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Publication search results
found 33 matches
- 2014
- Tom Anthony, Daniel Polani, Chrystopher L. Nehaniv:
General Self-Motivation and Strategy Identification: Case Studies Based on Sokoban and Pac-Man. IEEE Trans. Comput. Intell. AI Games 6(1): 1-17 (2014) - Byung-Chull Bae, Robert Michael Young:
A Computational Model of Narrative Generation for Surprise Arousal. IEEE Trans. Comput. Intell. AI Games 6(2): 131-143 (2014) - Jacques Basaldua, Sam Stewart, J. Marcos Moreno-Vega, Peter D. Drake:
Two Online Learning Playout Policies in Monte Carlo Go: An Application of Win/Loss States. IEEE Trans. Comput. Intell. AI Games 6(1): 46-54 (2014) - Aaron K. Baughman, Wesley Chuang, Kevin R. Dixon, Zachary Benz, Justin Basilico:
DeepQA Jeopardy! Gamification: A Machine-Learning Perspective. IEEE Trans. Comput. Intell. AI Games 6(1): 55-66 (2014) - Amit Benbassat, Moshe Sipper:
EvoMCTS: A Scalable Approach for General Game Learning. IEEE Trans. Comput. Intell. AI Games 6(4): 382-394 (2014) - Cameron Browne, Julian Togelius, Nathan R. Sturtevant:
Guest Editorial: General Games. IEEE Trans. Comput. Intell. AI Games 6(4): 317-319 (2014) - Andrew Cenkner, Vadim Bulitko, Marcia Spetch, Eric Legge, Craig G. Anderson, Matthew R. Brown:
Passing a Hide-and-Seek Third-Person Turing Test. IEEE Trans. Comput. Intell. AI Games 6(1): 18-30 (2014) - Birgit Endrass, Christoph Klimmt, Gregor Mehlmann, Elisabeth André, Christian Roth:
Designing User-Character Dialog in Interactive Narratives: An Exploratory Experiment. IEEE Trans. Comput. Intell. AI Games 6(2): 166-173 (2014) - Richard Evans, Emily Short:
Versu - A Simulationist Storytelling System. IEEE Trans. Comput. Intell. AI Games 6(2): 113-130 (2014) - Matthew J. Hausknecht, Joel Lehman, Risto Miikkulainen, Peter Stone:
A Neuroevolution Approach to General Atari Game Playing. IEEE Trans. Comput. Intell. AI Games 6(4): 355-366 (2014) - Ian Douglas Horswill, Nick Montfort, Robert Michael Young:
Guest Editorial: Computational Narrative and Games. IEEE Trans. Comput. Intell. AI Games 6(2): 93-96 (2014) - Ben A. Kybartas, Clark Verbrugge:
Analysis of ReGEN as a Graph-Rewriting System for Quest Generation. IEEE Trans. Comput. Intell. AI Games 6(2): 228-242 (2014) - Greg Lee, Vadim Bulitko, Elliot A. Ludvig:
Automated Story Selection for Color Commentary in Sports. IEEE Trans. Comput. Intell. AI Games 6(2): 144-155 (2014) - Seung Y. Lee, Jonathan P. Rowe, Bradford W. Mott, James C. Lester:
A Supervised Learning Framework for Modeling Director Agent Strategies in Educational Interactive Narrative. IEEE Trans. Comput. Intell. AI Games 6(2): 203-215 (2014) - Roland van der Linden, Ricardo Lopes, Rafael Bidarra:
Procedural Generation of Dungeons. IEEE Trans. Comput. Intell. AI Games 6(1): 78-89 (2014) - Joshua McCoy, Mike Treanor, Ben Samuel, Aaron A. Reed, Michael Mateas, Noah Wardrip-Fruin:
Social Story Worlds With Comme il Faut. IEEE Trans. Comput. Intell. AI Games 6(2): 97-112 (2014) - Tom Pepels, Mark H. M. Winands, Marc Lanctot:
Real-Time Monte Carlo Tree Search in Ms Pac-Man. IEEE Trans. Comput. Intell. AI Games 6(3): 245-257 (2014) - Diego Perez Liebana, Edward Jack Powley, Daniel Whitehouse, Philipp Rohlfshagen, Spyridon Samothrakis, Peter I. Cowling, Simon M. Lucas:
Solving the Physical Traveling Salesman Problem: Tree Search and Macro Actions. IEEE Trans. Comput. Intell. AI Games 6(1): 31-45 (2014) - David L. Roberts, Charles L. Isbell Jr.:
Lessons on Using Computationally Generated Influence for Shaping Narrative Experiences. IEEE Trans. Comput. Intell. AI Games 6(2): 188-202 (2014) - Keith D. Rogers, Andrew A. Skabar:
A Micromanagement Task Allocation System for Real-Time Strategy Games. IEEE Trans. Comput. Intell. AI Games 6(1): 67-77 (2014) - Thomas Philip Runarsson, Simon M. Lucas:
Preference Learning for Move Prediction and Evaluation Function Approximation in Othello. IEEE Trans. Comput. Intell. AI Games 6(3): 300-313 (2014) - Abdallah Saffidine:
The Game Description Language Is Turing Complete. IEEE Trans. Comput. Intell. AI Games 6(4): 320-324 (2014) - Tom Schaul:
An Extensible Description Language for Video Games. IEEE Trans. Comput. Intell. AI Games 6(4): 325-331 (2014) - Stephan Schiffel, Yngvi Björnsson:
Efficiency of GDL Reasoners. IEEE Trans. Comput. Intell. AI Games 6(4): 343-354 (2014) - Gregory Schmidt:
The Axiom General Purpose Game Playing System. IEEE Trans. Comput. Intell. AI Games 6(4): 332-342 (2014) - Maciej Swiechowski, Jacek Mandziuk:
Self-Adaptation of Playing Strategies in General Game Playing. IEEE Trans. Comput. Intell. AI Games 6(4): 367-381 (2014) - Mandy J. W. Tak, Mark H. M. Winands, Yngvi Björnsson:
Decaying Simulation Strategies. IEEE Trans. Comput. Intell. AI Games 6(4): 395-406 (2014) - Brandon Robert Tearse, Peter A. Mawhorter, Michael Mateas, Noah Wardrip-Fruin:
Skald: Minstrel Reconstructed. IEEE Trans. Comput. Intell. AI Games 6(2): 156-165 (2014) - Karol Waledzik, Jacek Mandziuk:
An Automatically Generated Evaluation Function in General Game Playing. IEEE Trans. Comput. Intell. AI Games 6(3): 258-270 (2014) - Stephen G. Ware, Robert Michael Young, Brent E. Harrison, David L. Roberts:
A Computational Model of Plan-Based Narrative Conflict at the Fabula Level. IEEE Trans. Comput. Intell. AI Games 6(3): 271-288 (2014)
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