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IEEE Transactions on Computational Intelligence and AI in Games

Issue 4 • Date Dec. 2013

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Displaying Results 1 - 9 of 9
  • 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 Survey of Real-Time Strategy Game AI Research and Competition in StarCraft

    Publication Year: 2013, Page(s):293 - 311
    Cited by:  Papers (18)
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (1984 KB) | HTML iconHTML

    This paper presents an overview of the existing work on AI for real-time strategy (RTS) games. Specifically, we focus on the work around the game StarCraft, which has emerged in the past few years as the unified test bed for this research. We describe the specific AI challenges posed by RTS games, and overview the solutions that have been explored to address them. Additionally, we also present a s... View full abstract»

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  • Repeated Goofspiel: A Game of Pure Strategy

    Publication Year: 2013, Page(s):312 - 324
    Cited by:  Papers (2)
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (1200 KB) | HTML iconHTML

    In this paper, we examine a pure strategy game known as Goofspiel and report on the results of round-robin competitions between 14 programs designed to play this game. Goofspiel is a two-person card game that is easy to play. However, playing this game successfully has proven to be a difficult task. There is no known “good” strategy for Goofspiel. This is the first time that playing ... View full abstract»

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  • A Heuristic-Based Planner and Improved Controller for a Two-Layered Approach for the Game of Billiards

    Publication Year: 2013, Page(s):325 - 336
    Cited by:  Papers (2)
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (1588 KB) | HTML iconHTML

    In the past , we have proposed a two-layered approach to compute a winning strategy for the game of Billiards. AI tools as well as robust optimization routines for noisy environments were combined to plan the sequence of shots. We complete the modeling here by introducing significant developments for the high-level planner which guides the precise optimal controller to generate a plan given at any... View full abstract»

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  • Automated 3-D Animation From Snooker Videos With Information-Theoretical Optimization

    Publication Year: 2013, Page(s):337 - 345
    Cited by:  Papers (3)
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (1162 KB) | HTML iconHTML

    Automated 3-D modeling from real sports videos can provide useful resources for visual design in sports-related computer games, saving a lot of effort in manual design of visual contents. However, image-based 3-D reconstruction usually suffers from inaccuracy caused by statistic image analysis. In this paper, we propose an information-theoretical scheme to minimize errors of automated 3-D modeling... View full abstract»

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  • Incentive Learning in Monte Carlo Tree Search

    Publication Year: 2013, Page(s):346 - 352
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (1183 KB) | HTML iconHTML

    Monte Carlo tree search (MCTS) is a search paradigm that has been remarkably successful in computer games like Go. It uses Monte Carlo simulation to evaluate the values of nodes in a search tree. The node values are then used to select the actions during subsequent simulations. The performance of MCTS heavily depends on the quality of its default policy, which guides the simulations beyond the sea... View full abstract»

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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