1. General Self-Motivation and Strategy Identification: Case Studies Based on Sokoban and Pac-Man
Author(s): T. Anthony, D. Polani, and C. L. Nehaniv
Pages: 1-17
2. Passing a Hide-and-Seek Third-Person Turing Test
Author(s): A. Cenkner, V. Bulitko, M. Spetch, E. Legge, C. G. Anderson, and M. Brown
Pages: 18-30
3. Solving the Physical Traveling Salesman Problem: Tree Search and Macro Actions
Author(s): D. Perez, E. J. Powley, D. Whitehouse, P. Rohlfshagen, S. Samothrakis, P. I. Cowling, and S. M. Lucas
Pages: 31-45
4. Two Online Learning Playout Policies in Monte Carlo Go: An Application of Win/Loss States
Author(s): J. BasaldĂșa, S. Stewart, J. M. Moreno-Vega, and P. D. Drake
Pages: 46-54
5. DeepQA Jeopardy! Gamification: A Machine-Learning Perspective
Author(s): A. K. Baughman, W. Chuang, K. R. Dixon, Z. Benz, and J. Basilico
Pages: 55-66
6. A Micromanagement Task Allocation System for Real-Time Strategy Games
Author(s): K. D. Rogers and A. A. Skabar
Pages: 67-77
7. Procedural Generation of Dungeons
Author(s): R. van der Linden, R. Lopes, and R. Bidarra
Pages: 78-89
Monday, March 17, 2014
IEEE Transactions on Computational Intelligence and AI in Games - Volume 6, Number 1, March 2014
Labels:
IEEE TCIAIG,
journals
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