掌桥科研
一站式科研服务平台
科技查新
收录引用
专题文献检索
外文数据库(机构版)
更多产品
首页
成为会员
我要充值
退出
我的积分:
中文会员
开通
中文文献批量获取
外文会员
开通
外文文献批量获取
我的订单
会员中心
我的包量
我的余额
登录/注册
文献导航
中文期刊
>
中文会议
>
中文学位
>
中国专利
>
外文期刊
>
外文会议
>
外文学位
>
外国专利
>
外文OA文献
>
外文科技报告
>
中文图书
>
外文图书
>
工业技术
基础科学
医药卫生
农业科学
教科文艺
经济财政
社会科学
哲学政法
其他
工业技术
基础科学
医药卫生
农业科学
教科文艺
经济财政
社会科学
哲学政法
其他
自然科学总论
数学、物理、化学、力学
天文学、地球科学
生物科技
医学、药学、卫生
航空航天、军事
农林牧渔
机械、仪表工业
化工、能源
冶金矿业
电子学、通信
计算机、自动化
土木、建筑、水利
交通运输
轻工业技术
材料科学
电工技术
一般工业技术
环境科学、安全科学
图书馆学、情报学
社会科学
其他
马克思主义、列宁主义、毛泽东思想、邓小平理论
哲学、宗教
社会科学总论
政治、法律
军事
经济
文化、科学、教育、体育
语言、文字
文学
艺术
历史、地理
自然科学总论
数理科学和化学
天文学、地球科学
生物科学
医药、卫生
农业科学
工业技术
交通运输
航空、航天
环境科学、安全科学
综合性图书
自然科学总论
数学、物理、化学、力学
天文学、地球科学
生物科技
医学、药学、卫生
航空航天、军事
农林牧渔
机械、仪表工业
化工、能源
冶金矿业
电子学、通信
计算机、自动化
土木、建筑、水利
交通运输
轻工业技术
材料科学
电工技术
一般工业技术
环境科学、安全科学
图书馆学、情报学
社会科学
其他
自然科学总论
数学、物理、化学、力学
天文学、地球科学
生物科技
医学、药学、卫生
航空航天、军事
农林牧渔
机械、仪表工业
化工、能源
冶金矿业
电子学、通信
计算机、自动化
土木、建筑、水利
交通运输
轻工业技术
电工技术
一般工业技术
环境科学、安全科学
图书馆学、情报学
社会科学
其他
自然科学总论
数学、物理、化学、力学
天文学、地球科学
生物科技
医学、药学、卫生
航空航天、军事
农林牧渔
机械、仪表工业
化工、能源
冶金矿业
电子学、通信
计算机、自动化
土木、建筑、水利
交通运输
轻工业技术
材料科学
电工技术
一般工业技术
环境科学、安全科学
图书馆学、情报学
社会科学
其他
美国国防部AD报告
美国能源部DE报告
美国航空航天局NASA报告
美国商务部PB报告
外军国防科技报告
美国国防部
美国参联会主席指示
美国海军
美国空军
美国陆军
美国海军陆战队
美国国防技术信息中心(DTIC)
美军标
美国航空航天局(NASA)
战略与国际研究中心
美国国土安全数字图书馆
美国科学研究出版社
兰德公司
美国政府问责局
香港科技大学图书馆
美国海军研究生院图书馆
OALIB数据库
在线学术档案数据库
数字空间系统
剑桥大学机构知识库
欧洲核子研究中心机构库
美国密西根大学论文库
美国政府出版局(GPO)
加利福尼亚大学数字图书馆
美国国家学术出版社
美国国防大学出版社
美国能源部文献库
美国国防高级研究计划局
美国陆军协会
美国陆军研究实验室
英国空军
美国国家科学基金会
美国战略与国际研究中心-导弹威胁网
美国科学与国际安全研究所
法国国际关系战略研究院
法国国际关系研究所
国际宇航联合会
美国防务日报
国会研究处
美国海运司令部
北约
盟军快速反应部队
北约浅水行动卓越中心
北约盟军地面部队司令部
北约通信信息局
北约稳定政策卓越中心
美国国会研究服务处
美国国防预算办公室
美国陆军技术手册
一般OA
科技期刊论文
科技会议论文
图书
科技报告
科技专著
标准
其它
美国卫生研究院文献
分子生物学
神经科学
药学
外科
临床神经病学
肿瘤学
细胞生物学
遗传学
公共卫生&环境&职业病
应用微生物学
全科医学
免疫学
动物学
精神病学
兽医学
心血管
放射&核医学&医学影像学
儿科
医学进展
微生物学
护理学
生物学
牙科&口腔外科
毒理学
生理学
医院管理
妇产科学
病理学
生化技术
胃肠&肝脏病学
运动科学
心理学
营养学
血液学
泌尿科学&肾病学
生物医学工程
感染病
生物物理学
矫形
外周血管病
药物化学
皮肤病学
康复学
眼科学
行为科学
呼吸学
进化生物学
老年医学
耳鼻喉科学
发育生物学
寄生虫学
病毒学
医学实验室检查技术
生殖生物学
风湿病学
麻醉学
危重病护理
生物材料
移植
医学情报
其他学科
人类生活必需品
作业;运输
化学;冶金
纺织;造纸
固定建筑物
机械工程;照明;加热;武器;爆破
物理
电学
人类生活必需品
作业;运输
化学;冶金
纺织;造纸
固定建筑物
机械工程;照明;加热;武器;爆破
物理
电学
马克思主义、列宁主义、毛泽东思想、邓小平理论
哲学、宗教
社会科学总论
政治、法律
军事
经济
文化、科学、教育、体育
语言、文字
文学
艺术
历史、地理
自然科学总论
数理科学和化学
天文学、地球科学
生物科学
医药、卫生
农业科学
工业技术
交通运输
航空、航天
环境科学、安全科学
综合性图书
主题
主题
题名
作者
关键词
摘要
高级搜索 >
外文期刊
外文会议
外文学位
外国专利
外文图书
外文OA文献
中文期刊
中文会议
中文学位
中国专利
中文图书
外文科技报告
清除
历史搜索
清空历史
首页
>
外文会议
>
IEEE Conference on Computational Intelligence and Games
IEEE Conference on Computational Intelligence and Games
召开年:
2015
召开地:
Tainan(CT)
出版时间:
-
会议文集:
-
会议论文
热门论文
全部论文
全选(
0
)
清除
导出
1.
Tutorial I: Video Game Description Language (VGDL) and the challenge of creating agents for General Video Game Playing (GVGP)
机译:
教程I:视频游戏描述语言(VGDL)和创建通用视频游戏播放器(GVGP)的挑战
作者:
Perez Diego
会议名称:
《IEEE Conference on Computational Intelligence and Games》
|
2015年
关键词:
artificial intelligence;
computer games;
AI algorithms;
GVGAI framework;
GVGP;
VGDL;
domain-specific knowledge;
general video game AI;
general video game playing;
video game description language;
Artificial intelligence;
Benchmark testing;
Computer science;
Games;
Heuristic algorithms;
Real-time systems;
Tutorials;
2.
Tutorial II: Representations for evolutionary computation in games
机译:
教程二:游戏中进化计算的表示形式
作者:
Ashlock Daniel
会议名称:
《IEEE Conference on Computational Intelligence and Games》
|
2015年
关键词:
computer games;
evolutionary computation;
adaptive landscape;
domain knowledge;
evolutionary algorithm;
evolutionary computation;
level design;
mathematical games;
no free lunch theorem;
nonplayer character design;
Algorithm design and analysis;
Bioinformatics;
Context;
Evolutionary computation;
Games;
Shape;
Tutorials;
3.
Tutorial III: Evolving neural networks
机译:
教程三:不断发展的神经网络
作者:
Miikkulainen Risto
会议名称:
《IEEE Conference on Computational Intelligence and Games》
|
2015年
关键词:
computer games;
cooperative systems;
evolutionary computation;
learning (artificial intelligence);
neural nets;
pattern matching;
topology;
artificial neural network;
evolutionary method;
fixed topology network;
intelligent agent;
network construction process;
network topology;
neuroevolution;
pattern matching;
reinforcement learning problem;
traditional neural network learning algorithm;
Artificial neural networks;
Biological neural networks;
Games;
Learning (artificial intelligence);
Network topology;
Pattern matching;
Tutorials;
4.
Evaluating team behaviors constructed with human-guided machine learning
机译:
评估以人为指导的机器学习构建的团队行为
作者:
Karpov Igor V.
;
Johnson Leif M.
;
Miikkulainen Risto
会议名称:
《IEEE Conference on Computational Intelligence and Games》
|
2015年
关键词:
computer games;
learning (artificial intelligence);
neural nets;
NERD;
NPC team behaviors;
adaptive methods;
agent policies;
autonomous agents;
game design tools;
gameplay;
hand-constructed baselines;
human-guided machine learning;
large scale online tournament;
multiple successful strategies;
neuroevolution;
nontransitive fitness landscape;
open-ended tasks;
random baselines;
team agent behaviors;
team behavior evaluation;
transitive fitness landscape;
Artificial intelligence;
Correlation;
Games;
Neural networks;
Stability criteria;
Standards;
Training;
5.
EnHiC: An enforced hill climbing based system for general game playing
机译:
EnHiC:一种用于常规游戏的基于强制爬山的系统
作者:
Babadi Amin
;
Omoomi Behnaz
;
Kendall Graham
会议名称:
《IEEE Conference on Computational Intelligence and Games》
|
2015年
关键词:
artificial intelligence;
computer games;
decision making;
EnHiC;
GVG-AI competition;
GVGP;
artificial intelligence;
decision making;
enforced hill climbing based system;
general game playing;
general video game AI competition;
general video game playing;
Artificial intelligence;
Avatars;
Games;
Monte Carlo methods;
Planning;
Portals;
Search methods;
General video game playing;
enforced hill climbing;
general game playing;
heuristic functions;
6.
A strongly typed GP-based video game player
机译:
基于GP的强类型视频游戏播放器
作者:
Baozhu Jia
;
Ebner Marc
会议名称:
《IEEE Conference on Computational Intelligence and Games》
|
2015年
关键词:
computer games;
genetic algorithms;
learning (artificial intelligence);
GP-based video game player;
domain knowledge;
feature vector;
game knowledge;
game object;
game state;
general video game player;
genetic programming;
hand-crafted feature;
learning algorithm;
screen grab;
Avatars;
Engines;
Euclidean distance;
Games;
Genetic programming;
Missiles;
Monte Carlo methods;
7.
A study on the curling robot will match with human result of one end game with one human
机译:
一项关于冰壶机器人的研究将与一个人的一场残局的人类结果相匹配
作者:
Kawamura Takashi
;
Kamimura Ryosuke
;
Suzuki Satoshi
;
Iizuka Kojiro
会议名称:
《IEEE Conference on Computational Intelligence and Games》
|
2015年
关键词:
control engineering computing;
digital simulation;
motion control;
robots;
sport;
curling game;
curling robot;
end game;
human team;
motion model;
motion simulator;
stone delivery robot;
strategy simulator;
Accuracy;
Angular velocity;
Friction;
Games;
Ice;
Maintenance engineering;
Robots;
Curling Robot;
Friction;
Operation Simulator;
Strategy;
8.
Combining pathfmding algorithm with Knowledge-based Monte-Carlo tree search in general video game playing
机译:
在常规视频游戏中将路径查找算法与基于知识的蒙特卡洛树搜索相结合
作者:
Chun Yin Chu
;
Hashizume Hisaaki
;
Zikun Guo
;
Harada Tomohiro
;
Thawonmas Ruck
会议名称:
《IEEE Conference on Computational Intelligence and Games》
|
2015年
关键词:
Monte Carlo methods;
artificial intelligence;
computer games;
knowledge acquisition;
knowledge based systems;
tree searching;
GVG-AI platform;
KB Fast-Evo MCTS;
artificial intelligence;
general video game playing;
knowledge acquisition;
knowledge-based fast-evolutionary Monte-Carlo tree search;
pathfinding algorithm;
Games;
Knowledge acquisition;
Knowledge based systems;
Missiles;
Monte Carlo methods;
Game AI;
General Video Game Playing;
Monte-Carlo Tree Search;
knowledge acquisition;
pathfinding;
9.
Investigating MCTS modifications in general video game playing
机译:
研究常规视频游戏中的MCTS修改
作者:
Frydenberg Frederik
;
Andersen Kasper R.
;
Risi Sebastian
;
Togelius Julian
会议名称:
《IEEE Conference on Computational Intelligence and Games》
|
2015年
关键词:
Monte Carlo methods;
artificial intelligence;
computer games;
tree searching;
GVG-AI framework;
MCTS algorithm;
Monte Carlo tree search;
UCT reverse penalty;
board games;
general video game AI;
general video game playing;
vanilla MCTS controller;
Animals;
Artificial intelligence;
Avatars;
Games;
Missiles;
Monte Carlo methods;
Sprites (computer);
10.
Learning overtaking and blocking skills in simulated car racing
机译:
学习模拟赛车中的超车和阻挡技能
作者:
Han-Hsien Huang
;
Tsaipei Wang
会议名称:
《IEEE Conference on Computational Intelligence and Games》
|
2015年
关键词:
computer games;
digital simulation;
learning (artificial intelligence);
traffic engineering computing;
Q-learning;
TORCS;
actual built-in tracks;
blocking skills;
complicated racing skills;
driving AI agent;
machine learning;
opponent types;
overtaking skills;
simulated car racing games;
track characteristics;
Artificial intelligence;
Automobiles;
Games;
Niobium;
Shape;
Trajectory;
Vehicle crash testing;
Car Racing;
Q-learning;
TORCS;
11.
How costly is a good compromise: Multi-objective TORCS controller parameter optimization
机译:
好的折衷的代价是:多目标TORCS控制器参数优化
作者:
Quadflieg Jan
;
Rudolph Gunter
;
Preuss Mike
会议名称:
《IEEE Conference on Computational Intelligence and Games》
|
2015年
关键词:
computer games;
digital simulation;
optimisation;
(100+1)-SMS-EMOA;
Mr. Racer;
function evaluation;
multiobjective TORCS controller parameter optimization;
offline parameter optimization;
simulated car racing championship;
the open racing car simulator controller;
Context;
Friction;
Games;
Optimization;
Target tracking;
Tuning;
Wheels;
12.
Depth, balancing, and limits of the Elo model
机译:
Elo模型的深度,平衡和限制
作者:
Cauwet Marie-Liesse
;
Hua-Min Liang
;
Shi-Jim Yen
;
Cazenave Tristan
;
Saffidine Abdallah
;
Hung-Hsuan Lin
;
I-Chen Wu
会议名称:
《IEEE Conference on Computational Intelligence and Games》
|
2015年
关键词:
computational complexity;
game theory;
Elo model;
Killall Go;
NoGo;
computational complexity;
games;
given-first-move;
pie rules;
size extension;
Complexity theory;
Computational modeling;
Computers;
Games;
Probability;
Switches;
Yttrium;
13.
Evaluating Go game records for prediction of player attributes
机译:
评估围棋游戏记录以预测玩家属性
作者:
Moudrik Josef
;
Baudis Petr
;
Neruda Roman
会议名称:
《IEEE Conference on Computational Intelligence and Games》
|
2015年
关键词:
computer games;
learning (artificial intelligence);
Go game records evaluation;
Go-playing programs;
Internet players;
machine learning algorithms;
player attribute prediction;
Databases;
Feature extraction;
Games;
Histograms;
Neural networks;
Predictive models;
Standards;
Board Games;
Computer Go;
Feature Extraction;
Machine Learning;
Skill Assessment;
14.
Digital curling strategy based on game tree search
机译:
基于游戏树搜索的数字冰壶策略
作者:
Yamamoto Masahito
;
Kato Shu
;
Iizuka Hiroyuki
会议名称:
《IEEE Conference on Computational Intelligence and Games》
|
2015年
关键词:
computer games;
digital simulation;
game theory;
trees (mathematics);
curling playing program;
digital curling simulator;
digital curling strategy;
game tree search;
resultant game states;
winter sports;
Bismuth;
Games;
Heating;
Ice;
Probability distribution;
Silicon;
Uncertainty;
curling;
digital curling;
game tree search;
static evaluation function;
15.
Convergence and correctness analysis of Monte-Carlo tree search algorithms: A case study of 2 by 4 Chinese dark chess
机译:
蒙特卡洛树搜索算法的收敛性和正确性分析:以2 x 4中国黑棋为例
作者:
Hung-Jui Chang
;
Chih-Wen Hsueh
;
Tsan-sheng Hsu
会议名称:
《IEEE Conference on Computational Intelligence and Games》
|
2015年
关键词:
Monte Carlo methods;
entropy;
game theory;
tree searching;
2 by 4 Chinese dark chess;
2-player imperfect information alternating turn game;
CDC;
Monte-Carlo tree search algorithms;
UCT algorithm;
entropy;
game theoretic value;
Computational modeling;
Convergence;
Entropy;
Games;
Monte Carlo methods;
Nickel;
Probability;
16.
Flexible story generation with norms and preferences in computer role playing games
机译:
灵活的故事生成,具有规范和偏好的计算机角色扮演游戏
作者:
Booth Edward
;
Thangarajah John
;
Zambetta Fabio
会议名称:
《IEEE Conference on Computational Intelligence and Games》
|
2015年
关键词:
computer games;
interactive systems;
GM;
computer role playing games;
flexible story generation;
game development;
game master;
interactive storytelling;
table-top role playing games;
Cognition;
Computer architecture;
Computers;
Games;
Ontologies;
Probability;
Testing;
BDI reasoning;
Game Mastering;
Role-Playing games;
17.
“RehabConnex”: A middleware for the flexible connection of multimodal game applications with input devices used in movement therapy and physical exercising
机译:
“ RehabConnex”:一种中间件,用于将多模式游戏应用程序与运动疗法和体育锻炼中使用的输入设备灵活连接
作者:
Martin-Niedecken Anna Lisa
;
Bauer Rene
;
Mauerhofer Ralf
;
Gotz Ulrich
会议名称:
《IEEE Conference on Computational Intelligence and Games》
|
2015年
关键词:
control engineering computing;
human-robot interaction;
medical computing;
medical robotics;
middleware;
patient treatment;
serious games (computing);
HDGI;
HRGI;
IMIC-project;
RehabConnex;
exergames;
hardware devices;
human-device-game-interactions;
human-robot-game-interaction;
innovative movement therapy in childhood;
input devices;
middleware product;
movement therapy;
movement therapy robots;
multimodal environments;
multimodal game applications;
multimodal game-based physical exercising;
multimodal gameplay;
rehabilitation game environments;
university partners;
Biological control systems;
Games;
Medical treatment;
Middleware;
Robots;
Tides;
“Gabarello v.1.0 v.2.0”;
“IMIC”;
“Magic Castle”;
“RehabConnex”;
“Tornalino”;
Exergames;
HCI;
HRI;
Human-Device-Game-Interaction;
Human-Robot-Game-Interaction;
Multimodal Human-Computer-Interaction System;
Rehabilitation Games;
18.
Building a computer Mahjong player based on Monte Carlo simulation and opponent models
机译:
基于蒙特卡洛模拟和对手模型构建计算机麻将播放器
作者:
Mizukami Naoki
;
Tsuruoka Yoshimasa
会议名称:
《IEEE Conference on Computational Intelligence and Games》
|
2015年
关键词:
Monte Carlo methods;
computer games;
expert systems;
statistical distributions;
Mahjong program;
Monte Carlo simulation;
Tenhou;
computer Mahjong player;
expert human player;
game record;
information game;
online Mahjong site;
opponent model;
probability distribution;
Buildings;
Computational modeling;
Computers;
Games;
Monte Carlo methods;
Predictive models;
Training;
19.
Estimation of player's preference for cooperative RPGs using multi-strategy Monte-Carlo method
机译:
使用多策略蒙特卡洛方法估算玩家对合作RPG的偏好
作者:
Sato Naoyuki
;
Ikeda Kokolo
;
Wada Takayuki
会议名称:
《》
|
2015年
关键词:
Monte Carlo methods;
artificial intelligence;
computer games;
AI players;
artificial player;
computer player;
computer team-mate player;
cooperative RPG;
multistrategy Monte-Carlo method;
player preference;
role playing games;
sports game;
team-mate human player;
video game;
Computational modeling;
Computers;
Electronic mail;
Estimation;
Feature extraction;
Games;
Monte Carlo methods;
20.
Prediction as faster perception in a real-time fighting video game
机译:
预测是实时战斗视频游戏中的更快感知
作者:
Asayama Kazuki
;
Moriyama Koichi
;
Fukui Ken-ichi
;
Numao Masayuki
会议名称:
《IEEE Conference on Computational Intelligence and Games》
|
2015年
关键词:
computer games;
extrapolation;
human factors;
AI-controlled players;
k-nearest neighbor method;
linear extrapolation;
opponent action prediction;
opponent behavior prediction;
opponent position prediction;
perception speed factor;
performance factor;
real-time fighting video game;
skilled human players;
Computers;
Delays;
Extrapolation;
Games;
Real-time systems;
Seals;
Switches;
21.
Evolving a general electronic stability program for car simulated in TORCS
机译:
完善用于TORCS模拟的汽车的通用电子稳定性程序
作者:
Jilin Huang
;
Tanev Ivan
;
Shimohara Katsunori
会议名称:
《IEEE Conference on Computational Intelligence and Games》
|
2015年
关键词:
braking;
computer games;
digital simulation;
genetic algorithms;
road vehicles;
BFF;
ESP-induced brake force;
TORCS;
The Open Racing Car Simulator;
brake force function;
car ESP;
carefully-timed asymmetrical braking forces;
electronic stability program;
evolvable algebraic function;
gamer experience;
genetic programming;
slippery road conditions;
unstable car yaw rotation;
Brakes;
Force;
Friction;
Roads;
Tires;
Turning;
Wheels;
TORCS;
electronic stability program;
evolutionary design;
genetic programming;
22.
A reinforcement learning approach for the circle agent of geometry friends
机译:
针对几何朋友的圆代理的强化学习方法
作者:
Quiterio Joao
;
Prada Rui
;
Melo Francisco S.
会议名称:
《IEEE Conference on Computational Intelligence and Games》
|
2015年
关键词:
computer games;
learning (artificial intelligence);
multi-agent systems;
physics computing;
tree searching;
2014 GF Game AI competition;
2D platform world;
AI competitions;
CIBot;
Geometry Friends circle agent;
IEEE CIG Conference;
depth-first search;
physics-based platform game;
reinforcement learning approach;
Diamonds;
Games;
Geometry;
Layout;
Learning (artificial intelligence);
Navigation;
23.
Designing bots in games with a purpose
机译:
有目的地设计游戏中的机器人
作者:
Baroffio Giorgia
;
Galli Luca
;
Fraternali Piero
会议名称:
《IEEE Conference on Computational Intelligence and Games》
|
2015年
关键词:
clothing;
graphical user interfaces;
image segmentation;
serious games (computing);
GWAP;
artificial players;
bot design;
collaborative gameplay;
complex problems;
computational problems;
computational tasks;
fashion garment image segmentation;
game mechanics;
game-with-a-purpose;
gameplay actions;
human behaviour;
multiplayer games;
online gaming;
player annotations;
playerbase;
serious games;
supervised methods;
video games;
Clothing;
Decision trees;
Games;
Image segmentation;
Metadata;
Supervised learning;
Vegetation;
24.
Learning a game commentary generator with grounded move expressions
机译:
通过扎根的动词表达式学习游戏评论生成器
作者:
Kameko Hirotaka
;
Mori Shinsuke
;
Tsuruoka Yoshimasa
会议名称:
《IEEE Conference on Computational Intelligence and Games》
|
2015年
关键词:
computer games;
formal languages;
learning (artificial intelligence);
natural language processing;
Shogi game commentary generator;
discriminative language model;
grounded move expressions;
machine learning-based approach;
natural language comments;
Computers;
Games;
Grounding;
Law;
Natural languages;
Training;
25.
Mining game logs to create a playbook for unit AIs
机译:
挖掘游戏日志以为单位AI创建剧本
作者:
Wehr Daniel
;
Denzinger Jorg
会议名称:
《IEEE Conference on Computational Intelligence and Games》
|
2015年
关键词:
computer games;
data mining;
Battle for Wesnoth;
game log mining;
unit AIs;
Artificial intelligence;
Clustering algorithms;
Computer science;
Concrete;
Electronic mail;
Games;
Training;
26.
Improving Monte-Carlo tree search for dots-and-boxes with a novel board representation and artificial neural networks
机译:
通过新颖的板表示和人工神经网络改进点对点的蒙特卡洛树搜索
作者:
Yimeng Zhuang
;
Shuqin Li
;
Peters Tom Vincent
;
Chenguang Zhang
会议名称:
《IEEE Conference on Computational Intelligence and Games》
|
2015年
关键词:
Monte Carlo methods;
computer games;
neural nets;
set theory;
tree searching;
MCTS;
Monte-Carlo tree search;
QDab;
artificial neural networks;
board representation;
disjoint-sets;
dots-and-boxes;
game-specific knowledge;
paper-and-pencil game;
Artificial neural networks;
Data structures;
Games;
Information science;
Monte Carlo methods;
Optimization;
Dots-and-Boxes;
Monte-Carlo Tree Search;
artificial neural network;
board representation;
27.
A platform for turn-based strategy games, with a comparison of Monte-Carlo algorithms
机译:
用于回合制策略游戏的平台,并比较了蒙特卡洛算法
作者:
Fujiki Tsubasa
;
Ikeda Kokolo
;
Viennot Simon
会议名称:
《IEEE Conference on Computational Intelligence and Games》
|
2015年
关键词:
Monte Carlo methods;
computer games;
search problems;
Chess;
Monte-Carlo search algorithms;
Shogi;
attacking moves;
open platform;
tactical moves;
turn-based strategy games;
Algorithm design and analysis;
Cities and towns;
Computers;
Games;
Production;
Real-time systems;
Standards;
28.
“Let's save resources!”: A dynamic, collaborative AI for a multiplayer environmental awareness game
机译:
“让我们节省资源!”:用于多人环境意识游戏的动态协作式AI
作者:
Sequeira Pedro
;
Melo Francisco S.
;
Paiva Ana
会议名称:
《IEEE Conference on Computational Intelligence and Games》
|
2015年
关键词:
artificial intelligence;
decision making;
educational robots;
human-robot interaction;
intelligent tutoring systems;
serious games (computing);
EnerCities serious game;
alert system;
collaborative artificial intelligence module;
dynamic collaborative AI module;
emphatic robotic tutor;
game simulator;
pedagogical decision-making;
social component;
turn-based multiplayer environmental awareness game;
Artificial intelligence;
Cities and towns;
Games;
Planning;
Robots;
Sociology;
Statistics;
29.
A data-driven approach for online adaptation of game difficulty
机译:
在线适应游戏难度的数据驱动方法
作者:
Haiyan Yin
;
Linbo Luo
;
Wentong Cai
;
Yew-Soon Ong
;
Jinghui Zhong
会议名称:
《IEEE Conference on Computational Intelligence and Games》
|
2015年
关键词:
human computer interaction;
neural nets;
serious games (computing);
artificial neural networks;
data-driven approach;
digital game;
dynamic game states;
online game difficulty adaptation;
players ingame performance;
serious game;
training game application;
Adaptation models;
Artificial neural networks;
Engines;
Feature extraction;
Games;
Market research;
Training;
30.
Enhancements in Monte Carlo tree search algorithms for biased game trees
机译:
偏向游戏树的蒙特卡洛树搜索算法的增强
作者:
Imagawa Takahisa
;
Kaneko Tomoyuki
会议名称:
《IEEE Conference on Computational Intelligence and Games》
|
2015年
关键词:
Monte Carlo methods;
game theory;
minimax techniques;
sampling methods;
tree searching;
trees (mathematics);
KL-UCB sampling;
MCTS algorithms;
Monte Carlo tree search algorithms;
Thompson sampling;
UCB1 sampling;
biased game trees;
game-theoretical value;
minimax search;
pruning efficiency;
search space;
standard incremental tree model;
Analytical models;
Games;
Heuristic algorithms;
Mathematical model;
Monte Carlo methods;
Search methods;
Standards;
KL-UCB;
Monte Carlo tree search;
UCB1;
UCT;
dynamic komi;
31.
Toward curling informatics — Digital scorebook development and game information analysis
机译:
走向冰壶信息学—数字记分簿开发和游戏信息分析
作者:
Masui Fumito
;
Ueno Hiroki
;
Yanagi Hitoshi
;
Ptaszynski Michal
会议名称:
《IEEE Conference on Computational Intelligence and Games》
|
2015年
关键词:
data visualisation;
sport;
strategic planning;
curling games;
curling informatics;
digital scorebook development;
game information analysis;
iCE;
information sharing;
information visualization;
intelligent curling elicitator;
strategic planning;
tactical planning;
winter team sport;
Accuracy;
Databases;
Games;
Human factors;
Ice;
Informatics;
Training;
32.
Enhancing theme park experiences through adaptive cyber-physical play
机译:
通过自适应的网络体育游戏增强主题公园的体验
作者:
Raffe William L.
;
Tamassia Marco
;
Zambetta Fabio
;
Xiaodong Li
;
Mueller Florian Floyd
会议名称:
《IEEE Conference on Computational Intelligence and Games》
|
2015年
关键词:
computer games;
human computer interaction;
virtual reality;
adaptive cyber-physical play attractions;
attraction participants;
design considerations;
digital system;
industry developments;
participant actions;
participant experiences;
research developments;
theme park experience enhancement;
Computers;
Cyber-physical systems;
Entertainment industry;
Games;
Human computer interaction;
Motion pictures;
33.
Evolvable fashion-based cellular automata for generating cavern systems
机译:
基于可演化时尚的细胞自动机,用于生成洞穴系统
作者:
Ashlock Daniel
会议名称:
《IEEE Conference on Computational Intelligence and Games》
|
2015年
关键词:
cellular automata;
matrix algebra;
cavern-like level map;
cell state;
competition matrix;
complex image;
evolvable fashion-based cellular automata;
evolved automaton rule;
fashion based representation;
generating cavern system;
level generation system;
level maps tile;
toroidal grid;
Automata;
Computer architecture;
Evolutionary computation;
Games;
Sociology;
Statistics;
Technological innovation;
34.
An improved approach to reinforcement learning in Computer Go
机译:
改进的Computer Go中强化学习方法
作者:
Dann Michael
;
Zambettau Fabio
;
Thangarajah John
会议名称:
《IEEE Conference on Computational Intelligence and Games》
|
2015年
关键词:
Monte Carlo methods;
greedy algorithms;
learning (artificial intelligence);
ε-greedy exploration;
Computer Go;
Elo rating;
Monte-Carlo methods;
Plain Dyna-2;
RLGO;
flat learning rate;
reinforcement learning;
state abstraction;
Computer science;
Computers;
Games;
Information technology;
Monte Carlo methods;
Shape;
Training;
35.
Towards automatic StarCraft strategy generation using genetic programming
机译:
使用遗传编程实现星际争霸战略的自动生成
作者:
Garcia-Sanchez Pablo
;
Tonda Alberto
;
Mora Antonio M.
;
Squillero Giovanni
;
Merelo J.J.
会议名称:
《IEEE Conference on Computational Intelligence and Games》
|
2015年
关键词:
C++ language;
computer games;
genetic algorithms;
software agents;
C++ classes;
OpprimoBot open-source framework;
StarCraftGP;
Zerg bot;
artificial intelligence;
asymmetric balanced factions;
automatic StarCraft strategy generation;
bot behavior;
competitive strategy;
evolutionary computation;
genetic programming;
human-designed bots;
map exploration;
real-time strategy games;
squad composition;
squad formation;
tactics;
technology trees;
Artificial intelligence;
Buildings;
Games;
Measurement;
Optimization;
Sociology;
Statistics;
36.
Combining Monte Carlo tree search and apprenticeship learning for capture the flag
机译:
结合蒙特卡洛树搜索法和学徒学习法来夺旗
作者:
Ivanovo Jayden
;
Raffe William L.
;
Zambetta Fabio
;
Xiaodong Li
会议名称:
《IEEE Conference on Computational Intelligence and Games》
|
2015年
关键词:
Monte Carlo methods;
computer games;
learning (artificial intelligence);
multi-agent systems;
tree searching;
trees (mathematics);
AI Sandbox CTF environment;
AL;
MCTS;
Monte Carlo tree search;
UCT;
agent control;
apprenticeship learning;
capture the flag game;
competitive video games;
upper confidence bounds for trees;
Adaptation models;
Computers;
Games;
Learning (artificial intelligence);
Monte Carlo methods;
Trajectory;
37.
Evolving strategies to help resolve tragedy of the commons social dilemmas
机译:
不断发展的战略有助于解决公地社会困境的悲剧
作者:
Greenwood Garrison W.
会议名称:
《IEEE Conference on Computational Intelligence and Games》
|
2015年
关键词:
evolutionary computation;
game theory;
social sciences;
N-player mathematical games;
commons social dilemmas;
cooperation levels;
evolving strategies;
public goods games;
tragedy resolution;
Aggregates;
Cloning;
Computers;
Electronic mail;
Games;
Sociology;
Statistics;
38.
Automated puzzle difficulty estimation
机译:
自动拼图难度估算
作者:
van Kreveld Marc
;
Loffler Maarten
;
Mutser Paul
会议名称:
《IEEE Conference on Computational Intelligence and Games》
|
2015年
关键词:
computer games;
automated puzzle difficulty estimation;
puzzle game level;
Color;
Correlation;
Estimation;
Games;
Linear programming;
Rocks;
Time measurement;
39.
ACE-RL-Checkers: Improving automatic case elicitation through knowledge obtained by reinforcement learning in player agents
机译:
ACE-RL-Checkers:通过在玩家特工中强化学习而获得的知识来改进自动案例识别
作者:
Castro Neto Henrique
;
Silva Julia Rita Maria
会议名称:
《IEEE Conference on Computational Intelligence and Games》
|
2015年
关键词:
computer games;
decision making;
learning (artificial intelligence);
multi-agent systems;
multilayer perceptrons;
ACE-RL-checkers player agent;
CHEBR;
LS-VisionDraughts;
automatic case elicitation;
automatic checkers players;
decision-making;
game dynamics;
multilayer perceptron neural network player;
nondeterministic behavior;
reinforcement learning;
Artificial neural networks;
Complexity theory;
Games;
Libraries;
Silicon;
Space exploration;
Training;
40.
Job-level UCT search for solving Hex
机译:
作业级UCT搜索以解决十六进制
作者:
Xi Liang
;
Tinghan Wei
;
I-Chen Wu
会议名称:
《IEEE Conference on Computational Intelligence and Games》
|
2015年
关键词:
computer games;
parallel processing;
search problems;
shared memory systems;
JL implementations;
JL-UCT solver system;
SPDFPN solver;
database techniques;
distributed computing environment;
hex openings;
hex solving;
job-level UCT search;
job-level upper-confidence tree algorithm;
scalable parallel depth-first proof-number search algorithm;
shared-memory techniques;
transposition information sharing;
Adaptation models;
Computational modeling;
Computers;
Databases;
Games;
Instruction sets;
Random access memory;
Hex;
Job-level computing;
Monte-Carlo tree search;
Proof-number search;
Upper-confidence bound;
41.
Learning to shoot in first person shooter games by stabilizing actions and clustering rewards for reinforcement learning
机译:
通过稳定动作并聚集奖励以加强学习来学习在第一人称射击游戏中射击
作者:
Glavin Frank G.
;
Madden Michael G.
会议名称:
《IEEE Conference on Computational Intelligence and Games》
|
2015年
关键词:
computer games;
decision making;
learning (artificial intelligence);
pattern clustering;
NPC;
RL;
action stabilization;
decision-making;
first person shooter games;
nonplayer character;
reinforcement learning;
reward calculations;
reward clustering;
turn-based board games;
weighted-reward mechanism;
Computer architecture;
Decision making;
Games;
Learning (artificial intelligence);
Navigation;
Real-time systems;
Weapons;
42.
Emergent bluffing and inference with Monte Carlo Tree Search
机译:
蒙特卡洛树搜索的紧急虚张声势和推理
作者:
Cowling Peter I.
;
Whitehouse Daniel
;
Powley Edward J.
会议名称:
《IEEE Conference on Computational Intelligence and Games》
|
2015年
关键词:
Bayes methods;
Monte Carlo methods;
computer games;
decision making;
inference mechanisms;
stochastic games;
tree searching;
Bayesian inference;
MCTS;
Monte Carlo tree search;
bluffing behaviour;
card and board game;
card game;
combinatorial board game;
decision making;
game state;
game tree search;
general-purpose technique;
information hiding;
stochastic environment;
video game;
Artificial intelligence;
Computational modeling;
Decision trees;
Electronic mail;
Games;
Monte Carlo methods;
Resistance;
43.
Human computation for procedural content generation in platform games
机译:
用于平台游戏中程序内容生成的人工计算
作者:
Reis Willian M. P.
;
Lelis Levi H. S.
;
Gal Yaakov Kobi
会议名称:
《IEEE Conference on Computational Intelligence and Games》
|
2015年
关键词:
computer games;
Infinite Mario Bros;
computer games;
human computation;
human-annotated information;
interactive drama;
mathematical model;
platform games;
procedural content generation;
storytelling;
visual aesthetics;
Computational modeling;
Computers;
Games;
Generators;
Mathematical model;
Rhythm;
Visualization;
44.
An experimental study of action selection mechanisms to create an entertaining opponent
机译:
创造娱乐对手的动作选择机制的实验研究
作者:
Sephton Nick
;
Cowling Peter I.
;
Slaven Nicholas H.
会议名称:
《IEEE Conference on Computational Intelligence and Games》
|
2015年
关键词:
Monte Carlo methods;
computer games;
multi-agent systems;
tree searching;
ISMCTS play strength;
Lords of War;
Monte Carlo tree search algorithm;
action selection mechanisms;
entertaining opponent;
information set MCTS agent;
online tuning;
strategic card game;
Artificial intelligence;
Complexity theory;
Estimation;
Games;
Monte Carlo methods;
Robustness;
Tuning;
45.
Making sense of emergent narratives: An architecture supporting player-triggered narrative processes
机译:
理解紧急叙事:支持玩家触发的叙事过程的体系结构
作者:
Chauvin Simon
;
Levieux Guillaume
;
Donnart Jean-Yves
;
Natkin Stphane
会议名称:
《IEEE Conference on Computational Intelligence and Games》
|
2015年
关键词:
computer games;
interactive systems;
Minecraft;
emergent games;
emergent narratives;
interactive narratives;
interpretation engine;
player-triggered narrative processes;
procedural content generation techniques;
Coherence;
Engines;
Games;
Real-time systems;
Registers;
Uncertainty;
User-generated content;
Emergent Game;
Emergent Narrative;
Interactive Storytelling;
Minecraft;
Procedural Content Generation;
46.
Personality traits in plots with nondeterministic planning for interactive storytelling
机译:
具有不确定性的交互式讲故事计划的情节中的人格特征
作者:
Guilherme da Silva Fabio A.
;
Feijo Bruno
会议名称:
《IEEE Conference on Computational Intelligence and Games》
|
2015年
关键词:
behavioural sciences computing;
entertainment;
interactive systems;
characters behaviour;
digital entertainment;
interactive nondeterministic plots;
interactive storytelling;
nondeterministic planning;
personality traits;
Context;
Entertainment industry;
Games;
Generators;
Instruments;
Planning;
Prototypes;
interactive storytelling;
personality traits;
planning algorithms;
user models;
47.
Belief-state Monte-Carlo tree search for Phantom games
机译:
信仰状态的蒙特卡罗树搜索幻影游戏
作者:
Jiao Wang
;
Tan Zhu
;
Hongye Li
;
Chu-Hsuan Hsueh
;
I-Chen Wu
会议名称:
《IEEE Conference on Computational Intelligence and Games》
|
2015年
关键词:
Monte Carlo methods;
computer games;
tree searching;
BS-MCTS;
belief learning;
belief-state Monte-Carlo tree search;
heuristic search information;
opponent guessing;
opponent predicting;
phantom Go;
phantom games;
phantom tic-tac-toe;
Bismuth;
Games;
Law;
Mathematical model;
Monte Carlo methods;
Phantoms;
48.
Neuroevolution for General Video Game Playing
机译:
通用视频游戏的神经进化
作者:
Samothrakis Spyridon
;
Perez-Liebana Diego
;
Lucas Simon M.
;
Fasli Maria
会议名称:
《IEEE Conference on Computational Intelligence and Games》
|
2015年
关键词:
computer games;
evolutionary computation;
function approximation;
learning (artificial intelligence);
neural nets;
search problems;
GVGP;
apriori knowledge;
c-greedy policies;
evolutionary algorithm;
evolutionary learning;
general video game playing;
linear function approximation;
neural networks;
neuroevolution;
separable natural evolution strategies;
softmax search;
Approximation algorithms;
Avatars;
Function approximation;
Games;
Neural networks;
Sprites (computer);
49.
Understanding players' identities and behavioral archetypes from avatar customization data
机译:
通过头像定制数据了解玩家的身份和行为原型
作者:
Chong-U Lim
;
Harrell D. Fox
会议名称:
《IEEE Conference on Computational Intelligence and Games》
|
2015年
关键词:
avatars;
computer games;
archetypal analysis;
avatar customization data;
avatar gender-preferring behaviors;
behavioral archetype model;
behavioral data collection;
intelligent tutors;
online shopping;
player interaction data;
player real-world gender classification;
player sociocultural identity;
prototypical behavior pattern model;
social networking profiles;
supervised learning;
videogame avatars;
virtual environments;
virtual identity;
Analytical models;
Avatars;
Computational modeling;
Data models;
Games;
Hair;
Predictive models;
50.
Co-evolution of strategies for multi-objective games under postponed objective preferences
机译:
延迟目标偏好下多目标游戏策略的协同进化
作者:
Eisenstadt Erella
;
Moshaiov Amiram
;
Avigad Gideon
会议名称:
《IEEE Conference on Computational Intelligence and Games》
|
2015年
关键词:
differential games;
evolutionary computation;
MOGs;
SOG;
coevolutionary algorithm;
differential game;
game theory;
multicriteria games;
multiobjective games;
multipayoff games;
postponed objective preferences;
single objective games;
single payoff games;
tug-of-war;
vector payoff games;
worst-case domination relation;
zero-sum MOG;
Games;
Minimization;
Optimization;
Sociology;
Sorting;
Statistics;
Yttrium;
51.
Online learning and mining human play in complex games
机译:
在线学习和挖掘复杂游戏中的人类游戏
作者:
Dobre Mihai Sorin
;
Lascarides Alex
会议名称:
《IEEE Conference on Computational Intelligence and Games》
|
2015年
关键词:
computer games;
data mining;
multi-agent systems;
Settlers of Catan;
agent;
complex games;
complex win-lose board game;
human game play;
human play mining;
hybrid model;
knowledge mining;
online learning;
Cities and towns;
Data models;
Games;
Learning (artificial intelligence);
Manuals;
Monte Carlo methods;
Roads;
52.
Play profiles: The effect of infinite-length games on evolution in the iterated Prisoner's Dilemma
机译:
游戏配置文件:无限长游戏对反复囚徒困境中进化的影响
作者:
Barlow Lee-Ann
;
Tsang Jeffrey
会议名称:
《IEEE Conference on Computational Intelligence and Games》
|
2015年
关键词:
game theory;
statistical testing;
game theoretic models;
infinite-length games;
iterated prisoners dilemma;
statistical tests;
Evolution (biology);
Evolutionary computation;
Games;
Image color analysis;
Sociology;
Statistics;
Transducers;
53.
Player-adaptive Spelunky level generation
机译:
适应玩家的Spelunky等级生成
作者:
Stammer David
;
Mannheim Hochschule
;
Gunther Tobias
;
Preuss Mike
会议名称:
《IEEE Conference on Computational Intelligence and Games》
|
2015年
关键词:
computer games;
content management;
2D platformer;
computer games;
experience-driven PCG approach;
game creation;
indirect player feedback;
level designers;
online adaptation;
personalized difficulty-adjusted level generation;
personalized level generation;
player-adaptive Spelunky level generation;
procedural content generation;
scrolling game;
Artificial intelligence;
Electronic publishing;
Games;
Genetic algorithms;
Information services;
Internet;
Weapons;
54.
Predicting player disengagement and first purchase with event-frequency based data representation
机译:
通过基于事件频率的数据表示来预测玩家的脱离和首次购买
作者:
Hanting Xie
;
Devlin Sam
;
Kudenko Daniel
;
Cowling Peter
会议名称:
《IEEE Conference on Computational Intelligence and Games》
|
2015年
关键词:
computer games;
data structures;
event frequency based method;
event-frequency based data representation;
free to play games;
game industry;
player disengagement prediction;
player retention;
Decision trees;
Feature extraction;
Games;
Logistics;
Predictive models;
Support vector machines;
Training;
Decision Tree;
First Purchase Prediction;
Game Data Mining;
Player Engagement;
Player Modelling;
55.
Perception simulation in social planning for emergent storytelling
机译:
社会计划中的突发事件叙事感知模拟
作者:
Carvalho David B.
;
Clua Esteban G.
;
Paes Aline
会议名称:
《IEEE Conference on Computational Intelligence and Games》
|
2015年
关键词:
computer games;
digital simulation;
virtual reality;
Little Red Riding Hood story world;
emergent storytelling;
game immersion level;
perception simulation;
simulation based systems;
social planning;
virtual worlds;
Cognition;
Context;
Games;
Mathematical model;
Planning;
Proposals;
Uncertainty;
56.
Regulation of exploration for simple regret minimization in Monte-Carlo tree search
机译:
蒙特卡罗树搜索中用于简单后悔最小化的探索规则
作者:
Yun-Ching Liu
;
Tsuruoka Yoshimasa
会议名称:
《IEEE Conference on Computational Intelligence and Games》
|
2015年
关键词:
Monte Carlo methods;
game theory;
sampling methods;
tree searching;
AMAF;
CCB-MCTS;
MAB;
Monte-Carlo tree search;
UCB bandit algorithm;
UCT algorithm;
all-moves-as-first heuristic;
combined confidence bounds MCTS;
confidence bounds;
game tree search;
multiarmed bandit algorithms;
simple regret bandit algorithm;
simple regret minimization;
suboptimal arms sampling;
Context;
Games;
Heuristic algorithms;
Minimization;
Monte Carlo methods;
Scalability;
Search problems;
57.
Towards generating arcade game rules with VGDL
机译:
使用VGDL生成街机游戏规则
作者:
Nielsen Thorbjorn S.
;
Barros Gabriella A. B.
;
Togelius Julian
;
Nelson Mark J.
会议名称:
《IEEE Conference on Computational Intelligence and Games》
|
2015年
关键词:
artificial intelligence;
computer games;
tree searching;
DeepSearch;
Explorer;
GVG-AI;
RAPP;
VGDL;
arcade game generation;
arcade game rules;
complete arcade games;
evaluation function;
game tree search algorithms;
game-playing algorithms;
general video game playing environment;
relative algorithm performance profiles;
subsidiary contribution;
video game description language;
Algorithm design and analysis;
Clocks;
Computers;
Entropy;
Games;
Sprites (computer);
Testing;
58.
Toward avatar models to enhance performance and engagement in educational games
机译:
建立头像模型,以提高教育游戏的性能和参与度
作者:
Kao Dominic
;
Harrell D. Fox
会议名称:
《IEEE Conference on Computational Intelligence and Games》
|
2015年
关键词:
avatars;
computer aided instruction;
computer games;
human factors;
STEM learning game;
Science Technology Engineering and Mathematics;
avatar model;
dynamic avatars;
educational games;
geometric shapes;
learner engagement;
learner performance;
learning support;
player likeness;
player performance;
social identity;
social science;
student performance;
Avatars;
Computational modeling;
Games;
Machine learning algorithms;
Pragmatics;
Predictive models;
Shape;
59.
Automatic mapping of human behavior data to personality model parameters for traffic simulations in virtual environments
机译:
自动将人类行为数据映射到个性模型参数,以在虚拟环境中进行流量模拟
作者:
Kampmann Steffen
;
Seele Sven
;
Herpers Rainer
;
Becker Peter
;
Bauckhage Christian
会议名称:
《IEEE Conference on Computational Intelligence and Games》
|
2015年
关键词:
digital simulation;
evolutionary computation;
traffic engineering computing;
virtual reality;
artificial driving behavior;
car simulator;
evolutionary strategies;
human behavior data automatic mapping;
personality model parameters;
simulated driving behavior;
traffic simulation telemetry;
traffic simulations;
virtual environments;
Acceleration;
Adaptation models;
Computational modeling;
Data models;
Mathematical model;
Optimization;
Vehicles;
60.
Body motion design and analysis for fighting game interface
机译:
格斗游戏界面的人体动作设计与分析
作者:
Paliyawan Pujana
;
Sookhanaphibarn Kingkarn
;
Choensawat Worawat
;
Thawonmas Ruck
会议名称:
《IEEE Conference on Computational Intelligence and Games》
|
2015年
关键词:
computer games;
knowledge based systems;
motion control;
user interfaces;
CIG competition;
FightingICE;
Kinect device;
body motion design;
controlling game character;
fighting game interface;
full-body motion-control game interface;
game platform;
posture detection;
posture-detection algorithm;
rule-and-threshold optimization;
rule-based technique;
Accuracy;
Back;
Data analysis;
Detection algorithms;
Games;
Joints;
Knee;
Detection and Classification;
FightingICE;
Kinect;
Motion and Posture Analysis;
Variable Refinement;
61.
Creating efficient walls using potential fields in real-time strategy games
机译:
在实时策略游戏中利用潜在领域创建有效的墙
作者:
Freitas de Oliveira Caio
;
Galvao Madeira Charles Andrye
会议名称:
《IEEE Conference on Computational Intelligence and Games》
|
2015年
关键词:
artificial intelligence;
computer games;
RTS;
StarCraft Brood War game;
artificial intelligence;
building construction;
real-time strategy games;
wall construction;
Extremities;
Games;
Minerals;
Navigation;
Optimization;
Tiles;
building placement;
potential fields;
real-time strategy games;
62.
The geometry friends game AI competition
机译:
几何朋友游戏AI竞赛
作者:
Prada Rui
;
Lopes Phil
;
Catarino Joao
;
Quiterio Joao
;
Melo Francisco S.
会议名称:
《IEEE Conference on Computational Intelligence and Games》
|
2015年
关键词:
artificial intelligence;
computer games;
multi-agent systems;
agent creation;
cooperative platform puzzle game;
geometry friends game AI competition;
physics-based game environment;
Artificial intelligence;
Diamonds;
Friction;
Games;
Geometry;
Gravity;
Tracking;
63.
Emerging collective intelligence in Othello players evolved by differential evolution
机译:
奥赛罗球员的新兴集体智慧是通过差异进化而演变的
作者:
Takahama Tetsuyuki
;
Sakai Setsuko
会议名称:
《IEEE Conference on Computational Intelligence and Games》
|
2015年
关键词:
evolutionary computation;
games of skill;
Othello players;
collective intelligence;
differential evolution;
game playing;
objective value;
Games;
Law;
Radiation detectors;
Sociology;
Standards;
Statistics;
Othello;
collective intelligence;
differential evolution;
two-player game;
64.
Examination of representational expression in maze generation algorithms
机译:
迷宫生成算法中的表征表达检查
作者:
Kozlova Aliona
;
Brown Joseph Alexander
;
Reading Elizabeth
会议名称:
《IEEE Conference on Computational Intelligence and Games》
|
2015年
关键词:
computer games;
tree searching;
Prims algorithm;
depth-first search;
games;
recursive algorithm;
representational expression examination;
two-dimensional maze generation algorithms;
Algorithm design and analysis;
Computer science;
Conferences;
Games;
IEEE members;
Prediction algorithms;
Statistical analysis;
65.
MCTS with influence map for general video game playing
机译:
带有影响图的MCTS,可用于一般视频游戏
作者:
Hyunsoo Park
;
Kyung-Joong Kim
会议名称:
《IEEE Conference on Computational Intelligence and Games》
|
2015年
关键词:
Monte Carlo methods;
artificial intelligence;
computer games;
search problems;
trees (mathematics);
AI player;
IEEE computational intelligence-in-games;
IM;
Influence Map;
MCTS;
Monte Carlo tree search;
average winning ratio improvement;
game environments;
game map;
general video game playing;
general video game-AI competition;
search space;
time constraints;
Artificial intelligence;
Games;
Genetic algorithms;
Mathematical model;
Monte Carlo methods;
Space exploration;
Time factors;
Monte-Carlo tree search;
general video game playing;
influence map;
66.
Mobile EEG ECG integration system for monitoring physiological states in peforming simulated war game training
机译:
移动EEG和ECG集成系统,用于在进行模拟战争游戏训练时监视生理状态
作者:
Li-Wei Ko
;
Peng-Wen Lai
;
Bao-Jun Yang
;
Chin-Teng Lin
会议名称:
《IEEE Conference on Computational Intelligence and Games》
|
2015年
关键词:
electrocardiography;
electroencephalography;
medical signal processing;
military computing;
ECG integration system;
electrocardiography signals;
electroencephalography signals;
exciting war game;
fresh soldiers;
heart rates;
military training;
military training performance;
mobile EEG integration system;
physiological states;
real-time signal processing;
simulated shooting task;
simulated war game training;
Biomedical monitoring;
Electrocardiography;
Electroencephalography;
Games;
Mobile communication;
Real-time systems;
Training;
ECG;
EEG;
attention;
emotion;
fatigue;
heart rate;
human machine interaction;
stress;
training;
67.
The rectangular seeds of Domineering
机译:
霸气的长方形种子
作者:
Cazenave Tristan
;
Jialin Liu
;
Teytaud Olivier
会议名称:
《IEEE Conference on Computational Intelligence and Games》
|
2015年
关键词:
artificial intelligence;
computer games;
CIG 2015;
Go;
computational intelligence;
domineering game;
randomized game-playing programs;
rectangular seeds;
scientific validation;
Boosting;
Buildings;
Computational intelligence;
Games;
Portfolios;
Standards;
68.
Towards better personas in gaming : Contract based expert systems
机译:
在游戏中追求更好的角色:基于合同的专家系统
作者:
Brown Joseph Alexander
会议名称:
《IEEE Conference on Computational Intelligence and Games》
|
2015年
关键词:
computer games;
expert systems;
telemetry;
PCG methods;
contract based expert systems;
design tools;
game-play telemetry;
gaming;
procedural content generation;
Computational modeling;
Computer science;
Contracts;
Expert systems;
Games;
Telemetry;
69.
Interpreting behaviors of mobile game players from in-game data and context logs
机译:
从游戏内数据和上下文日志解释移动游戏玩家的行为
作者:
Farooq Sehar Shahzad
;
Jong-Woong Baek
;
KyungJoong Kim
会议名称:
《IEEE Conference on Computational Intelligence and Games》
|
2015年
关键词:
Android (operating system);
behavioural sciences;
computer games;
mobile computing;
context logs;
human behavior;
in-game data;
mobile game player;
mobile phone;
mobile video game;
routine activity;
shoot them up android based video game;
Accelerometers;
Context;
Games;
Land mobile radio;
Smart phones;
Game Data Analysis;
Mobile Video Game;
Player behavior;
Shoot Them Up;
70.
Systems for player reputation with NPC agents
机译:
NPC代理人的玩家声誉系统
作者:
Brown Joseph Alexander
;
Qiang Qu
会议名称:
《IEEE Conference on Computational Intelligence and Games》
|
2015年
关键词:
game theory;
social networking (online);
NPC agents;
non-player characters;
player reputation;
single player games;
social networks;
transfer of information;
Cities and towns;
Games;
Mathematical model;
Multi-agent systems;
Numerical models;
Social network services;
Weapons;
71.
Testing reliability of replay-based imitation for StarCraft
机译:
测试基于重放的StarCraft的可靠性
作者:
In-Seok Oh
;
Kyung-Joong Kim
会议名称:
《IEEE Conference on Computational Intelligence and Games》
|
2015年
关键词:
artificial intelligence;
computer games;
decision making;
portals;
AI bot;
StarCraft;
decision making;
gaming portals;
hard-coded AI;
replay-based imitation;
testing reliability;
Artificial intelligence;
Decision making;
Filtering;
Games;
Portals;
Reliability;
Testing;
72.
Generation of an arbitrary shaped large maze by assembling mazes
机译:
通过组装迷宫产生任意形状的大迷宫
作者:
Cheong-mok Bae
;
Eun Kwang Kim
;
Jongchan Lee
;
Kyung-Joong Kim
;
Joong-Chae Na
会议名称:
《IEEE Conference on Computational Intelligence and Games》
|
2015年
关键词:
computer games;
arbitrary shaped large maze generation;
fixed matrices;
growing tree algorithm;
maze assembling;
spanning tree algorithms;
user-generated contents;
Assembly;
Databases;
Games;
Motion pictures;
Proposals;
Shape;
Standards;
Arbitrary Maze;
Maze;
Procedural Contents Generation;
73.
Optimization of Angry Birds AI controllers with distributed computing
机译:
分布式计算优化Angry Birds AI控制器
作者:
Du-Mim Yoon
;
Joo-Seon Lee
;
Hyun-Su Seon
;
Jeong-Hyeon Kim
;
Kyung-Joong Kim
会议名称:
《IEEE Conference on Computational Intelligence and Games》
|
2015年
关键词:
artificial intelligence;
computer games;
distributed processing;
optimisation;
AI competition;
angry birds AI controller;
artificial intelligence research;
distributed computing;
generalization ability;
geometry friends;
greedy search;
hybrid optimization technique;
parallel machine;
physics engine;
video games;
Artificial intelligence;
Benchmark testing;
Birds;
Distributed computing;
Games;
Optimization;
Physics;
AI competition;
Angry Birds;
Artificial Intelligence;
Distributed Computing;
Optimization;
74.
Proposal and implementation of 'digital curling'
机译:
“数字卷曲”的提案和实施
作者:
Ito Takeshi
;
Kitasei Yuuma
会议名称:
《IEEE Conference on Computational Intelligence and Games》
|
2015年
关键词:
artificial intelligence;
computer games;
digital simulation;
chess on ice strategy;
curling simulator;
digital curling;
systematic artificial intelligence;
curling;
digital curling;
physical simulator;
server;
75.
Compressing Chinese dark chess endgame databases
机译:
压缩中国黑棋残局数据库
作者:
Chang Chen
;
Gang-Yu Fan
;
Shih-Yu Tsai
;
Ting-Yu Lin
;
Tsan-sheng Hsu
会议名称:
《IEEE Conference on Computational Intelligence and Games》
|
2015年
关键词:
computer games;
data compression;
database management systems;
block-based compression routine;
compressed file;
compressing Chinese dark chess endgame database;
compression program;
computer game program;
gzip;
position indexing method;
raw endgame file;
Electronic mail;
Games;
Indexing;
Information science;
Mathematics;
76.
On imitating Connect-4 game trajectories using an approximate n-tuple evaluation function
机译:
使用近似n元组评估函数模拟Connect-4游戏轨迹
作者:
Runarsson Thomas Philip
;
Lucas Simon M.
会议名称:
《IEEE Conference on Computational Intelligence and Games》
|
2015年
关键词:
computer games;
learning (artificial intelligence);
AI game engine;
Dagger method;
Velena;
after-state evaluation function;
connect-4 game trajectory;
learning framework;
linear function;
n-tuple evaluation function;
n-tuple feature;
opponent playing strategy;
Accuracy;
Approximation methods;
Engines;
Games;
Training;
Training data;
Trajectory;
Connect-4;
evaluation function approximation;
n-tuples;
preference and imitation learning;
77.
Space and depth-related enhancements of the history-ADS strategy in game playing
机译:
历史和ADS策略在游戏中与空间和深度相关的增强
作者:
Polk Spencer
;
Oommen B. John
会议名称:
《IEEE Conference on Computational Intelligence and Games》
|
2015年
关键词:
game theory;
trees (mathematics);
History-ADS strategy;
adaptive data structures;
alpha-beta search strategy;
depth-related enhancements;
game playing;
killer move techniques;
move history;
move ordering;
space-related enhancements;
tree pruning;
Computer science;
Context;
Data structures;
Electronic mail;
Games;
History;
Limiting;
adaptive data structures;
game playing;
move ordering;
78.
StarCraft: Brood War — Strategy powered by the SOMA swarm algorithm
机译:
《星际争霸:巢穴之战》-由SOMA群算法提供支持的策略
作者:
Zelinka Ivan
;
Sikora Lubomir
会议名称:
《IEEE Conference on Computational Intelligence and Games》
|
2015年
关键词:
Java;
computer games;
decision trees;
evolutionary computation;
swarm intelligence;
Java programming language;
SOMA swarm algorithm;
StarCraft: Brood War;
artificial intelligence techniques;
decision tree;
evolutionary algorithms;
strategy computer game;
Approximation algorithms;
Evolutionary computation;
Games;
Heuristic algorithms;
Optimization;
Sociology;
Statistics;
79.
Keynotes abstracts of three keynote presentations
机译:
keynotes 三个主题演示文稿的摘要
作者:
Orkin Jeff
;
Smith Gillian
;
Bowling Michael
会议名称:
《IEEE Conference on Computational Intelligence and Games》
|
2012年
80.
Comparison of Bayesian move prediction systems for Computer Go
机译:
贝叶斯移动预测系统对计算机的比较
作者:
Wistuba Martin
;
Schaefers Lars
;
Platzner Marco
会议名称:
《IEEE Conference on Computational Intelligence and Games》
|
2012年
81.
Evaluating the enjoyability of the ghosts in Ms Pac-Man
机译:
评估PAC-MAN女士鬼魂的令人愉快
作者:
Sombat Wichit
;
Rohlfshagen Philipp
;
Lucas Simon M.
会议名称:
《IEEE Conference on Computational Intelligence and Games》
|
2012年
82.
A Social Science-based Approach to Explanations for (Game) AI
机译:
基于社会科学的解释方法(游戏)AI
作者:
Vanessa Volz
;
Kevin Majchrzak
;
Mike Preuss
会议名称:
《IEEE Conference on Computational Intelligence and Games》
|
2018年
关键词:
Artificial intelligence;
Games;
Object oriented modeling;
Brain modeling;
Complexity theory;
Image recognition;
Collaboration;
83.
Web-Based Interface for Data Labeling in StarCraft
机译:
基于Web的Starcraft数据标签的界面
作者:
In-Chang Baek
;
Kyung-Joong Kim
会议名称:
《IEEE Conference on Computational Intelligence and Games》
|
2018年
关键词:
Games;
Artificial intelligence;
Force;
Labeling;
Real-time systems;
Computer science;
Testing;
84.
Anxious Learning in Real-Time Heuristic Search
机译:
实时启发式搜索中的焦虑学习
作者:
Vadim Bulitko
;
Kacy Doucet
会议名称:
《IEEE Conference on Computational Intelligence and Games》
|
2018年
关键词:
Real-time systems;
Games;
Search problems;
Planning;
Benchmark testing;
Heuristic algorithms;
Learning systems;
85.
Analysis of Self-Adaptive Monte Carlo Tree Search in General Video Game Playing
机译:
在一般视频游戏中的自适应蒙特卡罗树搜索分析
作者:
Chiara F. Sironi
;
Mark H. M. Winands
会议名称:
《IEEE Conference on Computational Intelligence and Games》
|
2018年
关键词:
Games;
Resource management;
Tuners;
Evolutionary computation;
Monte Carlo methods;
Real-time systems;
86.
Game AI Research with Fast Planet Wars Variants
机译:
游戏AI研究与快速行星战争变体
作者:
Simon M. Lucas
会议名称:
《IEEE Conference on Computational Intelligence and Games》
|
2018年
关键词:
Games;
Planets;
Artificial intelligence;
Marine vehicles;
Gravity;
Actuators;
Planning;
87.
A Machine-Learning Item Recommendation System for Video Games
机译:
用于视频游戏的机器学习项目推荐系统
作者:
Paul Bertens
;
Anna Guitart
;
Pei Pei Chen
;
Africa Perianez
会议名称:
《IEEE Conference on Computational Intelligence and Games》
|
2018年
关键词:
Games;
Predictive models;
Training;
Time series analysis;
Neural networks;
Vegetation;
Forestry;
88.
Multi-Parameterised Matchmaking: A Framework
机译:
多参数化匹配:框架
作者:
Anders Harboell Christiansen
;
Bo Friis Nielsen
;
Emil Gensby
会议名称:
《IEEE Conference on Computational Intelligence and Games》
|
2018年
关键词:
Games;
Mathematical model;
Computer science;
Robustness;
Random variables;
89.
Using Discrete Time Markov Chains for Control of Idle Character Animation
机译:
使用离散时间马尔可夫链控制闲置字符动画
作者:
Adam Streck
;
Thomas Wolbers
会议名称:
《IEEE Conference on Computational Intelligence and Games》
|
2018年
关键词:
Animation;
Decision making;
Portable computers;
Markov processes;
Computational modeling;
Windows;
Probabilistic logic;
90.
Learning Battles in ViZDoom via Deep Reinforcement Learning
机译:
通过深度加强学习学习VizDoom的战斗
作者:
Kun Shao
;
Dongbin Zhao
;
Nannan Li
;
Yuanheng Zhu
会议名称:
《IEEE Conference on Computational Intelligence and Games》
|
2018年
关键词:
Games;
Training;
Machine learning;
Measurement;
Visualization;
Task analysis;
91.
Applying Hybrid Reward Architecture to a Fighting Game AI
机译:
将混合奖励架构应用于战斗游戏AI
作者:
Yoshina Takano
;
Wenwen Ouyang
;
Suguru Ito
;
Tomohiro Harada
;
Ruck Thawonmas
会议名称:
《IEEE Conference on Computational Intelligence and Games》
|
2018年
关键词:
Games;
Training;
Electronic mail;
Projectiles;
Machine learning;
Standards;
92.
A Refined 3D Dataset for the Analysis of Player Actions in Exertion Games
机译:
用于分析开发游戏中的玩家动作的精致3D数据集
作者:
Chrysoula Varia
;
Georgios Tsatiris
;
Kostas Karpouzis
;
Stefanos Kollias
会议名称:
《IEEE Conference on Computational Intelligence and Games》
|
2018年
关键词:
Skeleton;
Pipelines;
Sports;
Games;
Sensors;
Three-dimensional displays;
Trajectory;
93.
A Critical Analysis of Punishment in Public Goods Games
机译:
公共产品游戏处罚的批判性分析
作者:
Garrison W. Greenwood
;
Hussein Abbass
;
Eleni Petraki
会议名称:
《IEEE Conference on Computational Intelligence and Games》
|
2018年
关键词:
Sociology;
Statistics;
Games;
Economics;
Australia;
Finance;
Simulation;
94.
Wall Building in the Game of StarCraft with Terrain Considerations
机译:
墙壁建筑在星际争霸游戏与地形考虑
作者:
Martin L. M. Rooijackers
;
Mark H. M. Winands
会议名称:
《IEEE Conference on Computational Intelligence and Games》
|
2018年
关键词:
Inductors;
Games;
Tiles;
Real-time systems;
Estimation;
Programming;
95.
InLife: Combining Real Life with Serious Games using IoT
机译:
Inlife:使用IoT与严肃游戏结合现实生活
作者:
Pavlos Kosmides
;
Konstantinos Demestichas
;
Evgenia Adamopoulou
;
Nikos Koutsouris
;
Yannis Oikonomidis
;
Vanessa De Luca
会议名称:
《IEEE Conference on Computational Intelligence and Games》
|
2018年
关键词:
Games;
Social network services;
Wireless sensor networks;
Education;
Sensor systems;
Business;
96.
Predicting Skill Learning in a Large, Longitudinal MOBA Dataset
机译:
预测大型纵向Moba数据集的技能学习
作者:
M. Aung
;
V. Bonometti
;
A. Drachen
;
P. Cowling
;
A. V. Kokkinakis
;
C. Yoder
;
A. Wade
会议名称:
《IEEE Conference on Computational Intelligence and Games》
|
2018年
关键词:
Games;
Telemetry;
Psychology;
Predictive models;
Correlation;
Forestry;
Focusing;
97.
A Virtual Agent Toolkit for Serious Games Developers
机译:
用于严重游戏开发人员的虚拟代理工具包
作者:
Samuel Mascarenhas
;
Manuel Guimar?es
;
Rui Prada
;
Jo?o Dias
;
Pedro A. Santos
;
Kam Star
;
Ben Hirsh
;
Ellis Spice
;
Rob Kommeren
会议名称:
《IEEE Conference on Computational Intelligence and Games》
|
2018年
关键词:
Games;
Tools;
Decision making;
Cognition;
Appraisal;
Entertainment industry;
Collaboration;
98.
The Influence of Feedback Choice on University Students’ Revision Choices and Performance in a Digital Assessment Game
机译:
反馈选择对数字评估游戏中大学生修订选择和性能的影响
作者:
Maria Cutumisu
会议名称:
《IEEE Conference on Computational Intelligence and Games》
|
2018年
关键词:
Games;
Analysis of variance;
Instruments;
Graphics;
Correlation;
Atmospheric measurements;
Particle measurements;
99.
Learning Map-Independent Evaluation Functions for Real-Time Strategy Games
机译:
学习实时策略游戏的地图无关的评估功能
作者:
Zuozhi Yang
;
Santiago Onta?ón
会议名称:
《IEEE Conference on Computational Intelligence and Games》
|
2018年
关键词:
Games;
Neural networks;
Artificial intelligence;
Training;
Monte Carlo methods;
Real-time systems;
Task analysis;
100.
Toward General Mathematical Game Playing Agents
机译:
对一般数学游戏玩家
作者:
Daniel Ashlock
;
Eun-Youn Kim
;
Diego Perez-Lebana
会议名称:
《IEEE Conference on Computational Intelligence and Games》
|
2018年
关键词:
Games;
Artificial intelligence;
Sociology;
Statistics;
Sprites (computer);
Frequency modulation;
Computational modeling;
意见反馈
回到顶部
回到首页