Hardware and platform limitations restrict the display settings for most computer games, forcing a tradeoff between frame rate and resolution to achieve acceptable performance. Pr...
Abstract. We analyze the computational complexity of various twodimensional platform games. We identify common properties of these games that allow us to state several meta-theorem...
We address the problem of automatically designing maps for first-person shooter (FPS) games. An efficient solution to this procedural content generation (PCG) problem could allow ...
Luigi Cardamone, Georgios N. Yannakakis, Julian To...
In games where skills such as targeting are critical to winning, it is difficult for players with different skill levels to have a competitive and engaging experience. Although se...
Scott Bateman, Regan L. Mandryk, Tadeusz Stach, Ca...
Abstract. We use case injected genetic algorithms to learn to competently play computer strategy games. Such games are characterized by player decision in anticipation of opponent ...