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IEEE Transactions on Computational Intelligence and AI in Games

Issue 3 • Date Sept. 2013

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Displaying Results 1 - 13 of 13
  • 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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  • Monte Carlo Search Algorithm Discovery for Single-Player Games

    Publication Year: 2013, Page(s):201 - 213
    Cited by:  Papers (1)
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (2107 KB) | HTML iconHTML

    Much current research in AI and games is being devoted to Monte Carlo search (MCS) algorithms. While the quest for a single unified MCS algorithm that would perform well on all problems is of major interest for AI, practitioners often know in advance the problem they want to solve, and spend plenty of time exploiting this knowledge to customize their MCS algorithm in a problem-driven way. We propo... View full abstract»

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  • On Scalability, Generalization, and Hybridization of Coevolutionary Learning: A Case Study for Othello

    Publication Year: 2013, Page(s):214 - 226
    Cited by:  Papers (3)
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (1928 KB) | HTML iconHTML

    This study investigates different methods of learning to play the game of Othello. The main questions posed concern scalability of algorithms with respect to the search space size and their capability to generalize and produce players that fare well against various opponents. The considered algorithms represent strategies as n-tuple networks, and employ self-play temporal difference learning (TDL)... View full abstract»

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  • Database-Driven Real-Time Heuristic Search in Video-Game Pathfinding

    Publication Year: 2013, Page(s):227 - 241
    Cited by:  Papers (2)
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (1929 KB) | HTML iconHTML

    Real-time heuristic search algorithms satisfy a constant bound on the amount of planning per action, independent of the problem size. These algorithms are useful when the amount of time or memory resources are limited, or a rapid response time is required. An example of such a problem is pathfinding in video games where numerous units may be simultaneously required to react promptly to a player's ... View full abstract»

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  • Backward Induction and Repeated Games With Strategy Constraints: An Inspiration From the Surprise Exam Paradox

    Publication Year: 2013, Page(s):242 - 250
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (1915 KB) | HTML iconHTML

    Backward induction has led to some controversy in specific games, the surprise exam paradox and iterated prisoner's dilemma for example, despite its wide use in solving finitely repeated games with complete information. In this paper, a typical misuse of backward induction is revealed by analyzing the surprise exam paradox, and the reason why backward induction may fail is investigated. The surpri... View full abstract»

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  • An Efficient Approach to Solving Nonograms

    Publication Year: 2013, Page(s):251 - 264
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (3330 KB) | HTML iconHTML

    A nonogram puzzle is played on a rectangular grid of pixels with clues given in the form of row and column constraints. The aim of solving a nonogram puzzle, an NP-complete problem, is to paint all the pixels of the grid in black and white while satisfying these constraints. This paper proposes an efficient approach to solving nonogram puzzles. We propose a fast dynamic programming (DP) method for... View full abstract»

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  • Applicability of GPGPU Computing to Real-Time AI Solutions in Games

    Publication Year: 2013, Page(s):265 - 275
    Cited by:  Papers (1)
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (511 KB) | HTML iconHTML

    This paper reviews developments in general purpose computing on graphics processor units (GPGPU computing) from the perspective of video-game-related artificial intelligence (AI). We present an overview of the field, beginning with early shader language solutions and continuing to discuss three accessible platforms for GPGPU development: CUDA, OpenCL, and Direct Compute. Consideration is given to ... View full abstract»

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  • Crowdsourcing the Aesthetics of Platform Games

    Publication Year: 2013, Page(s):276 - 290
    Cited by:  Papers (6)
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (1672 KB) | HTML iconHTML

    What are the aesthetics of platform games and what makes a platform level engaging, challenging, and/or frustrating? We attempt to answer such questions through mining a large set of crowdsourced gameplay data of a clone of the classic platform game Super Mario Bros (SMB). The data consist of 40 short game levels that differ along six key level design parameters. Collectively, these levels are pla... View full abstract»

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  • Game data mining and player behavior analysis using in-game data

    Publication Year: 2013, Page(s): 291
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  • Computational Intelligence in Games 2014

    Publication Year: 2013, Page(s): 292
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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