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IEEE Transactions on Computational Intelligence and AI in Games

Issue 1 • Date March 2013

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Displaying Results 1 - 12 of 12
  • [Table of contents]

    Publication Year: 2013, Page(s): C1
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  • IEEE Transactions on Computational Intelligence and AI in Games publication information

    Publication Year: 2013, Page(s): C2
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  • A Neurally Controlled Computer Game Avatar With Humanlike Behavior

    Publication Year: 2013, Page(s):1 - 14
    Cited by:  Papers (8)
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (1917 KB) | HTML iconHTML

    This paper describes the NeuroBot system, which uses a global workspace architecture, implemented in spiking neurons, to control an avatar within the Unreal Tournament 2004 (UT2004) computer game. This system is designed to display humanlike behavior within UT2004, which provides a good environment for comparing human and embodied AI behavior without the cost and difficulty of full humanoid robots... View full abstract»

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  • Designing Automated Allocation Mechanisms for Service Procurement of Imperfectly Substitutable Services

    Publication Year: 2013, Page(s):15 - 32
    Cited by:  Papers (2)
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (2342 KB) | HTML iconHTML

    Self-serving assets (SSAs) are a new interpretation of the intelligent product technology, set to transform product lifecycle management through automation. SSAs are engineering assets that autonomously monitor their health and expiry dates, search for suppliers, and negotiate with them, while they are still in use by the customer. The concept enables more timely and transparent supplier decision ... View full abstract»

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  • Optimization of an Evaluation Function of the Four-Sided Dominos Game Using a Genetic Algorithm

    Publication Year: 2013, Page(s):33 - 43
    Cited by:  Papers (1)
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (2305 KB) | HTML iconHTML

    In four-sided Dominos, the popular way of playing Dominos in Amazonas State, in Brazil, the strategies used for the game are more complex than those adopted in the more traditional two-sided Dominos, the most popular domino game played in Brazil. This work presents the optimization of an evaluation function for the best move in four-sided Dominos using a genetic algorithm (GA). The evaluation func... View full abstract»

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  • Job-Level Proof Number Search

    Publication Year: 2013, Page(s):44 - 56
    Cited by:  Papers (6)
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (1602 KB) | HTML iconHTML

    This paper introduces an approach, called generic job-level search, to leverage the game-playing programs which are already written and encapsulated as jobs. Such an approach is well suited to a distributed computing environment, since these jobs are allowed to be run by remote processors independently. In this paper, we present and focus on a job-level proof number search (JL-PNS), a kind of gene... View full abstract»

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  • Monte Carlo Tree Search for Collaboration Control of Ghosts in Ms. Pac-Man

    Publication Year: 2013, Page(s):57 - 68
    Cited by:  Papers (4)
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (1852 KB) | HTML iconHTML

    In this paper, we present an application of Monte Carlo tree search (MCTS) to control ghosts in the game called Ms. Pac-Man. Our proposed ghost team consists of a ghost controlled by rules and three ghosts controlled individually by different MCTS. Given a limited time response, in order to increase the reliability of MCTS results, we introduce a mechanism for predicting Ms. Pac-Man's future movem... View full abstract»

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  • A Problem Case for UCT

    Publication Year: 2013, Page(s):69 - 74
    Cited by:  Papers (1)
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (1049 KB) | HTML iconHTML

    This paper examines a simple 5 × 5 Hex position that not only completely defeats flat Monte Carlo search, but also initially defeats plain upper confidence bounds for trees (UCT) search until an excessive number of iterations are performed. The inclusion of domain knowledge during playouts significantly improves UCT performance, but a slight negative effect is shown for the rapid action val... View full abstract»

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  • IEEE 2013 Conference on Computational Intelligence in Games

    Publication Year: 2013, Page(s): 75
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  • Open Access

    Publication Year: 2013, Page(s): 76
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  • IEEE Computational Intelligence Society Information

    Publication Year: 2013, Page(s): C3
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  • IEEE Transactions on Computational Intelligence and AI in Games information for authors

    Publication Year: 2013, 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