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AAAI
2008
13 years 9 months ago
Simulation-Based Approach to General Game Playing
The aim of General Game Playing (GGP) is to create intelligent agents that automatically learn how to play many different games at an expert level without any human intervention. ...
Hilmar Finnsson, Yngvi Björnsson
DAGM
2003
Springer
14 years 23 days ago
Learning Human-Like Opponent Behavior for Interactive Computer Games
Compared to their ancestors in the early 1970s, present day computer games are of incredible complexity and show magnificent graphical performance. However, in programming intelli...
Christian Bauckhage, Christian Thurau, Gerhard Sag...
ICGA
2007
157views Optimization» more  ICGA 2007»
13 years 7 months ago
Computing "Elo Ratings" of Move Patterns in the Game of Go
Abstract. Move patterns are an essential method to incorporate domain knowledge into Go-playing programs. This paper presents a new Bayesian technique for supervised learning of su...
Rémi Coulom
GECCO
2008
Springer
149views Optimization» more  GECCO 2008»
13 years 8 months ago
Real-time imitation-based adaptation of gaming behaviour in modern computer games
In the course of the recent complexification and sophistication of commercial computer games, the creation of competitive artificial players that are able to behave intelligentl...
Steffen Priesterjahn, Alexander Weimer, Markus Ebe...
SAC
2005
ACM
14 years 1 months ago
Reinforcement learning agents with primary knowledge designed by analytic hierarchy process
This paper presents a novel model of reinforcement learning agents. A feature of our learning agent model is to integrate analytic hierarchy process (AHP) into a standard reinforc...
Kengo Katayama, Takahiro Koshiishi, Hiroyuki Narih...