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IEEE Transactions on Games, Volume 10
Volume 10, Number 1, March 2018
- Julian Togelius

:
IEEE Transactions on Games: A Leading Journal for Games Research. 1-2 - Wojciech Jaskowski

:
Mastering 2048 With Delayed Temporal Coherence Learning, Multistage Weight Promotion, Redundant Encoding, and Carousel Shaping. 3-14 - Oswaldo Ludwig

, Quynh Ngoc Thi Do, Cameron G. Smith, Marc Cavazza, Marie-Francine Moens:
Learning to Extract Action Descriptions From Narrative Text. 15-28 - Alberto Uriarte

, Santiago Ontañón:
Combat Models for RTS Games. 29-41 - Ricardo Lopes, Elmar Eisemann, Rafael Bidarra

:
Authoring Adaptive Game World Generation. 42-55 - Xiaomin Lin

, Peter A. Beling, Randy Cogill:
Multiagent Inverse Reinforcement Learning for Two-Person Zero-Sum Games. 56-68 - Nicolas A. Barriga

, Marius Stanescu, Michael Buro:
Game Tree Search Based on Nondeterministic Action Scripts in Real-Time Strategy Games. 69-77 - Tobias Joppen, Miriam Ulrike Moneke, Nils Schröder, Christian Wirth

, Johannes Fürnkranz
:
Informed Hybrid Game Tree Search for General Video Game Playing. 78-90 - Marco Tamassia

, Fabio Zambetta
, William L. Raffe
, Florian 'Floyd' Mueller, Xiaodong Li:
Learning Options From Demonstrations: APac-ManCase Study. 91-96 - Christopher Kawatsu

, Robert C. Hubal
, Robert Marinier:
Predicting Students' Decisions in a Training Simulation: A Novel Application of TrueSkill. 97-100 - Michael Dann

, Fabio Zambetta
, John Thangarajah
:
Integrating Skills and Simulation to Solve Complex Navigation Tasks in Infinite Mario. 101-106
Volume 10, Number 2, June 2018
- Andreas Stiegler

, Keshav P. Dahal
, Johannes Maucher
, Daniel Jack Livingstone
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Symbolic Reasoning for Hearthstone. 113-127 - Markus Viljanen

, Antti Airola
, Jukka Heikkonen, Tapio Pahikkala
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Playtime Measurement With Survival Analysis. 128-138 - Jiao Wang

, Tan Zhu, Hongye Li
, Chu-Hsuan Hsueh, I-Chen Wu
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Belief-State Monte Carlo Tree Search for Phantom Go. 139-154 - Peizhi Shi

, Ke Chen
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Learning Constructive Primitives for Real-Time Dynamic Difficulty Adjustment in Super Mario Bros. 155-169 - Alysson Ribeiro Da Silva

, Luís Fabrício Wanderley Góes
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HearthBot: An Autonomous Agent Based on Fuzzy ART Adaptive Neural Networks for the Digital Collectible Card Game HearthStone. 170-181 - Aaron Isaksen

, Daniel Gopstein, Julian Togelius
, Andy Nealen:
Exploring Game Space of Minimal Action Games via Parameter Tuning and Survival Analysis. 182-194 - Stephen Kelly

, Malcolm I. Heywood
:
Discovering Agent Behaviors Through Code Reuse: Examples From Half-Field Offense and Ms. Pac-Man. 195-208 - Raluca D. Gaina

, Adrien Couëtoux, Dennis J. N. J. Soemers
, Mark H. M. Winands
, Tom Vodopivec
, Florian Kirchgeßner, Jialin Liu
, Simon M. Lucas
, Diego Pérez-Liébana
:
The 2016 Two-Player GVGAI Competition. 209-220 - Cédric Leboucher, Hyo-Sang Shin

, Rachid Chelouah
, Stéphane Le Ménec, Patrick Siarry
, Mathias Formoso, Antonios Tsourdos
, Alexandre Kotenkoff:
An Enhanced Particle Swarm Optimization Method Integrated With Evolutionary Game Theory. 221-230
Volume 10, Number 3, September 2018
- Philipp Rohlfshagen, Jialin Liu

, Diego Perez Liebana
, Simon M. Lucas:
Pac-ManConquers Academia: Two Decades of Research Using a Classic Arcade Game. 233-256 - Adam Summerville

, Sam Snodgrass, Matthew Guzdial, Christoffer Holmgård
, Amy K. Hoover, Aaron Isaksen
, Andy Nealen, Julian Togelius
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Procedural Content Generation via Machine Learning (PCGML). 257-270 - Levi H. S. Lelis

, Willian M. P. Reis
, Ya'akov Gal
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Procedural Generation of Game Maps With Human-in-the-Loop Algorithms. 271-280 - Niels Justesen

, Tobias Mahlmann, Sebastian Risi, Julian Togelius
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Playing Multiaction Adversarial Games: Online Evolutionary Planning Versus Tree Search. 281-291 - Athanasios Psaltis

, Konstantinos C. Apostolakis
, Kosmas Dimitropoulos
, Petros Daras
:
Multimodal Student Engagement Recognition in Prosocial Games. 292-303 - Lucas N. Ferreira

, Claudio Fabiano Motta Toledo:
Tanager: A Generator of Feasible and Engaging Levels forAngry Birds. 304-316 - Stefano Di Palma, Pier Luca Lanzi

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Traditional Wisdom and Monte Carlo Tree Search Face-to-Face in the Card Game Scopone. 317-332
Volume 10, Number 4, 2018
- I-Chen Wu

, Chang-Shing Lee, Yuandong Tian, Martin Müller:
Guest Editorial Special Issue on Deep/Reinforcement Learning and Games. 333-335 - Chao Gao

, Ryan Hayward, Martin Müller
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Move Prediction Using Deep Convolutional Neural Networks in Hex. 336-343 - Federico Chesani

, Andrea Galassi
, Marco Lippi
, Paola Mello
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Can Deep Networks Learn to Play by the Rules? A Case Study on Nine Men's Morris. 344-353 - Pawel Liskowski

, Wojciech Jaskowski
, Krzysztof Krawiec
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Learning to Play Othello With Deep Neural Networks. 354-364 - Chih-Kuan Yeh, Cheng-Yu Hsieh

, Hsuan-Tien Lin
:
Automatic Bridge Bidding Using Deep Reinforcement Learning. 365-377 - Ti-Rong Wu

, I-Chen Wu
, Guan-Wun Chen, Ting-Han Wei, Hung-Chun Wu, Tung-Yi Lai
, Li-Cheng Lan:
Multilabeled Value Networks for Computer Go. 378-389 - Michael Dann

, Fabio Zambetta
, John Thangarajah
:
Exploration in Continuous Control Tasks via Continually Parameterized Skills. 390-399 - Yuanda Wang

, Haibo He, Changyin Sun
:
Learning to Navigate Through Complex Dynamic Environment With Modular Deep Reinforcement Learning. 400-412 - Jr-Chang Chen

, Gang-Yu Fan, Hung-Jui Chang, Tsan-sheng Hsu:
Compressing Chinese Dark Chess Endgame Databases by Deep Learning. 413-422

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