Conferences in DBLP
(cig) 2005 (conf/cig/2005)
Georgios N. Yannakakis , John Hallam A Generic Approach for Generating Interesting Interactive Pac-Man Opponents. [Citation Graph (0, 0)][DBLP ] CIG, 2005, pp:- [Conf ] Nanlin Jin , Edward P. K. Tsang Co-evolutionary Strategies for an Alternating-Offer Bargaining Problem. [Citation Graph (0, 0)][DBLP ] CIG, 2005, pp:- [Conf ] Chris Miles , Sushil J. Louis Case-Injection Improves Response Time for a Real-Time Strategy Game. [Citation Graph (0, 0)][DBLP ] CIG, 2005, pp:- [Conf ] Jordan B. Pollack Nannon: A Nano Backgammon for Machine Learning Research. [Citation Graph (0, 0)][DBLP ] CIG, 2005, pp:- [Conf ] Timo Steffens Similarity-based Opponent Modelling using Imperfect Domain Theories. [Citation Graph (0, 0)][DBLP ] CIG, 2005, pp:- [Conf ] Abdennour El Rhalibi , Michael Burkey A Hybrid AI System for Agent Adaptation in a First Person Shooter. [Citation Graph (0, 0)][DBLP ] CIG, 2005, pp:- [Conf ] Peter I. Cowling Board Evaluation For The Virus Game. [Citation Graph (0, 0)][DBLP ] CIG, 2005, pp:- [Conf ] Kenneth Chisholm , Donald Fleming A Study of Machine Learning using the Game of Fox and Geese. [Citation Graph (0, 0)][DBLP ] CIG, 2005, pp:- [Conf ] Gayle Leen , Colin Fyfe Training an AI Player to play Pong Using the GTM. [Citation Graph (0, 0)][DBLP ] CIG, 2005, pp:- [Conf ] Kazutomo Shibahara , Nobuo Inui , Yoshiyuki Kotani Adaptive Strategies of MTD-f for Actual Games. [Citation Graph (0, 0)][DBLP ] CIG, 2005, pp:- [Conf ] Kenneth O. Stanley , Bobby D. Bryant , Risto Miikkulainen Real-Time Evolution in the NERO Video Game (Winner of CIG 2005 Best Paper Award). [Citation Graph (0, 0)][DBLP ] CIG, 2005, pp:- [Conf ] Colin Frayn An Evolutionary Approach to Strategies for the Game of Monopoly. [Citation Graph (0, 0)][DBLP ] CIG, 2005, pp:- [Conf ] Julian Togelius , Simon M. Lucas Forcing Neurocontrollers to Exploit Sensory Symmetry Through Hard-wired Modularity in the Game of Cellz. [Citation Graph (0, 0)][DBLP ] CIG, 2005, pp:- [Conf ] Aliza Gold Academic AI and Videogames: A Case Study of Incorporating Innovative Academic Research Into a Videogame Prototype. [Citation Graph (0, 0)][DBLP ] CIG, 2005, pp:- [Conf ] Jin-Hyuk Hong , Sung-Bae Cho Evolving Reactive NPCs for the Real-Time Simulation Game. [Citation Graph (0, 0)][DBLP ] CIG, 2005, pp:- [Conf ] Simon M. Lucas Evolving a Neural Network Location Evaluator to Play Ms. Pac-Man. [Citation Graph (0, 0)][DBLP ] CIG, 2005, pp:- [Conf ] Erfu Yang , Dongbing Gu A Survey on Multiagent Reinforcement Learning Towards Multi-Robot Systems. [Citation Graph (0, 0)][DBLP ] CIG, 2005, pp:- [Conf ] Kevin Burns On TRACS: Dealing with a Deck of Double-Sided Cards. [Citation Graph (0, 0)][DBLP ] CIG, 2005, pp:- [Conf ] Evangelos Papacostantis , Andries Petrus Engelbrecht , Nelis Franken Coevolving Probabilistic Game Playing Agents using Particle Swarm Optimization Algorithm. [Citation Graph (0, 0)][DBLP ] CIG, 2005, pp:- [Conf ] Leslie Luthi , Mario Giacobini , Marco Tomassini Synchronous and Asynchronous Network Evolution in a Population of Stubborn Prisoners. [Citation Graph (0, 0)][DBLP ] CIG, 2005, pp:- [Conf ] Peter Blackburn , Barry O'Sullivan Building Reactive Characters for Dynamic Gaming Environments. [Citation Graph (0, 0)][DBLP ] CIG, 2005, pp:- [Conf ] Jörg Denzinger , Kevin Loose , Darryl Gates , John W. Buchanan Dealing with Parameterized Actions in Behavior Testing of Commercial Computer Games. [Citation Graph (0, 0)][DBLP ] CIG, 2005, pp:- [Conf ] Maria Fasli , Michael Michalakopoulos Designing and Implementing E-market Games. [Citation Graph (0, 0)][DBLP ] CIG, 2005, pp:- [Conf ] David B. Fogel , Timothy J. Hays , Sarah L. Hahn , James Quon Further Evolution of a Self-Learning Chess Program. [Citation Graph (0, 0)][DBLP ] CIG, 2005, pp:- [Conf ] Colin Fyfe Incrementally Learned Subjectivist Probabilities in Games. [Citation Graph (0, 0)][DBLP ] CIG, 2005, pp:- [Conf ] Bruno Bouzy , Guillaume Chaslot Bayesian Generation and Integration of K-nearest-neighbor Patterns for 19x19 Go. [Citation Graph (0, 0)][DBLP ] CIG, 2005, pp:- [Conf ] Jörg Denzinger , Chris Winder Combining Coaching and Learning to Create Cooperative Character Behavior. [Citation Graph (0, 0)][DBLP ] CIG, 2005, pp:- [Conf ] Jay Bradley , Gillian Hayes Adapting Reinforcement Learning for Computer Games: Using Group Utility Functions. [Citation Graph (0, 0)][DBLP ] CIG, 2005, pp:- [Conf ] Umberto Cerruti , Mario Giacobini , Ugo Merlone A New Framework to Analyze Evolutionary 2 x 2 Symmetric Games. [Citation Graph (0, 0)][DBLP ] CIG, 2005, pp:- [Conf ] Jelle R. Kok , Pieter Jan't Hoen , Bram Bakker , Nikos A. Vlassis Utile Coordination: Learning Interdependencies Among Cooperative Agents. [Citation Graph (0, 0)][DBLP ] CIG, 2005, pp:- [Conf ] Yngvi Björnsson , Markus Enzenberger , Robert C. Holte , Jonathan Schaeffer Fringe Search: Beating A* at Pathfinding on Game Maps. [Citation Graph (0, 0)][DBLP ] CIG, 2005, pp:- [Conf ] Damien Devigne , Philippe Mathieu , Jean-Christophe Routier Team of cognitive agents with a leader: how to let them acquire autonomy. [Citation Graph (0, 0)][DBLP ] CIG, 2005, pp:- [Conf ] Kevin Burns Pared-down Poker: Cutting to the Core of Command and Control. [Citation Graph (0, 0)][DBLP ] CIG, 2005, pp:- [Conf ] Tristan Cazenave , Bernard Helmstetter Combining Tactical Search and Monte-Carlo in the Game of Go. [Citation Graph (0, 0)][DBLP ] CIG, 2005, pp:- [Conf ] Haruhiro Yoshimoto , Rie Shigetomi , Hideki Imai How to Protect Peer-to-Peer Online Games from Cheats. [Citation Graph (0, 0)][DBLP ] CIG, 2005, pp:- [Conf ] Akihiro Kishimoto , Martin Müller 0003 Dynamic Decomposition Search: A Divide and Conquer Approach and its Application to the One-Eye Problem in Go. [Citation Graph (0, 0)][DBLP ] CIG, 2005, pp:- [Conf ] Daniel Livingstone Coevolution in Hierarchical AI for Strategy Games. [Citation Graph (0, 0)][DBLP ] CIG, 2005, pp:- [Conf ] Michael Chung , Michael Buro , Jonathan Schaeffer Monte Carlo Planning in RTS Games. [Citation Graph (0, 0)][DBLP ] CIG, 2005, pp:- [Conf ]