(s): 120 - 143
    Cited by:  Papers (5)
    Save to Project icon | Request Permissions | Click to expandAbstract | PDF file iconPDF (2106 KB) |  | HTML iconHTML  

    Monte Carlo tree search (MCTS) is an AI technique that has been successfully applied to many deterministic games of perfect information. This paper investigates the application of MCTS methods to games with hidden information and uncertainty. In particular, three new information set MCTS (ISMCTS) algorithms are presented which handle different sources of hidden information and uncertainty in games... View full abstract»

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  • Benchmarks for Grid-Based Pathfinding

    Publication Year: 2012 , Page(s): 144 - 148
    Cited by:  Papers (7)
    Save to Project icon | Request Permissions | Click to expandAbstract | PDF file iconPDF (471 KB) |  | HTML iconHTML  

    The study of algorithms on grids has been widespread in a number of research areas. Grids are easy to implement and offer fast memory access. Because of their simplicity, they are used even in commercial video games. But, the evaluation of work on grids has been inconsistent between different papers. Many research papers use different problem sets, making it difficult to compare results between pa... View full abstract»

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  • IEEE Computational Intelligence Society Information

    Publication Year: 2012 , Page(s): C3
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  • IEEE Transactions on Computational Intelligence and AI in Games information for authors

    Publication Year: 2012 , 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