IEEE Transactions on Computational Intelligence and AI in Games

Issue 3 • Sept. 2015

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Displaying Results 1 - 14 of 14
  • 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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  • The Age of Analytics

    Publication Year: 2015, Page(s):205 - 206
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  • An Analytic and Psychometric Evaluation of Dynamic Game Adaption for Increasing Session-Level Retention in Casual Games

    Publication Year: 2015, Page(s):207 - 219
    Cited by:  Papers (3)
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (1298 KB) | HTML iconHTML

    This paper shows how game analytics can be used to dynamically adapt casual game environments in order to increase session-level retention. Our technique involves using game analytics to create an abstracted game analytic space to make the problem tractable. We then model player retention in this space and use these models to make guided changes to game analytics in order to bring about a targeted... View full abstract»

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  • Detecting Predatory Behavior in Game Chats

    Publication Year: 2015, Page(s):220 - 232
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (1470 KB) | HTML iconHTML

    While games are a popular social media for children, there is a real risk that these children are exposed to potential sexual assault. A number of studies have already addressed this issue, however, the data used in previous research did not properly represent the real chats found in multiplayer online games. To address this issue, we obtained real chat data from MovieStarPlanet, a massively multi... View full abstract»

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  • Player Preference and Style in a Leading Mobile Card Game

    Publication Year: 2015, Page(s):233 - 242
    Cited by:  Papers (2)
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (1419 KB) | HTML iconHTML

    Tuning game difficulty prior to release requires careful consideration. Players can quickly lose interest in a game if it is too hard or too easy. Assessing how players will cope prior to release is often inaccurate. However, modern games can now collect sufficient data to perform large scale analysis post deployment and update the product based on these insights. AI Factory Spades is currently th... View full abstract»

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  • Thinking Style and Team Competition Game Performance and Enjoyment

    Publication Year: 2015, Page(s):243 - 254
    Cited by:  Papers (3)
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (1371 KB) | HTML iconHTML

    Almost all current matchmaking systems for team competition games based on player skill ratings contain algorithms designed to create teams consisting of players at similar skill levels. However, these systems overlook the important factor of playing style. In this paper, we analyze how playing style affects enjoyment in team competition games, using a mix of Sternberg's thinking style theory and ... View full abstract»

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  • Churn Prediction in Online Games Using Players’ Login Records: A Frequency Analysis Approach

    Publication Year: 2015, Page(s):255 - 265
    Cited by:  Papers (1)
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (1334 KB) | HTML iconHTML

    The rise of free-to-play and other service-based business models in the online gaming market brought to game publishers problems usually associated to markets like mobile telecommunications and credit cards, especially customer churn. Predictive models have long been used to address this issue in these markets, where companies have a considerable amount of demographic, economic, and behavioral dat... View full abstract»

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  • Clustering Game Behavior Data

    Publication Year: 2015, Page(s):266 - 278
    Cited by:  Papers (12)
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (1863 KB) | HTML iconHTML

    Recent years have seen a deluge of behavioral data from players hitting the game industry. Reasons for this data surge are many and include the introduction of new business models, technical innovations, the popularity of online games, and the increasing persistence of games. Irrespective of the causes, the proliferation of behavioral data poses the problem of how to derive insights therefrom. Beh... View full abstract»

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  • Postprocessing Gameplay Metrics for Gameplay Performance Segmentation Based on Audiovisual Analysis

    Publication Year: 2015, Page(s):279 - 291
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (1457 KB) | HTML iconHTML

    This paper introduces a new variant of gameplay metrics that further develops a set of processes that expand user-centered game testing practices capable of quantifying user experiences. The key goal of the method presented here is to widen the appeal and application of game metrics within research relevant to, and representative of the wider field of game studies. In doing so, we acknowledge that... View full abstract»

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  • Past Our Prime: A Study of Age and Play Style Development in Battlefield 3

    Publication Year: 2015, Page(s):292 - 303
    Cited by:  Papers (2)
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (1224 KB) | HTML iconHTML

    In recent decades, video games have come to appeal to people of all ages. The effect of age on how people play games is not fully understood. In this paper, we delve into the question how age relates to an individual's play style. “Play style” is defined as any (set of) patterns in game actions performed by a player. Based on data from 10 416 Battlefield 3 players, we found that age ... View full abstract»

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  • On Learning From Game Annotations

    Publication Year: 2015, Page(s):304 - 316
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (1600 KB) | HTML iconHTML

    Most of the research in the area of evaluation function learning is focused on self-play. However in many domains, like Chess, expert feedback is amply available in the form of annotated games. This feedback usually comes in the form of qualitative information because human annotators find it hard to determine precise utility values for game states. The goal of this work is to investigate inasmuch... View full abstract»

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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.

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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