IEEE Transactions on Computational Intelligence and AI in Games

Issue 3 • Sept. 2014

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Displaying Results 1 - 12 of 12
  • Table of contents

    Publication Year: 2014, Page(s): C1
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  • IEEE Transactions on Computational Intelligence and AI in Games publication information

    Publication Year: 2014, Page(s): C2
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  • Real-Time Monte Carlo Tree Search in Ms Pac-Man

    Publication Year: 2014, Page(s):245 - 257
    Cited by:  Papers (9)
    Request permission for commercial reuse | Click to expandAbstract |PDF file iconPDF (1361 KB) | HTML iconHTML

    In this paper, Monte Carlo tree search (MCTS) is introduced for controlling the Pac-Man character in the real-time game Ms Pac-Man. MCTS is used to find an optimal path for an agent at each turn, determining the move to make based on the results of numerous randomized simulations. Several enhancements are introduced in order to adapt MCTS to the real-time domain. Ms Pac-Man is an arcade game, in w... View full abstract»

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  • An Automatically Generated Evaluation Function in General Game Playing

    Publication Year: 2014, Page(s):258 - 270
    Cited by:  Papers (19)
    Request permission for commercial reuse | Click to expandAbstract |PDF file iconPDF (1328 KB) | HTML iconHTML

    General game-playing (GGP) competitions provide a framework for building multigame-playing agents. In this paper, we describe an attempt at the implementation of such an agent. It relies heavily on our knowledge-free method of automatic construction of an approximate state evaluation function, based on game rules only. This function is then employed by one of the two game tree search methods: MTD ... View full abstract»

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  • A Computational Model of Plan-Based Narrative Conflict at the Fabula Level

    Publication Year: 2014, Page(s):271 - 288
    Cited by:  Papers (4)
    Request permission for commercial reuse | Click to expandAbstract |PDF file iconPDF (2909 KB) | HTML iconHTML

    Conflict is an essential element of interesting stories. In this paper, we operationalize a narratological definition of conflict and extend established narrative planning techniques to incorporate this definition. The conflict partial order causal link planning algorithm (CPOCL) allows narrative conflict to arise in a plan while maintaining causal soundness and character believability. We also de... View full abstract»

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  • Good Machine Performance in Turing's Imitation Game

    Publication Year: 2014, Page(s):289 - 299
    Cited by:  Papers (10)
    Request permission for commercial reuse | Click to expandAbstract |PDF file iconPDF (399 KB) | HTML iconHTML

    In this paper, we consider transcripts which originated from a practical series of Turing's Imitation Game that was held on June 23, 2012, at Bletchley Park, U.K. In some cases, the tests involved a three-participant simultaneous comparison of two hidden entities, whereas others were the result of a direct two-participant interaction. Each of the transcripts considered here resulted in a human int... View full abstract»

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  • Preference Learning for Move Prediction and Evaluation Function Approximation in Othello

    Publication Year: 2014, Page(s):300 - 313
    Cited by:  Papers (7)
    Request permission for commercial reuse | Click to expandAbstract |PDF file iconPDF (1159 KB) | HTML iconHTML

    This paper investigates the use of preference learning as an approach to move prediction and evaluation function approximation, using the game of Othello as a test domain. Using the same sets of features, we compare our approach with least squares temporal difference learning, direct classification, and with the Bradley-Terry model, fitted using minorization-maximization (MM). The results show tha... View full abstract»

    Open Access
  • 2015 IEEE conference on computational intelligence and games

    Publication Year: 2014, Page(s): 314
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  • Physics-Based Simulation Games

    Publication Year: 2014, Page(s): 315
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  • Open Access

    Publication Year: 2014, Page(s): 316
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  • IEEE Computational Intelligence Society Information

    Publication Year: 2014, Page(s): C3
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  • IEEE Transactions on Computational Intelligence and AI in Games information for authors

    Publication Year: 2014, 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.

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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