IEEE Transactions on Computational Intelligence and AI in Games

Issue 2 • June 2015

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Displaying Results 1 - 13 of 13
  • Table of contents

    Publication Year: 2015, Page(s): C1
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  • IEEE Transactions on Computational Intelligence and AI in Games publication information

    Publication Year: 2015, Page(s): C2
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  • Equivalence Classes in Chinese Dark Chess Endgames

    Publication Year: 2015, Page(s):109 - 122
    Cited by:  Papers (4)
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (2787 KB) | HTML iconHTML

    Chinese Dark Chess, a nondeterministic two-player game, has not been studied thoroughly. State-of-the-art programs focus on using search algorithms to explore the probability behavior of flipping unrevealed pieces in the opening and the midgame phases. There has been comparatively little research on opening books and endgame databases, especially endgames with nondeterministic flips. In this paper... View full abstract»

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  • Creating Autonomous Adaptive Agents in a Real-Time First-Person Shooter Computer Game

    Publication Year: 2015, Page(s):123 - 138
    Cited by:  Papers (8)
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (1987 KB) | HTML iconHTML

    Games are good test-beds to evaluate AI methodologies. In recent years, there has been a vast amount of research dealing with real-time computer games other than the traditional board games or card games. This paper illustrates how we create agents by employing FALCON, a self-organizing neural network that performs reinforcement learning, to play a well-known first-person shooter computer game cal... View full abstract»

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  • Integrated Approach to Personalized Procedural Map Generation Using Evolutionary Algorithms

    Publication Year: 2015, Page(s):139 - 155
    Cited by:  Papers (1)
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (2326 KB) | HTML iconHTML

    In this paper, we propose the strategy of integrating multiple evolutionary processes for personalized procedural content generation (PCG). In this vein, we provide a concrete solution that personalizes game maps in a top-down action-shooter game to suit an individual player's preferences. The need for personalized PCG is steadily growing as the player market diversifies, making it more difficult ... View full abstract»

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  • Stronger Virtual Connections in Hex

    Publication Year: 2015, Page(s):156 - 166
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (2351 KB) | HTML iconHTML

    For connection games such as Hex or Y or Havannah, finding guaranteed cell-to-cell connection strategies can be a computational bottleneck. In automated players and solvers, sets of such virtual connections are often found with Anshelevich's H-search algorithm: initialize trivial connections, and then repeatedly apply an AND-rule (for combining connections in series) and an OR-rule (for combining ... View full abstract»

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  • MCTS-Minimax Hybrids

    Publication Year: 2015, Page(s):167 - 179
    Cited by:  Papers (2)
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (1367 KB) | HTML iconHTML

    Monte Carlo tree search (MCTS) is a sampling-based search algorithm that is state of the art in a variety of games. In many domains, its Monte Carlo rollouts of entire games give it a strategic advantage over traditional depth-limited minimax search with αβ pruning. These rollouts can often detect long-term consequences of moves, freeing the programmer from having to capture these co... View full abstract»

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  • Adaptive Shooting for Bots in First Person Shooter Games Using Reinforcement Learning

    Publication Year: 2015, Page(s):180 - 192
    Cited by:  Papers (1)
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (1700 KB) | HTML iconHTML

    In current state-of-the-art commercial first person shooter games, computer controlled bots, also known as nonplayer characters, can often be easily distinguishable from those controlled by humans. Tell-tale signs such as failed navigation, “sixth sense” knowledge of human players' whereabouts and deterministic, scripted behaviors are some of the causes of this. We propose, however, ... View full abstract»

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  • Fast Algorithm for Catching a Prey Quickly in Known and Partially Known Game Maps

    Publication Year: 2015, Page(s):193 - 199
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (1078 KB) | HTML iconHTML

    In moving target search, the objective is to guide a hunter agent to catch a moving prey. Even though in game applications maps are always available at developing time, current approaches to moving target search do not exploit preprocessing to improve search performance. In this paper, we propose MtsCopa, an algorithm that exploits precomputed information in the form of compressed path databases (... View full abstract»

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  • A Memory-Efficient Method for Fast Computation of Short 15-Puzzle Solutions

    Publication Year: 2015, Page(s):200 - 203
    Cited by:  Papers (2)
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (1678 KB) | HTML iconHTML

    While the 15-puzzle has a long and interesting history dating back to the 1870s, it still continues to appear as apps on mobile devices and as minigames inside larger video games. We demonstrate a method for solving the 15-puzzle using only 4.7 MB of tables that on a million random instances was able to find solutions of 65.21 moves on average and 95 moves in the worst case in under a tenth of a m... View full abstract»

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  • Technology insight on demand on IEEE.tv

    Publication Year: 2015, Page(s): 204
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  • IEEE Computational Intelligence Society Information

    Publication Year: 2015, Page(s): C3
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  • IEEE Transactions on Computational Intelligence and AI in Games information for authors

    Publication Year: 2015, 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