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IEEE Transactions on Computational Intelligence and AI in Games, Volume 7
Volume 7, Number 1, March 2015
- Graham Kendall:

Editorial: IEEE Transactions on Computational Intelligence and AI in Games. 1-2 - Yang Gao, Yan Chen, K. J. Ray Liu

:
On Cost-Effective Incentive Mechanisms in Microtask Crowdsourcing. 3-15 - Jiaxing Song, Martin Müller:

An Enhanced Solver for the Game of Amazons. 16-27 - Jr-Chang Chen, I-Chen Wu

, Wen-Jie Tseng, Bo-Han Lin, Chia-Hui Chang
:
Job-Level Alpha-Beta Search. 28-38 - Yun-Gyung Cheong, Robert Michael Young:

Suspenser: A Story Generation System for Suspense. 39-52 - Daniel A. Ashlock, Joseph Alexander Brown

, Philip Hingston:
Multiple Opponent Optimization of Prisoner's Dilemma Playing Agents. 53-65 - Shi-Jim Yen, Cheng-Wei Chou, Jr-Chang Chen, I-Chen Wu

, Kuo-Yuan Kao:
Design and Implementation of Chinese Dark Chess Programs. 66-74 - Mustafa Ersen

, Sanem Sariel
:
Learning Behaviors of and Interactions Among Objects Through Spatio-Temporal Reasoning. 75-87 - Jonathan Roberts, Ke Chen

:
Learning-Based Procedural Content Generation. 88-101
Volume 7, Number 2, June 2015
- Jr-Chang Chen, Ting-Yu Lin, Bo-Nian Chen, Tsan-sheng Hsu:

Equivalence Classes in Chinese Dark Chess Endgames. 109-122 - Di Wang, Ah-Hwee Tan

:
Creating Autonomous Adaptive Agents in a Real-Time First-Person Shooter Computer Game. 123-138 - William L. Raffe

, Fabio Zambetta
, Xiaodong Li
, Kenneth O. Stanley:
Integrated Approach to Personalized Procedural Map Generation Using Evolutionary Algorithms. 139-155 - Jakub Pawlewicz

, Ryan B. Hayward, Philip Henderson, Broderick Arneson:
Stronger Virtual Connections in Hex. 156-166 - Hendrik Baier, Mark H. M. Winands

:
MCTS-Minimax Hybrids. 167-179 - Frank G. Glavin

, Michael G. Madden
:
Adaptive Shooting for Bots in First Person Shooter Games Using Reinforcement Learning. 180-192 - Jorge A. Baier, Adi Botea, Daniel Harabor, Carlos Hernández

:
Fast Algorithm for Catching a Prey Quickly in Known and Partially Known Game Maps. 193-199 - Ian Parberry:

Memory-Efficient Method for Fast Computation of Short 15-Puzzle Solutions. 200-203
Volume 7, Number 3, September 2015
- Christian Bauckhage

, Anders Drachen
, Christian Thurau:
The Age of Analytics. 205-206 - Brent E. Harrison, David L. Roberts:

An Analytic and Psychometric Evaluation of Dynamic Game Adaption for Increasing Session-Level Retention in Casual Games. 207-219 - Yun-Gyung Cheong, Alaina K. Jensen, Elin Rut Gudnadottir, Byung-Chull Bae, Julian Togelius

:
Detecting Predatory Behavior in Game Chats. 220-232 - Peter I. Cowling

, Sam Devlin
, Edward Jack Powley, Daniel Whitehouse, Jeff Rollason:
Player Preference and Style in a Leading Mobile Card Game. 233-242 - Hao Wang, Hao-Tsung Yang

, Chuen-Tsai Sun:
Thinking Style and Team Competition Game Performance and Enjoyment. 243-254 - Emiliano G. Castro, Marcos de Sales Guerra Tsuzuki:

Churn Prediction in Online Games Using Players' Login Records: A Frequency Analysis Approach. 255-265 - Christian Bauckhage

, Anders Drachen
, Rafet Sifa:
Clustering Game Behavior Data. 266-278 - Raphaël Marczak, Gareth Schott

, Pierre Hanna
:
Postprocessing Gameplay Metrics for Gameplay Performance Segmentation Based on Audiovisual Analysis. 279-291 - Shoshannah Tekofsky, Pieter Spronck, Martijn Goudbeek

, Aske Plaat
, H. Jaap van den Herik
:
Past Our Prime: A Study of Age and Play Style Development in Battlefield 3. 292-303 - Christian Wirth, Johannes Fürnkranz

:
On Learning From Game Annotations. 304-316
Volume 7, Number 4, December 2015
- Georgios N. Yannakakis

, Julian Togelius
:
A Panorama of Artificial and Computational Intelligence in Games. 317-335 - Alexander Zook

, Mark O. Riedl:
Temporal Game Challenge Tailoring. 336-346 - Diego Perez Liebana

, Sanaz Mostaghim
, Spyridon Samothrakis, Simon M. Lucas
:
Multiobjective Monte Carlo Tree Search for Real-Time Games. 347-360 - Lars Schaefers, Marco Platzner

:
Distributed Monte Carlo Tree Search: A Novel Technique and its Application to Computer Go. 361-374 - Alejandro Jose Ramirez, Vadim Bulitko:

Automated Planning and Player Modeling for Interactive Storytelling. 375-386

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