By Topic

IEEE Transactions on Computational Intelligence and AI in Games

Issue 4 • Date Dec. 2012

Filter Results

Displaying Results 1 - 10 of 10
  • Table of Contents

    Publication Year: 2012, Page(s): C1
    Request permission for commercial reuse | PDF file iconPDF (158 KB)
    Freely Available from IEEE
  • IEEE Transactions on Computational Intelligence and AI in Games publication information

    Publication Year: 2012, Page(s): C2
    Request permission for commercial reuse | PDF file iconPDF (37 KB)
    Freely Available from IEEE
  • Ensemble Determinization in Monte Carlo Tree Search for the Imperfect Information Card Game Magic: The Gathering

    Publication Year: 2012, Page(s):241 - 257
    Cited by:  Papers (2)
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (1854 KB) | HTML iconHTML

    In this paper, we examine the use of Monte Carlo tree search (MCTS) for a variant of one of the most popular and profitable games in the world: the card game Magic: The Gathering (M:TG). The game tree for M:TG has a range of distinctive features, which we discuss here; it has incomplete information through the opponent's hidden cards and randomness through card drawing from a shuffled deck. We inv... View full abstract»

    Full text access may be available. Click article title to sign in or learn about subscription options.
  • Introducing Individual and Social Learning Into Evolutionary Checkers

    Publication Year: 2012, Page(s):258 - 269
    Cited by:  Papers (3)
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (1223 KB) | HTML iconHTML

    In recent years, much research attention has been paid to evolving self-learning game players. Fogel's Blondie24 is just one demonstration of a real success in this field and it has inspired many other scientists. In this paper, evolutionary neural networks, evolved via an evolution strategy, are employed to evolve game-playing strategies for the game of Checkers. In addition, we introduce an indi... View full abstract»

    Full text access may be available. Click article title to sign in or learn about subscription options.
  • Evolutionary Design of FreeCell Solvers

    Publication Year: 2012, Page(s):270 - 281
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (1231 KB) | HTML iconHTML

    In this paper, we evolve heuristics to guide staged deepening search for the hard game of FreeCell, obtaining top-notch solvers for this human-challenging puzzle. We first devise several novel heuristic measures using minimal domain knowledge and then use them as building blocks in two evolutionary setups involving a standard genetic algorithm and policy-based, genetic programming. Our evolved sol... View full abstract»

    Full text access may be available. Click article title to sign in or learn about subscription options.
  • Monte Carlo Tree Search for the Hide-and-Seek Game Scotland Yard

    Publication Year: 2012, Page(s):282 - 294
    Cited by:  Papers (3)
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (1110 KB) | HTML iconHTML

    This paper describes how Monte Carlo tree search (MCTS) can be applied to the hide-and-seek game Scotland Yard. This game is essentially a two-player game in which the players are moving on a graph-based map. First, we discuss how determinization is applied to handle the imperfect information in the game. We show how using determinization in a single tree performs better than using separate trees ... View full abstract»

    Full text access may be available. Click article title to sign in or learn about subscription options.
  • AntBot: Ant Colonies for Video Games

    Publication Year: 2012, Page(s):295 - 308
    Cited by:  Papers (3)
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (1871 KB) | HTML iconHTML

    The video game industry is an emerging market which continues to expand. From its early beginning, developers have focused mainly on sound and graphical applications, paying less attention to developing game bots or other kinds of nonplayer characters (NPCs). However, recent advances in artificial intelligence offer the possibility of developing game bots which are dynamically adjustable to severa... View full abstract»

    Full text access may be available. Click article title to sign in or learn about subscription options.
  • Bayesian-Game-Based Fuzzy Reinforcement Learning Control for Decentralized POMDPs

    Publication Year: 2012, Page(s):309 - 328
    Cited by:  Papers (4)
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (3626 KB) | HTML iconHTML

    This paper proposes a Bayesian-game-based fuzzy reinforcement learning (RL) controller for decentralized partially observable Markov decision processes (Dec-POMDPs). Dec-POMDPs have recently emerged as a powerful platform for optimizing multiagent sequential decision making in partially observable stochastic environments. However, finding exact optimal solutions to a Dec-POMDP is provably intracta... View full abstract»

    Full text access may be available. Click article title to sign in or learn about subscription options.
  • IEEE Computational Intelligence Society Information

    Publication Year: 2012, Page(s): C3
    Request permission for commercial reuse | PDF file iconPDF (39 KB)
    Freely Available from IEEE
  • IEEE Transactions on Computational Intelligence and AI in Games information for authors

    Publication Year: 2012, Page(s): C4
    Request permission for commercial reuse | PDF file iconPDF (89 KB)
    Freely Available from IEEE

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