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Computational Intelligence in Games

2005 IEEE Transactions on Neural Networks  
Video games provide an opportunity and challenge for the soft computational intelligence methods like the symbolic games did for "good old-fashioned artificial intelligence."  ...  Techniques developed in these games may also be widely applicable in other fields, such as robotics, resource optimization, and intelligent assistants. *  ...  The NERO game and demos can be downloaded at http://nerogame.org and the ESP and NEAT software and demos at http://nn.cs.utexas.edu.  ... 
doi:10.1109/tnn.2005.845548 fatcat:jrts7sojfzarroiv3wsdefajom

Computational Intelligence in Games 2014

2013 IEEE Transactions on Computational Intelligence and AI in Games  
Video games provide an opportunity and challenge for the soft computational intelligence methods like the symbolic games did for "good old-fashioned artificial intelligence."  ...  Techniques developed in these games may also be widely applicable in other fields, such as robotics, resource optimization, and intelligent assistants.  ...  The NERO game and demos can be downloaded at http://nerogame.org and the ESP and NEAT software and demos at http://nn.cs.utexas.edu.  ... 
doi:10.1109/tciaig.2013.2280882 fatcat:tqujapx735fhhdlqs3oqoooaii

Computational Intelligence in Racing Games [chapter]

Julian Togelius, Simon M. Lucas, Renzo De Nardi
2007 Studies in Computational Intelligence  
It is suggested that computational intelligence can be used in different but complementary ways in racing games, and that there is unrealised potential for cross-fertilisation between research in evolutionary  ...  We first discuss the various roles of computational intelligence in games, and then go on to describe the evolution of different types of car controllers, modelling of players' driving styles, evolution  ...  On the Roles of Computational Intelligence in Computer Games Computational Intelligence (henceforth "CI") is the study of a diverse collection of algorithms and techniques for learning and optimisation  ... 
doi:10.1007/978-3-540-72705-7_3 fatcat:3jjfbtehhbd6hatca6fhaa2uaa

Artificial and Computational Intelligence in Games: Revolutions in Computational Game AI (Dagstuhl Seminar 19511)

Jialin Liu, Tom Schaul, Pieter Spronck, Julian Togelius
2020 Dagstuhl Reports  
The Dagstuhl Seminar 19511 "Artificial and Computational Intelligence in Games: Revolutions in Computational Game AI" seminar was aimed at getting a clear view on the unsolved problems in game AI, determining  ...  The 2016 success of Google DeepMind's AlphaGo, which defeated the Go world champion, and its follow-up program AlphaZero, has sparked a renewed interest of the general public in computational game playing  ...  AI for Accessibility in Games  ... 
doi:10.4230/dagrep.9.12.67 dblp:journals/dagstuhl-reports/LiuSST19 fatcat:rekiuav4f5h67hdvzio2of526i

Reusable components for artificial intelligence in computer games

Christopher Dragert, Jorg Kienzle, Clark Verbrugge
2012 2012 Second International Workshop on Games and Software Engineering: Realizing User Engagement with Game Engineering Techniques (GAS)  
While component reuse is a common concept in software engineering, it does not yet have a strong foothold in Computer Game development, in particular the development of computer-controlled game characters  ...  In this work, we take a modular Statechart-based game AI modelling approach and develop a reuse strategy to enable fast development of new AIs.  ...  BACKGROUND AND RELATED WORK Artificial intelligence in modern computer games focuses upon controlling NPCs such that they exhibit behaviours relevant to that character's role in the game.  ... 
doi:10.1109/gas.2012.6225925 dblp:conf/icse/DragertKV12 fatcat:6cpsh7wnazge5a5t7cpx3qnrdu

A Panorama of Artificial and Computational Intelligence in Games

Georgios N. Yannakakis, Julian Togelius
2015 IEEE Transactions on Computational Intelligence and AI in Games  
agents, AI-assisted game design, general game artificial intelligence and AI in commercial games.  ...  This paper attempts to give a high-level overview of the field of artificial and computational intelligence (AI/CI) in games, with particular reference to how the different core research areas within this  ...  This research was supported, in part, by the FP7 ICT project C2Learn (project no: 318480).  ... 
doi:10.1109/tciaig.2014.2339221 fatcat:vyni6ub7rbakpi53zlojuhpzym

Association between computer games and emotional intelligence in students

S.H Nabavi, S Mohammadi, S Ghorbani, H Lashkardoost
2016 Journal of North Khorasan University of Medical Sciences  
ﻣﯽ‬ ‫ﮐﻠﯽ‬ ‫ﺑﻄﻮر‬ ‫ار‬ ‫دﯾﮕﺮان،‬ ‫ﺑﺎ‬ ‫ﺑﻬﯿﻨﻪ‬ ‫ﺗﺒﺎط‬ ‫ﺧﻮد‬ ‫ﮐﻨﺘﺮل‬ ، ‫ﺑﺮاي‬ ‫اﻧﮕﯿﺰه‬ ‫و‬ ‫ﺗﻄﺎﺑﻖ‬ ‫ﻓﺮدي،‬ ‫درون‬ ‫ﻣﻬﺎرﺗﻬﺎي‬ ‫و‬ ‫ﮔﺮدد‬ ‫ﻣﯽ‬ ‫زﻧﺪﮔﯽ‬ ‫ﻓﺮدي،‬ ‫ﺑﯿﻦ‬ ‫ﭘﺬﯾﺮي،‬ ‫ﺳﺎزش‬ ‫ﻣﺪﯾﺮﯾ‬ ‫را‬ 1 -Intelligence  ...  Association between computer games and emotional intelligence in students Materials and Methods: This study was a cross-sectional.  ...  For collecting the data in this study, "Shot" questionnaire of emotional intelligence and questionnaire which included variables related to computer games and demographic, was applied.  ... 
doi:10.29252/jnkums.7.4.917 fatcat:2nmyby7x75b7tkggqsljc2n7hu

IEEE Transactions on Computational Intelligence and AI in Games Information for authors

2009 IEEE Transactions on Computational Intelligence and AI in Games  
The IEEE TRANSACTIONS ON COMPUTATIONAL INTELLIGENCE AND AI IN GAMES (TCIAIG), published four times a year, publishes archival journal quality original papers in computational intelligence and related areas  ...  in artificial intelligence applied to games, including but not limited to video games, mathematical games, human-computer interactions in games, and games involving physical objects.  ...  Papers longer than 12 pages in the IEEE TRANSACTIONS format will be considered only if the author can justify this length in the transmission letter.  ... 
doi:10.1109/tciaig.2009.2039609 fatcat:c2lizxrj65ei7fh4pneeg4qsn4

IEEE Computational Intelligence Society Information

2013 IEEE Transactions on Computational Intelligence and AI in Games  
Comput. Sci. Nat. Cheng Kung Univ. Tainan 70101, Taiwan Games TC PHILIP F. HINGSTON School Comput. Security Sci. Edith Cowan Univ.  ...  Perth, W.A. 6018, Australia Intelligent Systems Applications TC YEW SOON ONG School Comput. Eng. Nanyang Technol. Univ.  ... 
doi:10.1109/tciaig.2013.2293041 fatcat:dj2xeyhgkrconeag64tfyqerxy

Capturing Player Enjoyment in Computer Games [chapter]

Georgios N. Yannakakis, John Hallam
2007 Studies in Computational Intelligence  
The current state-of-the-art in intelligent game design using Artificial Intelligence (AI) techniques is mainly focused on generating human-like and intelligent characters.  ...  The implicit hypothesis motivating this research is that intelligent opponent behaviors enable the player to gain more satisfaction from the game.  ...  Acknowledgements This work was supported in part by the Danish Research Agency, Ministry of Science, Technology and Innovation (project no: 274-05-0511).  ... 
doi:10.1007/978-3-540-72705-7_8 fatcat:nu35q52p4japlp5pj2h52x35s4

Computational creativity in a closed game system

Cameron Browne, Simon Colton
2012 2012 IEEE Conference on Computational Intelligence and Games (CIG)  
This paper describes the early stages of an experiment investigating the role of the computer as a creative collaborator in the game design process.  ...  , but to automate the game design process in ways that might be perceived as more creative.  ...  This work was supported by EPSRC grant EP/I001964/1 as part of the research project UCT for Games and Beyond.  ... 
doi:10.1109/cig.2012.6374169 dblp:conf/cig/BrowneC12 fatcat:s44noc3iencmlhovge65mtcgoy

A special issue on artificial intelligence in computer games: AICG

Hamido Fujita, I-Chen Wu
2012 Knowledge-Based Systems  
The research on computer games has been one of the most important areas in artificial intelligence since Shannon designed programs to play Chess in 1950.  ...  The realm related to computer games includes computational intelligence, algorithms, cognitive science, machine learning, software engineering and combinatorial game theory.  ... 
doi:10.1016/j.knosys.2012.05.014 fatcat:sfxd6pc3wre73ltetf6w4kic4y

Elegance in Game Design

Cameron Browne
2012 IEEE Transactions on Computational Intelligence and AI in Games  
This paper explores notions of elegance and shibui in combinatorial game design, and describes simple computational models for their estimation.  ...  Relevant ideas from Western and Eastern aesthetics are introduced, the meaning of elegance and shibui in combinatorial games examined, and methods for estimating these values empirically derived from complexity  ...  This work was partly funded by EPSRC grant EP/I001964/1 as part of the research project UCT for Games and Beyond.  ... 
doi:10.1109/tciaig.2012.2197621 fatcat:y3r7wkqgvzgt3mo4ov7bh4xxj4

Automated design for playability in computer game agents

Scott Watson, Wolfgang Banzhaf, Andrew Vardy
2014 2014 IEEE Conference on Computational Intelligence and Games  
This is done by using an evolutionary algorithm to generate finite state machine controllers for agents in a simple role playing game.  ...  The concept of minimally playable games is introduced to serve as the basis of a method of evaluating the fitness of a game's agent controllers.  ...  research directions for AI in computer games [8], Johnson and Wile's 2001 survey of AI in computer games [13], Lucas's 2006 overview of evolutionary computation in games [9], Togelius et al's 2011 survey  ... 
doi:10.1109/cig.2014.6932860 dblp:conf/cig/WatsonBV14 fatcat:cveq3dhyuvcfhaedhon2w6beii

Towards conscious-like behavior in computer game characters

Raul Arrabales, Agapito Ledezma, Araceli Sanchis
2009 2009 IEEE Symposium on Computational Intelligence and Games  
Usually, these models, and the associated Artificial Intelligence (AI) techniques, are based on partial aspects of the real complex systems involved in the generation of human-like behavior.  ...  This hypothesis is illustrated with the application of a novel consciousness-based cognitive architecture to the development of a First Person Shooter video game character.  ...  TABLE I BOTS I AVERAGE SCORE PLAYER AVERAGE SCORE Rule-Based System Bot IEEE Symposium on Computational Intelligence and Games  ... 
doi:10.1109/cig.2009.5286473 dblp:conf/cig/MorenoLS09 fatcat:vbctlczshjasrngaljxgoxz5g4
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