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CIG 2016: Santorini, Greece
- IEEE Conference on Computational Intelligence and Games, CIG 2016, Santorini, Greece, September 20-23, 2016. IEEE 2016, ISBN 978-1-5090-1883-3
- Maarten de Waard, Diederik M. Roijers, Sander C. J. Bakkes:
Monte Carlo Tree Search with options for general video game playing. 1-8 - Hendrik Horn, Vanessa Volz, Diego Perez Liebana, Mike Preuss:
MCTS/EA hybrid GVGAI players and game difficulty estimation. 1-8 - Julian Togelius, Georgios N. Yannakakis:
General general game AI. 1-8 - Owen Sacco, Antonios Liapis, Georgios N. Yannakakis:
A holistic approach for semantic-based game generation. 1-8 - Hyun-Soo Park, Kyung-Joong Kim:
Deep Q-learning using redundant outputs in visual doom. 1-2 - Christoffer Holmgård, Julian Togelius, Lars Henriksen:
Computational intelligence and cognitive performance assessment games. 1-8 - Byungho Yoo, Kyung-Joong Kim:
Changing video game graphic styles using neural algorithms. 1-2 - Daniel Karavolos, Antonios Liapis, Georgios N. Yannakakis:
Evolving missions for Dwarf quest dungeons. 1-2 - Anders Drachen, Nicholas Ross, Julian Runge, Rafet Sifa:
Stylized facts for mobile game analytics. 1-8 - Markus Viljanen, Antti Airola, Tapio Pahikkala, Jukka Heikkonen:
Modelling user retention in mobile games. 1-8 - Santiago Ontañón:
Informed Monte Carlo Tree Search for Real-Time Strategy games. 1-8 - Dennis J. N. J. Soemers, Mark H. M. Winands:
Hierarchical Task Network Plan Reuse for video games. 1-8 - Daniel Karavolos, Antonios Liapis, Georgios N. Yannakakis:
Evolving missions to create game spaces. 1-8 - Peizhi Shi, Ke Chen:
Online level generation in Super Mario Bros via learning constructive primitives. 1-8 - Andre Mendes, Julian Togelius, Andy Nealen:
Hyper-heuristic general video game playing. 1-8 - Nick Sephton, Peter I. Cowling, Sam Devlin, Victoria J. Hodge, Nicholas H. Slaven:
Using association rule mining to predict opponent deck content in android: Netrunner. 1-8 - David B. Carvalho, Esteban Walter Gonzalez Clua, Aline Paes:
Planning social actions through the others' eyes for emergent storytelling. 1-8 - Shuo Xu, Clark Verbrugge:
Heuristics for sleep and heal in combat. 1-8 - Garrison W. Greenwood:
Altruistic punishment can help resolve tragedy of the commons social dilemmas. 1-7 - Markus Viljanen, Antti Airola, Tapio Pahikkala, Jukka Heikkonen:
User activity decay in mobile games determined by simple differential equations? 1-8 - Elizabeth Camilleri, Georgios N. Yannakakis, Alexiei Dingli:
Platformer level design for player believability. 1-8 - Rafet Sifa, Sridev Srikanth, Anders Drachen, César Ojeda, Christian Bauckhage:
Predicting Retention in Sandbox Games with Tensor Factorization-based Representation Learning. 1-8 - Christian Guckelsberger, Christoph Salge, Simon Colton:
Intrinsically motivated general companion NPCs via Coupled Empowerment Maximisation. 1-8 - Fernando de Mesentier Silva, Aaron Isaksen, Julian Togelius, Andy Nealen:
Generating heuristics for novice players. 1-8 - Daniele Gravina, Antonios Liapis, Georgios N. Yannakakis:
Constrained surprise search for content generation. 1-8 - Chairi Kiourt, Dimitris Kalles:
Using opponent models to train inexperienced synthetic agents in social environments. 1-4 - Matthew Stephenson, Jochen Renz:
Procedural generation of complex stable structures for angry birds levels. 1-8 - Tobias Graf, Marco Platzner:
Monte-Carlo simulation balancing revisited. 1-7 - Hanneke Kersjes, Pieter Spronck:
Modeling believable game characters. 1-8 - Mateusz Kurek, Wojciech Jaskowski:
Heterogeneous team deep q-learning in low-dimensional multi-agent environments. 1-8 - Francis Deboeverie, Sanne Roegiers, Gianni Allebosch, Peter Veelaert, Wilfried Philips:
Human gesture classification by brute-force machine learning for exergaming in physiotherapy. 1-7 - Noor Shaker, Mohamed Abou-Zleikha:
Transfer learning for cross-game prediction of player experience. 1-8 - Elie Bursztein:
I am a legend: Hacking hearthstone using statistical learning methods. 1-8 - Davide Aversa, Sebastian Sardiña, Stavros Vassos:
Pruning and preprocessing methods for inventory-aware pathfinding. 1-8 - Andrea Clerico, Cindy Chamberland, Mark Parent, Pierre-Emmanuel Michon, Sébastien Tremblay, Tiago H. Falk, Jean-Christophe Gagnon, Philip L. Jackson:
Biometrics and classifier fusion to predict the fun-factor in video gaming. 1-8 - Ahmed Abdelkader:
Recovering visibility and dodging obstacles in pursuit-evasion games. 1-6 - Maxim Mozgovoy, Marina Purgina, Iskander Umarov:
Believable self-learning AI for world of tennis. 1-7 - Thibault Allart, Guillaume Levieux, Michel Pierfitte, Agathe Guilloux, Stéphane Natkin:
Design influence on player retention: A method based on time varying survival analysis. 1-8 - Jonas Schmitt, Harald Köstler:
A multi-objective genetic algorithm for simulating optimal fights in StarCraft II. 1-8 - Anders Drachen, James Green, Chester Gray, Elie Harik, Patty Lu, Rafet Sifa, Diego Klabjan:
Guns and guardians: Comparative cluster analysis and behavioral profiling in destiny. 1-8 - Michael Cook, Jeremy Gow, Simon Colton:
Towards the automatic optimisation of procedural content generators. 1-8 - Marlene Beyer, Aleksandr Agureikin, Alexander Anokhin, Christoph Laenger, Felix Nolte, Jonas Winterberg, Marcel Renka, Martin Rieger, Nicolas Pflanzl, Mike Preuss, Vanessa Volz:
An integrated process for game balancing. 1-8 - Pablo García-Sánchez, Alberto Paolo Tonda, Giovanni Squillero, Antonio Mora García, Juan Julián Merelo Guervós:
Evolutionary deckbuilding in hearthstone. 1-8 - Naoyuki Sato, Kokolo Ikeda:
Three types of forward pruning techniques to apply the alpha beta algorithm to turn-based strategy games. 1-8 - Ali Kaan Sungur, Elif Sürer:
Voluntary behavior on cortical learning algorithm based agents. 1-7 - Chiara F. Sironi, Mark H. M. Winands:
Comparison of rapid action value estimation variants for general game playing. 1-8 - Diego Perez Liebana, Spyridon Samothrakis, Julian Togelius, Tom Schaul, Simon M. Lucas:
Analyzing the robustness of general video game playing agents. 1-8 - Marco Tamassia, William L. Raffe, Rafet Sifa, Anders Drachen, Fabio Zambetta, Michael Hitchens:
Predicting player churn in destiny: A Hidden Markov models approach to predicting player departure in a major online game. 1-8 - Philipp Beau, Sander Bakkes:
Automated game balancing of asymmetric video games. 1-8 - Michal Kempka, Marek Wydmuch, Grzegorz Runc, Jakub Toczek, Wojciech Jaskowski:
ViZDoom: A Doom-based AI research platform for visual reinforcement learning. 1-8 - Cristinel Patrascu, Sebastian Risi:
Artefacts: Minecraft meets collaborative interactive evolution. 1-8 - Theodosis Georgiou, Yiannis Demiris:
Personalised track design in car racing games. 1-8 - Patrikk D. Sørensen, Jeppeh M. Olsen, Sebastian Risi:
Breeding a diversity of Super Mario behaviors through interactive evolution. 1-7 - Tyler DeWitt, Sushil J. Louis, Siming Liu:
Evolving micro for 3D Real-Time Strategy games. 1-8 - Edward Jack Powley, Simon Colton, Swen E. Gaudl, Rob Saunders, Mark J. Nelson:
Semi-automated level design via auto-playtesting for handheld casual game creation. 1-8 - Marius Stanescu, Nicolas A. Barriga, Andy Hess, Michael Buro:
Evaluating real-time strategy game states using convolutional neural networks. 1-7 - Yusaku Mandai, Tomoyuki Kaneko:
Improved LinUCT and its evaluation on incremental random-feature tree. 1-8 - Kokolo Ikeda, Simon Viennot, Naoyuki Sato:
Detection and labeling of bad moves for coaching go. 1-8 - Alain Saas, Anna Guitart, Africa Perianez:
Discovering playing patterns: Time series clustering of free-to-play game data. 1-8 - Mark J. Nelson:
Investigating vanilla MCTS scaling on the GVG-AI game corpus. 1-7 - Yifan Sun, Chisheng Liang, Steven C. Sutherland, Casper Harteveld, David R. Kaeli:
Modeling player decisions in a supply chain game. 1-8 - Philip L. Lopes, Antonios Liapis, Georgios N. Yannakakis:
Sonancia: A multi-faceted generator for horror. 1-2 - Piers R. Williams, Diego Perez Liebana, Simon M. Lucas:
Ms. Pac-Man Versus Ghost Team CIG 2016 competition. 1-8 - Dan Ventura:
Beyond computational intelligence to computational creativity in games. 1-8 - Dennis J. N. J. Soemers, Chiara F. Sironi, Torsten Schuster, Mark H. M. Winands:
Enhancements for real-time Monte-Carlo Tree Search in General Video Game Playing. 1-8 - Chun Yin Chu, Suguru Ito, Tomohiro Harada, Ruck Thawonmas:
Position-based reinforcement learning biased MCTS for General Video Game Playing. 1-8 - Noor Shaker:
Intrinsically motivated reinforcement learning: A promising framework for procedural content generation. 1-8
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