IEEE Transactions on Computational Intelligence and AI in Games

Issue 4 • Dec. 2015

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Displaying Results 1 - 11 of 11
  • 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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  • A Panorama of Artificial and Computational Intelligence in Games

    Publication Year: 2015, Page(s):317 - 335
    Cited by:  Papers (10)
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (1454 KB) | HTML iconHTML

    This paper attempts to give a high-level overview of the field of artificial and computational intelligence (AI/CI) in games, with particular reference to how the different core research areas within this field inform and interact with each other, both actually and potentially. We identify ten main research areas within this field: NPC behavior learning, search and planning, player modeling, games... View full abstract»

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  • Temporal Game Challenge Tailoring

    Publication Year: 2015, Page(s):336 - 346
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (928 KB) | HTML iconHTML

    Digital games often center on a series of challenges designed to vary in difficulty over the course of the game. Designers, however, lack ways to ensure challenges are suitably tailored to the abilities of each game player, often resulting in player boredom or frustration. Challenge tailoring refers to the general problem of matching designer-intended challenges to player abilities. We present an ... View full abstract»

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  • Multiobjective Monte Carlo Tree Search for Real-Time Games

    Publication Year: 2015, Page(s):347 - 360
    Cited by:  Papers (2)
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (2057 KB) | HTML iconHTML

    Multiobjective optimization has been traditionally a matter of study in domains like engineering or finance, with little impact on games research. However, action-decision based on multiobjective evaluation may be beneficial in order to obtain a high quality level of play. This paper presents a multiobjective Monte Carlo tree search algorithm for planning and control in real-time game domains, tho... View full abstract»

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  • Distributed Monte Carlo Tree Search: A Novel Technique and its Application to Computer Go

    Publication Year: 2015, Page(s):361 - 374
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (1773 KB) | HTML iconHTML

    Monte Carlo tree search (MCTS) has brought about great success regarding the evaluation of stochastic and deterministic games in recent years. We present and empirically analyze a data-driven parallelization approach for MCTS targeting large HPC clusters with Infiniband interconnect. Our implementation is based on OpenMPI and makes extensive use of its RDMA based asynchronous tiny message communic... View full abstract»

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  • Automated Planning and Player Modeling for Interactive Storytelling

    Publication Year: 2015, Page(s):375 - 386
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (1926 KB) | HTML iconHTML

    Storytelling plays an important role in human life, from everyday communication to entertainment. Interactive storytelling (IS) offers its audience an opportunity to actively participate in the story being told, particularly in video games. Managing the narrative experience of the player is a complex process that involves choices, authorial goals and constraints of a given story setting (e.g., a f... View full abstract»

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  • Introducing IEEE Collabratec

    Publication Year: 2015, Page(s): 387
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  • IEEE Access

    Publication Year: 2015, Page(s): 388
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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