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Conferences in DBLP

(cig)
2005 (conf/cig/2005)

  1. Georgios N. Yannakakis, John Hallam
    A Generic Approach for Generating Interesting Interactive Pac-Man Opponents. [Citation Graph (0, 0)][DBLP]
    CIG, 2005, pp:- [Conf]
  2. Nanlin Jin, Edward P. K. Tsang
    Co-evolutionary Strategies for an Alternating-Offer Bargaining Problem. [Citation Graph (0, 0)][DBLP]
    CIG, 2005, pp:- [Conf]
  3. 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]
  4. Jordan B. Pollack
    Nannon: A Nano Backgammon for Machine Learning Research. [Citation Graph (0, 0)][DBLP]
    CIG, 2005, pp:- [Conf]
  5. Timo Steffens
    Similarity-based Opponent Modelling using Imperfect Domain Theories. [Citation Graph (0, 0)][DBLP]
    CIG, 2005, pp:- [Conf]
  6. 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]
  7. Peter I. Cowling
    Board Evaluation For The Virus Game. [Citation Graph (0, 0)][DBLP]
    CIG, 2005, pp:- [Conf]
  8. 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]
  9. Gayle Leen, Colin Fyfe
    Training an AI Player to play Pong Using the GTM. [Citation Graph (0, 0)][DBLP]
    CIG, 2005, pp:- [Conf]
  10. Kazutomo Shibahara, Nobuo Inui, Yoshiyuki Kotani
    Adaptive Strategies of MTD-f for Actual Games. [Citation Graph (0, 0)][DBLP]
    CIG, 2005, pp:- [Conf]
  11. 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]
  12. Colin Frayn
    An Evolutionary Approach to Strategies for the Game of Monopoly. [Citation Graph (0, 0)][DBLP]
    CIG, 2005, pp:- [Conf]
  13. 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]
  14. 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]
  15. Jin-Hyuk Hong, Sung-Bae Cho
    Evolving Reactive NPCs for the Real-Time Simulation Game. [Citation Graph (0, 0)][DBLP]
    CIG, 2005, pp:- [Conf]
  16. Simon M. Lucas
    Evolving a Neural Network Location Evaluator to Play Ms. Pac-Man. [Citation Graph (0, 0)][DBLP]
    CIG, 2005, pp:- [Conf]
  17. Erfu Yang, Dongbing Gu
    A Survey on Multiagent Reinforcement Learning Towards Multi-Robot Systems. [Citation Graph (0, 0)][DBLP]
    CIG, 2005, pp:- [Conf]
  18. Kevin Burns
    On TRACS: Dealing with a Deck of Double-Sided Cards. [Citation Graph (0, 0)][DBLP]
    CIG, 2005, pp:- [Conf]
  19. 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]
  20. 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]
  21. Peter Blackburn, Barry O'Sullivan
    Building Reactive Characters for Dynamic Gaming Environments. [Citation Graph (0, 0)][DBLP]
    CIG, 2005, pp:- [Conf]
  22. 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]
  23. Maria Fasli, Michael Michalakopoulos
    Designing and Implementing E-market Games. [Citation Graph (0, 0)][DBLP]
    CIG, 2005, pp:- [Conf]
  24. 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]
  25. Colin Fyfe
    Incrementally Learned Subjectivist Probabilities in Games. [Citation Graph (0, 0)][DBLP]
    CIG, 2005, pp:- [Conf]
  26. 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]
  27. Jörg Denzinger, Chris Winder
    Combining Coaching and Learning to Create Cooperative Character Behavior. [Citation Graph (0, 0)][DBLP]
    CIG, 2005, pp:- [Conf]
  28. Jay Bradley, Gillian Hayes
    Adapting Reinforcement Learning for Computer Games: Using Group Utility Functions. [Citation Graph (0, 0)][DBLP]
    CIG, 2005, pp:- [Conf]
  29. 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]
  30. 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]
  31. 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]
  32. 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]
  33. Kevin Burns
    Pared-down Poker: Cutting to the Core of Command and Control. [Citation Graph (0, 0)][DBLP]
    CIG, 2005, pp:- [Conf]
  34. Tristan Cazenave, Bernard Helmstetter
    Combining Tactical Search and Monte-Carlo in the Game of Go. [Citation Graph (0, 0)][DBLP]
    CIG, 2005, pp:- [Conf]
  35. 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]
  36. 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]
  37. Daniel Livingstone
    Coevolution in Hierarchical AI for Strategy Games. [Citation Graph (0, 0)][DBLP]
    CIG, 2005, pp:- [Conf]
  38. Michael Chung, Michael Buro, Jonathan Schaeffer
    Monte Carlo Planning in RTS Games. [Citation Graph (0, 0)][DBLP]
    CIG, 2005, pp:- [Conf]
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NOTICE2
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