Abstract is missing.
- The day the game came alive: Virtual worlds and an origin of Artificial LifeBruce Damer. 1-6 [doi]
- Using Markov decision theory to provide a fair challenge in a roll-and-move board gameEric Beaudry, Francis Bisson, Simon Chamberland, Froduald Kabanza. 1-8 [doi]
- The Mario AI ChampionshipSergey Karakovskiy, Noor Shaker, Julian Togelius, Georgios N. Yannakakis. 1-3 [doi]
- AI and computational intelligence for real-time strategy gamesJohan Hagelbäck, Stefan J. Johansson, Mike Preuss. 1-4 [doi]
- Transiting areas patrolled by a mobile adversaryOndrej Vanek, Branislav Bosanský, Michal Jakob, Michal Pechoucek. 9-16 [doi]
- Weighted SCAN for modeling cooperative group role dynamicsAnton Chertov, Ziad Kobti, Scott D. Goodwin. 17-22 [doi]
- Solving Sudoku with genetic operations that preserve building blocksYuji Sato, Hazuki Inoue. 23-29 [doi]
- Evolving Lose-Checkers players using genetic programmingAmit Benbassat, Moshe Sipper. 30-37 [doi]
- Assessing efficiency of different evolutionary strategies playing MasterMindJuan Julián Merelo Guervós, Antonio Miguel Mora, Thomas Philip Runarsson, Carlos Cotta. 38-45 [doi]
- Partial observability during predictions of the opponent's movements in an RTS gameSimon Butler, Yiannis Demiris. 46-53 [doi]
- The structure of a depth-3 lookup table representation for Prisoner's DilemmaJeffrey Tsang. 54-61 [doi]
- Pleasure propagation to reward predictorsChern Kuan Goh, Alexander Nareyek. 62-68 [doi]
- Enhanced user immersive experience with a virtual reality based FPS game interfaceJongwon Yoon, Su-Hyung Jang, Sung-Bae Cho. 69-74 [doi]
- Characterizing player's experience from physiological signals using fuzzy decision treesFlorent Levillain, Joseph Onderi Orero, Maria Rifqi, Bernadette Bouchon-Meunier. 75-82 [doi]
- REALM: A rule-based evolutionary computation agent that learns to play MarioSlawomir Bojarski, Clare Bates Congdon. 83-90 [doi]
- LUDOCORE: A logical game engine for modeling videogamesAdam M. Smith, Mark J. Nelson, Michael Mateas. 91-98 [doi]
- Virtual bagging for an evolved agent controllerBobby D. Bryant. 99-106 [doi]
- Constructing competitive and cooperative agent behavior using coevolutionAditya Rawal, Padmini Rajagopalan, Risto Miikkulainen. 107-114 [doi]
- Reactive planning idioms for multi-scale game AIBen George Weber, Peter A. Mawhorter, Michael Mateas, Arnav Jhala. 115-122 [doi]
- Overtaking opponents with blocking strategies using fuzzy logicEnrique Onieva, Luigi Cardamone, Daniele Loiacono, Pier Luca Lanzi. 123-130 [doi]
- Automatic adaptation to generated content via car setup optimization in TORCSMarkus Kemmerling, Mike Preuss. 131-138 [doi]
- A study on human like characteristics in real time strategy gamesJohan Hagelbäck, Stefan J. Johansson. 139-145 [doi]
- Using co-evolved RTS opponents to teach spatial tacticsGreg Smith, Phillipa Avery, Ramona Houmanfar, Sushil J. Louis. 146-153 [doi]
- Rule fusion for the imitation of a human tutorVincent Scesa, Clément Raïevsky, Stéphane Sanchez, Hervé Luga, Yves Duthen. 154-161 [doi]
- A selective move generator for the game axis and alliesDavid Lupien St-Pierre, Mark H. M. Winands, David A. Watt. 162-169 [doi]
- ®Christian Thurau, Christian Bauckhage. 170-177 [doi]
- Predicting player behavior in Tomb Raider: UnderworldTobias Mahlmann, Anders Drachen, Julian Togelius, Alessandro Canossa, Georgios N. Yannakakis. 178-185 [doi]
- Behavioral profiles of character types in EverQuest IIKyong Jin Shim, Jaideep Srivastava. 186-194 [doi]
- Probabilistic approaches to cheating detection in online gamesLaetitia Chapel, Dmitri Botvich, David Malone. 195-201 [doi]
- Paranoid Proof-Number SearchJahn-Takeshi Saito, Mark H. M. Winands. 203-210 [doi]
- Agent subset adversarial search for complex non-cooperative domainsViliam Lisý, Branislav Bosanský, Roman Vaculín, Michal Pechoucek. 211-218 [doi]
- A fingerprint comparison of different Prisoner's Dilemma payoff matricesDaniel A. Ashlock, Eun-Youn Kim, Wendy Ashlock. 219-226 [doi]
- Evolving N-person social dilemma strategies to resolve questions on participation in climate change programsGarry W. Greenwood. 227-234 [doi]
- Evolution strategy for optimizing parameters in Ms Pac-Man controller ICE Pambush 3Ruck Thawonmas, Takashi Ashida. 235-240 [doi]
- Evolving the cooperative behaviour in Unreal™ botsAntonio Miguel Mora, M. A. Moreno, Juan Julián Merelo Guervós, Pedro A. Castillo, Maribel García Arenas, Juan Luís Jiménez Laredo. 241-248 [doi]
- Online evolution in Unreal Tournament 2004Matthew Patrick. 249-256 [doi]
- Representational complexity of reactive agentsFrederick William Poe Heckel, G. Michael Youngblood, Nikhil S. Ketkar. 257-264 [doi]
- Multiobjective exploration of the StarCraft map spaceJulian Togelius, Mike Preuss, Nicola Beume, Simon Wessing, Johan Hagelbäck, Georgios N. Yannakakis. 265-272 [doi]
- Variations Forever: Flexibly generating rulesets from a sculptable design space of mini-gamesAdam M. Smith, Michael Mateas. 273-280 [doi]
- Relevant Information as a formalised approach to evaluate game mechanicsChristoph Salge, Tobias Mahlmann. 281-288 [doi]
- Automatic generation of game elements via evolutionDaniel A. Ashlock. 289-296 [doi]
- Introducing time in emotional behavior networksAnja Johansson, Pierangelo Dell'Acqua. 297-304 [doi]
- Timing in episodic memory for virtual charactersCyril Brom, Ondrej Burkert, Rudolf Kadlec. 305-312 [doi]
- Extending neuro-evolutionary preference learning through player modelingHéctor Perez Martínez, Kenneth Hullett, Georgios N. Yannakakis. 313-320 [doi]
- Modeling enjoyment preference from physiological responses in a car racing gameSimone Tognetti, Maurizio Garbarino, Andrea Bonarini, Matteo Matteucci. 321-328 [doi]
- Synthesizing bots emotional behaviors through fuzzy cognitive processesGiovanni Acampora, Fabio Ferraguto, Vincenzo Loia. 329-336 [doi]
- Growing on the inside: Soulful characters for video gamesRafael Bidarra, Robert Schaap, Kim Goossens. 337-344 [doi]
- A new design for a Turing Test for BotsPhilip Hingston. 345-350 [doi]
- Procedural level generation using occupancy-regulated extensionPeter A. Mawhorter, Michael Mateas. 351-358 [doi]
- On the huge benefit of decisive moves in Monte-Carlo Tree Search algorithmsFabien Teytaud, Olivier Teytaud. 359-364 [doi]
- A UCT agent for Tron: Initial investigationsSpyridon Samothrakis, David Robles, Simon M. Lucas. 365-371 [doi]
- Estimating learning rates in evolution and TDL: Results on a simple grid-world problemSimon M. Lucas. 372-379 [doi]
- Modular Reinforcement Learning architectures for artificially intelligent agents in complex game environmentsChristopher J. Hanna, Ray J. Hickey, Darryl Charles, Michaela M. Black. 380-387 [doi]
- Searching for the optimal racing line using genetic algorithmsLuigi Cardamone, Daniele Loiacono, Pier Luca Lanzi, Alessandro Pietro Bardelli. 388-394 [doi]
- Learning the track and planning ahead in a car racing controllerJan Quadflieg, Mike Preuss, Oliver Kramer, Günter Rudolph. 395-402 [doi]
- Combining local and global optimisation for virtual camera controlPaolo Burelli, Georgios N. Yannakakis. 403-410 [doi]
- Retrograde Analysis of Kriegspiel endgamesPaolo Ciancarini, Gian Piero Favini. 411-418 [doi]
- AI for dynamic team-mate adaptation in gamesAswin Thomas Abraham, Kevin McGee. 419-426 [doi]
- Bayesian networks: Real-time applicable decision mechanisms for intelligent agents in interactive dramaMaría Arinbjarnar, Daniel Kudenko. 427-434 [doi]
- Story representation in analogy-based story generation in RiuJichen Zhu, Santiago Ontañón. 435-442 [doi]
- A serious game for understanding artificial intelligence in production optimizationAnna Syberfeldt, Sanny Syberfeldt. 443-449 [doi]
- Keeping the trainee on trackJoost Westra, Frank Dignum, Virginia Dignum. 450-457 [doi]
- Pac-mAnt: Optimization based on ant colonies applied to developing an agent for Ms. Pac-ManEmilio Martín, Moisés Martínez, Gustavo Recio, Yago Sáez. 458-464 [doi]
- Ghost direction detection and other innovations for Ms. Pac-ManNathaniel Bell, Xinghong Fang, Rory Hughes, Graham Kendall, Edward O'Reilly, Shenghui Qiu. 465-472 [doi]
- A human-like TORCS controller for the Simulated Car Racing ChampionshipJorge Muñoz, Germán Gutiérrez, Araceli Sanchís. 473-480 [doi]