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2009 IEEE Symposium on Computational Intelligence and Games (CIG 2009)
Milano, Italy 7 – 10 September 2009
CFP09CIG-PRT 978-1-4244-4814-2
IEEE Catalog Number: ISBN:
The top image is a screenshot from
Superbike World Championship 2008 by
Milestone
Table of Contents
pag. 1-8Anders Drachen, Alessandro Canossa and Georgios Yannakakis. Player Modeling using Self-Organization in Tomb Raider: Underworld
pag. 9-16Colin Ward and Peter Cowling. Monte Carlo Search Applied to Card Selection in Magic: TheGathering
pag. 17-24 Philip Hingston. Iterated Prisoner's Dilemma for Species
pag. 25-31 Garrison Greenwood. Deceptive Strategies for the Evolutionary Minority Game
pag. 32-37 Simon Lucas. Temporal Difference Learning with Interpolated Table Value Functions
pag. 38-45Leo Galway, Darryl Charles and Michaela Black. Improving Temporal Difference Game Agent ControlUsing a Dynamic Exploration Rate During Control Learning
pag. 46-52Johan Hagelbaeck and Stefan J. Johansson. Measuring player experience on runtime dynamicdifficulty scaling in an RTS game
pag. 53-60Peter Burrow and Simon Lucas. Evolution versus Temporal Difference Learning for playing Ms. Pac-Man
pag. 61-68Luis Peña, Sascha Ossowski and José-María Peña. vBattle: A new Framework to Simulate Medium-Scale Battles in Individual-per-Individual Basis
pag. 69-74 Daniel Cuadrado and Yago Saez. Chuck Norris rocks!
pag. 75-79Su-Hyung Jang, Jong-Won Yoon and Sung-Bae Cho. Optimal Strategy Selection of NPC on RTS Gameusing Speciated Evolutionary Algorithm
pag. 80-87Edgar Galván-López and Michael O'Neill. On The Effects of Locality in a Permutation Problem: TheSudoku Puzzle
pag. 88-95Klaus Jantke. Dramaturgical Design of the Narrative in Digital Games: AI Planning of Conflicts inNon-Linear Spaces of Time
pag. 96-103Steven Tanimoto, Tyler Robison and Sandra Fan. A Game-Building Environment for Research inCollaborative Design
Table of Contents
pag. 104-111Marcin Szubert, Wojciech Jaśkowski and Krzysztof Krawiec. Coevolutionary Temporal DifferenceLearning for Othello
pag. 112-116 Belal Al-Khateeb and Graham Kendall. Introducing a Round Robin Tournament into Blondie24
pag. 117-124Jacek Mańdziuk and Krzysztof Mossakowski. Neural networks compete with expert human players insolving the Double Dummy Bridge Problem
pag. 125-131Garrett Nicolai and Robert Hilderman. No-Limit Texas Hold'em Poker Agents Created withEvolutionary Neural Networks
pag. 132-139Chris Pedersen, Julian Togelius and Georgios Yannakakis. Modeling Player Experience in Super MarioBros
pag. 140-147 Ben Weber and Michael Mateas. A Data Mining Approach to Strategy Prediction
pag. 148-155Luigi Cardamone, Daniele Loiacono and Pier Luca Lanzi. Learning Drivers for TORCS ThroughImitation Using Supervised Methods
pag. 156-161 Julian Togelius, Sergey Karakovskiy, Jan Koutnik, and Juergen Schmidhuber. Super Mario Evolution
pag. 162-169Lori DeLooze and Wesley Viner. Fuzzy Q-Learning in a Nondeterministic Environment: Developing anIntelligent Ms. Pac-Man Agent
pag. 170-177Ben Cowley, Darryl Charles, Michaela Black and Ray Hickey. Analyzing Player Behavior in Pacmanusing Feature-driven Decision Theoretic Predictive Modeling
pag. 178-185 Maarten Schadd, Mark Winands and Jos Uiterwijk. ChanceProbCut: Forward Pruning in Chance Nodes
pag. 186-193Nicola Basilico, Nicola Gatti and Thomas Rossi. Capturing Augmented Sensing Capabilities andIntrusion Delay in Patrolling-Intrusion Games
pag. 194-200Michele Pace. How a Genetic Algorithm Learns to Play Traveler's Dilemma Choosing DominatedStrategies (non Nash equilibrium) to Achieve Greater Payoffs.
pag. 201-208Wojciech Jaśkowski and Krzysztof Krawiec. Formal Analysis and Algorithms for Extracting CoordinateSystems of Games
Table of Contents
pag. 209-216Markus Kemmerling, Niels Ackermann, Nicola Beume, Mike Preuss, Sebastian Uellenbeck andWolfgang Walz. Is Human-like and Well Playing Contradictory for Diplomacy Bots?
pag. 217-224Raul Arrabales, Agapito Ledezma and Araceli Sanchis. Towards Conscious-like Behavior in ComputerGame Characters
pag. 225-232Manish Mehta and Andrea Corradini. Evaluation of a Domain Independent Approach to NaturalLanguage Processing for Game-like User Interfaces
pag. 233-240Riccardo Berta, Francesco Bellotti, Alessandro De Gloria and Ludovica Primavera. A task annotationmodel for SandBox Serious Games
pag. 241-248Erin Hastings, Ratan Guha and Kenneth Stanley. Evolving Content in the Galactic Arms Race VideoGame
pag. 249-255 David Robles and Simon Lucas. A Simple Tree Search Method for Playing Ms. Pac-Man
pag. 256-262Enrique Onieva, David A. Pelta, Javier Alonso, Vicente Milanés and Joshué Pérez. A ModularParametric Architecture for the TORCS Racing Engine
pag. 263-270Diego Perez, Gustavo Recio, Yago Saez and Pedro Isasi. Evolving a Fuzzy Controller for a Car RacingCompetition
pag. 271-278 Jorge Muñoz, German Gutierrez and Araceli Sanchis. Controller for TORCS created by imitation.
pag. 279-286 Marc Ebner and Thorsten Tiede. Evolving Driving Controllers Using Genetic Programming
Table of Contents
pag. 287-293Matt Parker and Bobby D. Bryant. Backpropagation without Human Supervision for VisualControl in Quake II
pag. 294-301Niels van Hoorn, Julian Togelius and Juergen Schmidhuber. Hierarchical ControllerLearning in a First-Person Shooter
pag. 302-309 Joost Westra and Frank Dignum. Evolutionary Neural Networks for NPC's in Quake III
pag. 310-316Luca Galli, Daniele Loiacono and Pier Luca Lanzi. Learning a Context-Aware Weapon-Switching Policy in Unreal Tournament
pag. 317-324Martin V. Butz and Thies D. Lönneker. Optimized Sensory-motor Couplings plus StrategyExtensions for the TORCS Car Racing Challenge
pag. 325-332 Jacob Schrum and Risto Miikkulainen. Evolving Multi-modal Behavior in NPCs
pag. 333-340Tommy Thompson and John Levine. Realtime Execution of Automated Plans usingEvolutionary Robotics
pag. 341-348Phillipa Avery, Sushil Louis and Benjamin Avery. Evolving Coordinated Spatial Tactics forAutomonous Agents using Influence Maps
pag. 349-354 Haiqing Wang, Omar Malik and Alexander Nareyek. Multi-Unit Tactical Pathplanning
pag. 355-362Attala Malik and Joerg Denzinger. Improving Testing of Multi-Unit Computer Players forUnwanted Behavior using Coordination Macros
pag. 363-370Tommy Thompson, Fraser Milne, Alastair Andrew and John Levine. Improving ControlThrough Subsumption in the EvoTanks Domain
pag. 371-378David Keaveney and Colm O'Riordan. Evolving Robust Strategies for an Abstract Real-TimeStrategy Game
pag. 379-386Roberto Mercado and Zvi Retchkiman. Modeling the Game of Arimaa with LinguisticGeometry
pag. 387-393 Amine Boumaza. On the evolution of artificial Tetris players
Author Index