Abstract is missing.
- Investigating learning rates for evolution and temporal difference learningSimon M. Lucas. 1-7 [doi]
- Adapting to human game playPhillipa M. Avery, Zbigniew Michalewicz. 8-15 [doi]
- Evolution of counter-strategies: Application of co-evolution to Texas Hold'em PokerThomas Thompson, John Levine, Russell Wotherspoon. 16-22 [doi]
- Can opponent models aid poker player evolution?Roderick J. S. Baker, Peter I. Cowling, Thomas W. G. Randall, Ping Jiang 0001. 23-30 [doi]
- Evolving opponent models for Texas Hold 'EmAlan J. Lockett, Risto Miikkulainen. 31-38 [doi]
- An evaluation of models for predicting opponent positions in first-person shooter video gamesStephen Hladky, Vadim Bulitko. 39-46 [doi]
- Dynamic formations in real-time strategy gamesMarcel van der Heijden, Sander Bakkes, Pieter Spronck. 47-54 [doi]
- Dealing with fog of war in a Real Time Strategy game environmentJohan Hagelbäck, Stefan J. Johansson. 55-62 [doi]
- Intelligent anti-grouping in real-time strategy gamesNicola Beume, Tobias Hein, Boris Naujoks, Nico Piatkowski, Mike Preuss, Simon Wessing. 63-70 [doi]
- Intelligent moving of groups in real-time strategy gamesHolger Danielsiek, Raphael Stür, Andreas Thom, Nicola Beume, Boris Naujoks, Mike Preuss. 71-78 [doi]
- Rapid adaptation of video game AISander Bakkes, Pieter Spronck, H. Jaap van den Herik. 79-86 [doi]
- Real-time challenge balance in an RTS game using rtNEATJacob Kaae Olesen, Georgios N. Yannakakis, John Hallam. 87-94 [doi]
- Friendly partner system of poker game with facial expressionsKeisuke Osone, Takehisa Onisawa. 95-102 [doi]
- Real-time adaptation of augmented-reality games for optimizing player satisfactionGeorgios N. Yannakakis, John Hallam. 103-110 [doi]
- An experiment in automatic game designJulian Togelius, Jürgen Schmidhuber. 111-118 [doi]
- The WCCI 2008 simulated car racing competitionDaniele Loiacono, Julian Togelius, Pier Luca Lanzi, Leonard Kinnaird-Heether, Simon M. Lucas, Matt Simmerson, Diego Perez, Robert G. Reynolds, Yago Sáez. 119-126 [doi]
- A fuzzy approach for the 2007 CIG simulated car racing competitionHo Duc Thang, Jonathan M. Garibaldi. 127-134 [doi]
- Generating diverse opponents with multiobjective evolutionAlexandros Agapitos, Julian Togelius, Simon M. Lucas, Jürgen Schmidhuber, Andreas Konstantinidis 0002. 135-142 [doi]
- Creating a multi-purpose first person shooter bot with reinforcement learningMichelle McPartland, Marcus Gallagher. 143-150 [doi]
- Visual control in quake II with a cyclic controllerMatt Parker, Bobby D. Bryant. 151-158 [doi]
- Scaling-up behaviours in EvoTanks: Applying subsumption principles to artificial neural networksThomas Thompson, John Levine. 159-166 [doi]
- Interactively evolved modular neural networks for game agent controlJohn Reeder, Roberto Miguez, Jessica Sparks, Michael Georgiopoulos, Georgios C. Anagnostopoulos. 167-174 [doi]
- Determination and evaluation of efficient strategies for a stop or roll dice game: Heckmeck am Bratwurmeck (Pickomino)Nathalie Chetcuti-Sperandio, Fabien Delorme, Sylvain Lagrue, Denis Stackowiak. 175-182 [doi]
- Combining final score with winning percentage by sigmoid function in Monte-Carlo simulationsKazutomo Shibahara, Yoshiyuki Kotani. 183-190 [doi]
- Evaluation of Monte Carlo tree search and the application to GoShogo Takeuchi, Tomoyuki Kaneko, Kazunori Yamaguchi. 191-198 [doi]
- Learning position evaluation for Go with Internal Symmetry NetworksAlan Blair. 199-204 [doi]
- An Othello evaluation function based on Temporal Difference Learning using probability of winningYasuhiro Osaki, Kazutomo Shibahara, Yasuhiro Tajima, Yoshiyuki Kotani. 205-211 [doi]
- Ensemble approaches in evolutionary game strategies: A case study in OthelloKyung-Joong Kim, Sung-Bae Cho. 212-219 [doi]
- Transfer of evolved pattern-based heuristics in gamesErkin Bahçeci, Risto Miikkulainen. 220-227 [doi]
- An influence map model for playing Ms. Pac-ManNathan Wirth, Marcus Gallagher. 228-233 [doi]
- Using NEAT for continuous adaptation and teamwork formation in PacmanMark Wittkamp, Luigi Barone, Philip Hingston. 234-242 [doi]
- On-line adapting games using agent organizationsJoost Westra, Hado van Hasselt, Virginia Dignum, Frank Dignum. 243-250 [doi]
- Brain-computer interface: Next generation thought controlled distributed video game development platformPayam Aghaei Pour, Tauseef Gulrez, Omar AlZoubi, Gaetano Gargiulo, Rafael A. Calvo. 251-257 [doi]
- Hierarchical path planning for multi-size agents in heterogeneous environmentsDaniel Harabor, Adi Botea. 258-265 [doi]
- Preparing for the aftermath: Using emotional agents in game-based training for disaster responseDonna Djordjevich, Patrick G. Xavier, Michael L. Bernard, Jonathan Whetzel, Matthew R. Glickman, Stephen J. Verzi. 266-275 [doi]
- A study of electricity market dynamics using Invasive Weed Colonization OptimizationMostafa Sahraei-Ardakani, Mahnaz Roshanaei, Ashkan Rahimi-Kian, Caro Lucas. 276-282 [doi]
- Morphology independent dynamic locomotion control for virtual charactersAdrian Boeing. 283-289 [doi]
- Hierarchical Nash-Q learning in continuous gamesMostafa Sahraei-Ardakani, Ashkan Rahimi-Kian, Majid Nili Ahmadabadi. 290-295 [doi]
- Applying GA for reward allotment in an event-driven hybrid learning classifier system for soccer video gamesYuhki Inoue, Yuji Sato. 296-303 [doi]
- Survival by continuous learning in a dynamic multiple task environmentHasan Mujtaba, Abdul Rauf Baig. 304-309 [doi]
- An evaluation of the benefits of look-ahead in Pac-ManThomas Thompson, Lewis McMillan, John Levine, Alastair Andrew. 310-315 [doi]
- A game-theoretical approach for designing market trading strategiesGarrison W. Greenwood, Richard Tymerski. 316-322 [doi]
- Social Learning methods in board game agentsVukosi N. Marivate, Tshilidzi Marwala. 323-328 [doi]
- Learning and knowledge generation in General GamesShiven Sharma, Ziad Kobti, Scott D. Goodwin. 329-335 [doi]
- Evolving a rule system controller for automatic driving in a car racing competitionDiego Perez, Yago Sáez, Gustavo Recio, Pedro Isasi. 336-342 [doi]
- Player Adaptive Entertainment Computing (PAEC): Mechanism to model user satisfaction by using Neuro Linguistic Programming (NLP) techniquesAndrew Chiou, Kok Wai Wong. 343-349 [doi]
- Improving a case-based texas hold'em poker botIan Watson, Song Lee, Jonathan Rubin, Stefan Wender. 350-356 [doi]
- A scalable neural network architecture for board gamesTom Schaul, Jürgen Schmidhuber. 357-364 [doi]
- Improvement of a car racing controller by means of Ant Colony Optimization algorithmsLuis delaOssa, José A. Gámez, Verónica López. 365-371 [doi]
- Using reinforcement learning for city site selection in the turn-based strategy game Civilization IVStefan Wender, Ian Watson. 372-377 [doi]
- A comparative study of solvers in Amazons endgamesJulien Kloetzer, Hiroyuki Iida, Bruno Bouzy. 378-384 [doi]
- Evolving neural NPCs with layered influence map in the real-time simulation game 'Conqueror'Su-Hyung Jang, Sung-Bae Cho. 385-388 [doi]
- Transpositions and move groups in Monte Carlo tree searchBenjamin E. Childs, James H. Brodeur, Levente Kocsis. 389-395 [doi]