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IEEE Transactions on Computational Intelligence and AI in Games

Issue 2 • June 2017

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Displaying Results 1 - 15 of 15
  • Table of Contents

    Publication Year: 2017, Page(s): C1
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  • IEEE Transactions on Computational Intelligence and AI in Games

    Publication Year: 2017, Page(s): C2
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  • Product Propagation: A Backup Rule Better Than Minimaxing?

    Publication Year: 2017, Page(s):109 - 122
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (1349 KB) | HTML iconHTML

    There is a gap between theory and practice regarding the assessment of minimaxing versus product propagation. The use of minimaxing in real programs for certain two-player games like chess is more or less ubiquitous, due to the substantial search space reductions enabled by several pruning algorithms. In stark contrast, some theoretical work supported the view that product propagation could be a v... View full abstract»

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  • A Pattern Mining Approach to Study Strategy Balance in RTS Games

    Publication Year: 2017, Page(s):123 - 132
    Cited by:  Papers (1)
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (1097 KB) | HTML iconHTML

    Whereas purest strategic games such as Go and Chess seem timeless, the lifetime of a video game is short, influenced by popular culture, trends, boredom, and technological innovations. Even the important budget and developments allocated by editors cannot guarantee a timeless success. Instead, novelties and corrections are proposed to extend an inevitably bounded lifetime. Novelties can unexpected... View full abstract»

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  • Review of the Use of AI Techniques in Serious Games: Decision Making and Machine Learning

    Publication Year: 2017, Page(s):133 - 152
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (3954 KB) | HTML iconHTML

    The video game market has become an established and ever-growing global industry. The health of the video and computer games industry, together with the variety of genres and technologies available, means that video game concepts and programmes are being applied in numerous different disciplines. One of these is the field known as serious games. The main goal of this paper is to collect all the re... View full abstract»

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  • A Model-Based Approach to Optimizing Ms. Pac-Man Game Strategies in Real Time

    Publication Year: 2017, Page(s):153 - 165
    Cited by:  Papers (1)
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (2531 KB) | HTML iconHTML

    This paper presents a model-based approach for computing real-time optimal decision strategies in the pursuit-evasion game of Ms. Pac-Man. The game of Ms. Pac-Man is an excellent benchmark problem of pursuit-evasion game with multiple, active adversaries that adapt their pursuit policies based on Ms. Pac-Man's state and decisions. In addition to evading the adversaries, the agent must pursue multi... View full abstract»

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  • Using Behavior Objects to Manage Complexity in Virtual Worlds

    Publication Year: 2017, Page(s):166 - 180
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (541 KB) | HTML iconHTML Multimedia Media

    The quality of high-level AI of nonplayer characters (NPCs) in commercial open-world games (OWGs) has been increasing during the past years. However, due to constraints specific to the game industry, this increase has been slow and it has been driven by larger budgets rather than adoption of new complex AI techniques. Most of the contemporary AI is still expressed as hard-coded scripts. The comple... View full abstract»

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  • EvoCommander: A Novel Game Based on Evolving and Switching Between Artificial Brains

    Publication Year: 2017, Page(s):181 - 191
    Cited by:  Papers (2)
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (1671 KB) | HTML iconHTML

    Neuroevolution [i.e., evolving artificial neural networks (ANNs) through evolutionary algorithms] has shown promise in evolving agents and robot controllers, which display complex behaviors and can adapt to their environments. These properties are also relevant to video games, since they can increase their longevity and replayability. However, the design of most current games precludes the use of ... View full abstract»

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  • The ANGELINA Videogame Design System—Part I

    Publication Year: 2017, Page(s):192 - 203
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (1231 KB) | HTML iconHTML

    Automatically generating content for videogames has long been a staple of game development and the focus of much successful research. Such forays into content generation usually concern themselves with producing a specific game component, such as a level design. This has proven a rich and challenging area of research, but in focusing on creating separate parts of a larger game, we miss out on the ... View full abstract»

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  • HoningStone: Building Creative Combos With Honing Theory for a Digital Card Game

    Publication Year: 2017, Page(s):204 - 209
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (358 KB) | HTML iconHTML

    In recent years, online digital games have left behind the status of entertainment sources to become also professional electronic sports. Worldwide championships offer prizes up to millions of dollars for the best competitors and/or teams among different game categories such as digital collectible card games (DCCG), multiplayer online battle arena, etc. Hearthstone, by Blizzard Entertainment, is a... View full abstract»

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  • IEEE Transactions on Computational Intelligence and AI in Games (TCIAIG)

    Publication Year: 2017, Page(s): 210
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  • Introducing IEEE Collabratec

    Publication Year: 2017, Page(s): 211
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  • Become a published author in 4 to 6 weeks

    Publication Year: 2017, Page(s): 212
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  • IEEE Computational Intelligence Society

    Publication Year: 2017, Page(s): C3
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  • Information for Authors

    Publication Year: 2017, 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