Proceedings of the 2010 IEEE Conference on Computational Intelligence and Games

18-21 Aug. 2010

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Displaying Results 1 - 25 of 73
  • Sponsors

    Publication Year: 2010, Page(s): 1
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  • Acknowledgements

    Publication Year: 2010, Page(s): 1
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  • Authors index

    Publication Year: 2010, Page(s):1 - 3
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  • Table of contents

    Publication Year: 2010, Page(s):1 - 3
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  • Program

    Publication Year: 2010, Page(s):1 - 7
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  • The day the game came alive: Virtual worlds and an origin of Artificial Life

    Publication Year: 2010, Page(s):1 - 6
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    After decades of developing and dreaming in the field of Artificial Life, fundamental breakthroughs in computational complexity and laboratory chemical simulation hold forth the promise that virtual worlds may become the proving grounds for an authentic artificial proto-biosystem. Early self-organization and complex phenomena within game spaces and virtual worlds suggest what form this profound ne... View full abstract»

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  • Tutorials

    Publication Year: 2010, Page(s):1 - 7
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (7567 KB)

    Provides an abstract for each of the presentations and a brief professional biography of each presenter. The complete presentations were not made available for publication as part of the conference proceedings. View full abstract»

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  • AI and computational intelligence for real-time strategy games

    Publication Year: 2010, Page(s):1 - 4
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (5134 KB)

    Real-time strategy games (RTS) are an active area of research as well as a popular branch of industrial game production, with high commercial interest. Although player satisfaction is the ultimate goal also for these games, they are usually too complex to come up with human-level AI that is not cheating. In consequence, for RTS games it is as desirable to play well as it is to make the game intere... View full abstract»

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  • The Mario AI Championship

    Publication Year: 2010, Page(s):1 - 3
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (3663 KB)

    The 2010 Mario AI Championship, the successor to the 2009 Mario AI Competition, will run in association with several major international conferences focusing on computational intelligence and games. The competition will consist of three tracks: Gameplay, Learning and Level Generation, with partly overlapping organizers. View full abstract»

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  • Organising Committee

    Publication Year: 2010, Page(s):1 - 3
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  • Sponsors

    Publication Year: 2010, Page(s): 1
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  • Using Markov decision theory to provide a fair challenge in a roll-and-move board game

    Publication Year: 2010, Page(s):1 - 8
    Cited by:  Papers (2)
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (354 KB) | HTML iconHTML

    Board games are often taken as examples to teach decision-making algorithms in artificial intelligence (AI). These algorithms are generally presented with a strong focus on winning the game. Unfortunately, a few important aspects, such as the gaming experience of human players, are often missing from the equation. This paper presents a simple board game we use in an introductory course in AI to in... View full abstract»

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  • Transiting areas patrolled by a mobile adversary

    Publication Year: 2010, Page(s):9 - 16
    Cited by:  Papers (8)
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (1647 KB) | HTML iconHTML

    We study the problem of a mobile agent trying to cross an area patrolled by a mobile adversary. The transiting agent aims to choose its route so as to minimize the probability of hostile encounter; the patroller agent, controlling one or more patrol units, aims at the opposite. We model the problem as a two-player zero-sum game (termed transit game) and search for an optimum route selection strate... View full abstract»

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  • Weighted SCAN for modeling cooperative group role dynamics

    Publication Year: 2010, Page(s):17 - 22
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (254 KB) | HTML iconHTML

    Social agents have the ability of communicating and forming groups with each other. Group members in games typically share the same role. In dynamic environments with the presence of obstacles and barriers separating members from each other presents a situation where a member separated from the rest of the group, while still a member of that group, should not have the same role or updates of the r... View full abstract»

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  • Solving Sudoku with genetic operations that preserve building blocks

    Publication Year: 2010, Page(s):23 - 29
    Cited by:  Papers (15)
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (1493 KB) | HTML iconHTML

    Genetic operations that consider effective building blocks are proposed for using genetic algorithms to solve Sudoku puzzles. A stronger local search function is also proposed. Evaluation of the proposed techniques using commercial Sudoku puzzle sets and three puzzles ranked as super difficult compared with previously reported examples show that the rate of optimum solutions can be greatly improve... View full abstract»

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  • Evolving Lose-Checkers players using genetic programming

    Publication Year: 2010, Page(s):30 - 37
    Cited by:  Papers (7)
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (247 KB) | HTML iconHTML

    We present the application of genetic programming (GP) to the zero-sum, deterministic, full-knowledge board game of Lose Checkers. Our system implements strongly typed GP trees, explicitly defined introns, local mutations, and multi-tree individuals. Explicitly defined introns in the genome allow for information selected out of the population to be kept as a reservoir for possible future use. Mult... View full abstract»

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  • Assessing efficiency of different evolutionary strategies playing MasterMind

    Publication Year: 2010, Page(s):38 - 45
    Cited by:  Papers (4)
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (196 KB) | HTML iconHTML

    A MasterMind player must find out a secret combination (set by another player) by playing others of the same kind and using the hints obtained as a response (which reveal how close the played combination is to the secret one) to produce new combinations. Despite having been researched for a number of years, there are still many open issues: finding a strategy to select the next combination to play... View full abstract»

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  • Partial observability during predictions of the opponent's movements in an RTS game

    Publication Year: 2010, Page(s):46 - 53
    Cited by:  Papers (3)
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (343 KB) | HTML iconHTML

    In RTS-style games it is important to be able to predict the movements of the opponent's forces to have the best chance of performing appropriate counter-moves. Resorting to using perfect global state information is generally considered to be `cheating' by the player, so to perform such predictions scouts (or observers) must be used to gather information. This means being in the right place at the... View full abstract»

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  • The structure of a depth-3 lookup table representation for Prisoner's Dilemma

    Publication Year: 2010, Page(s):54 - 61
    Cited by:  Papers (4)
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (12363 KB) | HTML iconHTML

    Fingerprinting is a mathematical technique that generates a representation-independent functional signature for a game-playing agent, allowing for systematic and automated analysis of strategies. In this study, the global structure and mutational connectivity network for a depth-3 lookup table with prior move history playing Prisoner's Dilemma is investigated at different choices of the time-scale... View full abstract»

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  • Pleasure propagation to reward predictors

    Publication Year: 2010, Page(s):62 - 68
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (838 KB) | HTML iconHTML

    Learning has always been one of the core mechanics in computer games. Players learn specific battle mechanics, control schemes, and much more, which enables them to progress further through the game and experience pleasure. Previous studies on learning often focused on the learning of predictors (cues) for reward and their motivational properties, but fail to address the impact on pleasure. For ex... View full abstract»

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  • Enhanced user immersive experience with a virtual reality based FPS game interface

    Publication Year: 2010, Page(s):69 - 74
    Cited by:  Papers (1)
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (573 KB) | HTML iconHTML

    The immersive game interfaces which reflect the user's actions to the game in real-time can make the user be immersed in the game. In this paper, we applied the virtual reality (VR) techniques to a first-person shooting (FPS) game, Unreal Tournament 2004, for the enhanced user immersion with making the range of sensible information be widen by using the head-mounted display (HMD) and the 5.1 chann... View full abstract»

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  • Characterizing player's experience from physiological signals using fuzzy decision trees

    Publication Year: 2010, Page(s):75 - 82
    Cited by:  Papers (6)
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (299 KB) | HTML iconHTML

    In the recent years video games have enjoyed a dramatic increase in popularity, the growing market being echoed by a genuine interest in the academic field. With this flourishing technological and theoretical efforts, there is need to develop new evaluative methodologies for acknowledging the various aspects of the player's subjective experience, and especially the emotional aspect. In this study,... View full abstract»

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  • REALM: A rule-based evolutionary computation agent that learns to play Mario

    Publication Year: 2010, Page(s):83 - 90
    Cited by:  Papers (16)
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (484 KB) | HTML iconHTML

    REALM is a rule-based evolutionary computation agent for playing a modified version of Super Mario Bros. according to the rules stipulated in the Mario AI Competition held in the 2010 IEEE Symposium on Computational Intelligence and Games. Two alternate representations for the REALM rule sets are reported here, in both hand-coded and learned versions. Results indicate that the second version, with... View full abstract»

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  • LUDOCORE: A logical game engine for modeling videogames

    Publication Year: 2010, Page(s):91 - 98
    Cited by:  Papers (19)
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (285 KB) | HTML iconHTML

    LUDOCORE is a logical “game engine”, linking game rules as reasoned about by game designers to the formal logic used by automated reasoning tools in AI. A key challenge in designing this bridge is engineering a concise, safe, and flexible representation that is compatible with the semantics of the games that logical models created with our engine intend to represent. Building on the event calculus... View full abstract»

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  • Virtual bagging for an evolved agent controller

    Publication Year: 2010, Page(s):99 - 106
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (376 KB) | HTML iconHTML

    An evolved agent controller is used to produce multiple votes for its choice of actions by presenting it with rotations and reflections of its actual sensory inputs. Since the agent's behavior with respect to the orientation of its various sensors must be learned independently, the votes can be treated as independently learned opinions on the optimal choice of actions, i.e. a form of Breiman's bag... View full abstract»

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