Abstract is missing.
- AI isn't just for players: AI-based authoring toolsMichael Mateas. [doi]
- Mario AI competitionJulian Togelius. [doi]
- Modeling and simulation framework of real urban and board games to train playersJames M. Vaccaro. [doi]
- DefconRobin Baumgarten. [doi]
- Practical issues in evolving neural network controllers for video game agentsKenneth O. Stanley. [doi]
- Screen-capture Ms Pac-ManSimon M. Lucas. [doi]
- General game-playing systemsYngvi Björnsson. [doi]
- The 2K BotPrizePhilip Hingston. [doi]
- Simulated car racingDaniele Loiacono, Julian Togelius, Pier Luca Lanzi. [doi]
- Artificial intelligence in racing gamesStefano Lecchi. [doi]
- Ms Pac-Man versus ghost-team competitionSimon M. Lucas. [doi]
- Player modeling using self-organization in Tomb Raider: UnderworldAnders Drachen, Alessandro Canossa, Georgios N. Yannakakis. 1-8 [doi]
- Monte Carlo search applied to card selection in Magic: The GatheringColin D. Ward, Peter I. Cowling. 9-16 [doi]
- Iterated Prisoner's Dilemma for speciesPhilip Hingston. 17-24 [doi]
- Deceptive strategies for the evolutionary minority gameGarrison W. Greenwood. 25-31 [doi]
- Temporal difference learning with interpolated table value functionsSimon M. Lucas. 32-37 [doi]
- Improving Temporal Difference game agent control using a dynamic exploration during control learningLeo Galway, Darryl Charles, Michaela M. Black. 38-45 [doi]
- Measuring player experience on runtime dynamic difficulty scaling in an RTS gameJohan Hagelbäck, Stefan J. Johansson. 46-52 [doi]
- Evolution versus Temporal Difference Learning for learning to play Ms. Pac-ManPeter Burrow, Simon M. Lucas. 53-60 [doi]
- vBattle: A new framework to simulate medium-scale battles in individual-per-individual basisLuis Peña, Sascha Ossowski, José María Peña. 61-68 [doi]
- Chuck Norris rocks!Daniel Cuadrado, Yago Sáez. 69-74 [doi]
- Optimal strategy selection of non-player character on real time strategy game using a speciated evolutionary algorithmSu-Hyung Jang, Jongwon Yoon, Sung-Bae Cho. 75-79 [doi]
- On the effects of locality in a permutation problem: The Sudoku PuzzleEdgar Galván López, Michael O'Neill. 80-87 [doi]
- Dramaturgical Design of the Narrative in Digital Games: AI planning of conflicts in non-linear spaces of timeKlaus P. Jantke. 88-95 [doi]
- A game-building environment for research in collaborative designSteven L. Tanimoto, Tyler Robison, Sandra B. Fan. 96-103 [doi]
- Coevolutionary Temporal Difference Learning for OthelloMarcin Grzegorz Szubert, Wojciech Jaskowski, Krzysztof Krawiec. 104-111 [doi]
- Introducing a round robin tournament into Blondie24Belal Al-Khateeb, Graham Kendall. 112-116 [doi]
- Neural networks compete with expert human players in solving the Double Dummy Bridge ProblemJacek Mandziuk, Krzysztof Mossakowski. 117-124 [doi]
- No-Limit Texas Hold'em Poker agents created with evolutionary neural networksGarrett Nicolai, Robert J. Hilderman. 125-131 [doi]
- Modeling player experience in Super Mario BrosChris Pedersen, Julian Togelius, Georgios N. Yannakakis. 132-139 [doi]
- A data mining approach to strategy predictionBen George Weber, Michael Mateas. 140-147 [doi]
- Learning drivers for TORCS through imitation using supervised methodsLuigi Cardamone, Daniele Loiacono, Pier Luca Lanzi. 148-155 [doi]
- Super mario evolutionJulian Togelius, Sergey Karakovskiy, Jan Koutník, Jürgen Schmidhuber. 156-161 [doi]
- Fuzzy Q-learning in a nondeterministic environment: developing an intelligent Ms. Pac-Man agentLori L. DeLooze, Wesley R. Viner. 162-169 [doi]
- Analyzing player behavior in Pacman using feature-driven decision theoretic predictive modelingBen Cowley, Darryl Charles, Michaela M. Black, Ray J. Hickey. 170-177 [doi]
- CHANCEPROBCUT: Forward pruning in chance nodesMaarten P. D. Schadd, Mark H. M. Winands, Jos W. H. M. Uiterwijk. 178-185 [doi]
- Capturing augmented sensing capabilities and intrusion delay in patrolling-intrusion gamesNicola Basilico, Nicola Gatti, Thomas Rossi. 186-193 [doi]
- How a genetic algorithm learns to play Traveler's Dilemma by choosing dominated strategies to achieve greater payoffsMichele Pace. 194-200 [doi]
- Formal analysis and algorithms for extracting coordinate systems of gamesWojciech Jaskowski, Krzysztof Krawiec. 201-208 [doi]
- Is human-like and well playing contradictory for Diplomacy bots?Markus Kemmerling, Niels Ackermann, Nicola Beume, Mike Preuss, Sebastian Uellenbeck, Wolfgang Walz. 209-216 [doi]
- Towards conscious-like behavior in computer game charactersRaúl Arrabales Moreno, Agapito Ledezma, Araceli Sanchís. 217-224 [doi]
- Evaluation of a domain independent approach to natural language processing for game-like user interfacesManish Mehta, Andrea Corradini. 225-232 [doi]
- A task annotation model for Sandbox Serious GamesFrancesco Bellotti, Riccardo Berta, Alessandro De Gloria, Ludovica Primavera. 233-240 [doi]
- Evolving content in the Galactic Arms Race video gameErin J. Hastings, Ratan K. Guha, Kenneth O. Stanley. 241-248 [doi]
- A simple tree search method for playing Ms. Pac-ManDavid Robles, Simon M. Lucas. 249-255 [doi]
- A modular parametric architecture for the TORCS racing engineEnrique Onieva, David A. Pelta, Javier Alonso, Vicente Milanés, Joshué Pérez. 256-262 [doi]
- Evolving a fuzzy controller for a Car Racing CompetitionDiego Perez, Gustavo Recio, Yago Sáez, Pedro Isasi. 263-270 [doi]
- Controller for TORCS created by imitationJorge Muñoz, Germán Gutiérrez, Araceli Sanchís. 271-278 [doi]
- Evolving driving controllers using Genetic ProgrammingMarc Ebner, Thorsten Tiede. 279-286 [doi]
- Backpropagation without human supervision for visual control in Quake IIMatt Parker, Bobby D. Bryant. 287-293 [doi]
- Hierarchical controller learning in a First-Person ShooterNiels van Hoorn, Julian Togelius, Jürgen Schmidhuber. 294-301 [doi]
- Evolutionary neural networks for Non-Player Characters in Quake IIIJoost Westra, Frank Dignum. 302-309 [doi]
- Learning a context-aware weapon selection policy for Unreal Tournament IIILuca Galli, Daniele Loiacono, Pier Luca Lanzi. 310-316 [doi]
- Optimized sensory-motor couplings plus strategy extensions for the TORCS car racing challengeMartin V. Butz, Thies D. Lönneker. 317-324 [doi]
- Evolving multi-modal behavior in NPCsJacob Schrum, Risto Miikkulainen. 325-332 [doi]
- Realtime execution of automated plans using evolutionary roboticsTommy Thompson, John Levine. 333-340 [doi]
- Evolving coordinated spatial tactics for autonomous entities using influence mapsPhillipa Avery, Sushil J. Louis, Benjamin Avery. 341-348 [doi]
- Multi-unit tactical pathplanningHaiqing Wang, Omar N. Malik, Alexander Nareyek. 349-354 [doi]
- Improving testing of multi-unit computer players for unwanted behavior using coordination macrosAttala Malik, Jörg Denzinger. 355-362 [doi]
- Improving control through subsumption in the EvoTanks domainTommy Thompson, Fraser Milne, Alastair Andrew, John Levine. 363-370 [doi]
- Evolving robust strategies for an abstract real-time strategy gameDavid Keaveney, Colm O'Riordan. 371-378 [doi]
- Modeling the game of Arimaa with Linguistic GeometryJosé Roberto Mercado Vega, Zvi Retchkiman Königsberg. 379-386 [doi]
- On the evolution of artificial Tetris playersAmine M. Boumaza. 387-393 [doi]