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IEEE Transactions on Computational Intelligence and AI in Games

Issue 4 • Dec. 2014

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Displaying Results 1 - 15 of 15
  • 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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  • Guest Editorial: General Games

    Publication Year: 2014, Page(s):317 - 319
    Cited by:  Papers (1)
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  • The Game Description Language Is Turing Complete

    Publication Year: 2014, Page(s):320 - 324
    Cited by:  Papers (1)
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (403 KB) | HTML iconHTML

    In this short paper, we show that the game description language (GDL) is Turing complete. In particular, we show how to simulate a Turing machine (TM) as a single-player game described in GDL. Positions in the game correspond to configurations of the machine, and the TM accepts its input exactly when the agent has a winning strategy from the initial position. As direct consequences of the Turing c... View full abstract»

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  • An Extensible Description Language for Video Games

    Publication Year: 2014, Page(s):325 - 331
    Cited by:  Papers (7)
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (734 KB) | HTML iconHTML

    In this short paper, we propose a powerful new tool for conducting research on computational intelligence and games. “PyVGDL” is a simple, high-level, extensible description language for 2-D video games. It is based on defining locations and dynamics for simple building blocks (objects), together with local interaction effects. A rich ontology defines various controllers, object beha... View full abstract»

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  • The Axiom General Purpose Game Playing System

    Publication Year: 2014, Page(s):332 - 342
    Cited by:  Papers (1)
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (1211 KB) | HTML iconHTML

    A general game playing system, Axiom, was developed to overcome the limitations inherent in an existing commercial general purpose game playing system which incorporates a generic AI. Axiom extends the range of possible games via an extensible language, thereby allowing for a high degree of game-specific customization within the AI as well as in defining complex game behaviors. This paper provides... View full abstract»

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  • Efficiency of GDL Reasoners

    Publication Year: 2014, Page(s):343 - 354
    Cited by:  Papers (2)
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (1096 KB) | HTML iconHTML

    The variety of open-source game description language (GDL) reasoners available to newcomers to general game playing (GGP) lowers the technical barrier of entering the field. This variety, however, also makes it more complicated to decide on a fitting reasoner for a given GGP project, considering the project's objectives, ambitions, and technical constraints. This paper gives an overview of availab... View full abstract»

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  • A Neuroevolution Approach to General Atari Game Playing

    Publication Year: 2014, Page(s):355 - 366
    Cited by:  Papers (18)
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (1239 KB) | HTML iconHTML

    This paper addresses the challenge of learning to play many different video games with little domain-specific knowledge. Specifically, it introduces a neuroevolution approach to general Atari 2600 game playing. Four neuroevolution algorithms were paired with three different state representations and evaluated on a set of 61 Atari games. The neuroevolution agents represent different points along th... View full abstract»

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  • Self-Adaptation of Playing Strategies in General Game Playing

    Publication Year: 2014, Page(s):367 - 381
    Cited by:  Papers (16)
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (1576 KB) | HTML iconHTML

    The term general game playing (GGP) refers to a subfield of AI which aims at developing agents able to effectively play many games from a particular class (finite, deterministic). It is also the name of the annual competition proposed by Stanford Logic Group at Stanford University (Stanford, CA, USA), which provides a framework for testing and evaluating GGP agents. In this paper, we present our G... View full abstract»

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  • EvoMCTS: A Scalable Approach for General Game Learning

    Publication Year: 2014, Page(s):382 - 394
    Cited by:  Papers (2)
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (1352 KB) | HTML iconHTML

    In this paper, we present the application of genetic programming as a generic game learning approach to zero-sum, deterministic, full-knowledge board games by evolving board-state evaluation functions to be used in conjunction with Monte Carlo tree search (MCTS). Our method involves evolving board-evaluation functions that are then used to guide the MCTS playout strategy. We examine several varian... View full abstract»

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  • Decaying Simulation Strategies

    Publication Year: 2014, Page(s):395 - 406
    Cited by:  Papers (3)
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (1643 KB) | HTML iconHTML

    The aim of general game playing (GGP) is to create programs capable of playing a wide range of different games at an expert level, given only the rules of the game. The most successful GGP programs currently employ simulation-based Monte Carlo tree search (MCTS). The performance of MCTS depends heavily on the simulation strategy used. In this paper, we investigate the application of a decay factor... View full abstract»

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  • 2015 IEEE conference on computational intelligence and games

    Publication Year: 2014, Page(s): 407
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  • Expand your network, get rewarded

    Publication Year: 2014, Page(s): 408
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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.

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