In this paper, we applied online neuroevolution to evolve nonplayer characters for The Open Racing Car Simulator (TORCS). While previous approaches allowed online learning with per...
Luigi Cardamone, Daniele Loiacono, Pier Luca Lanzi
The `Games With A Purpose' (GWAP) genre is a type of `Human Computation' that outsources certain steps of the computational process to humans. Although most GWAP studies ...
This paper presents the recent technical advances in Monte-Carlo Tree Search for the Game of Go, shows the many similarities and the rare differences between the current best progr...
Abstract--Fingerprinting operators generate functional signatures of game players and are useful for their automated analysis independent of representation or encoding. The theory ...
It is easy to create new combinatorial games but more difficult to predict those that will interest human players. We examine the concept of game quality, its automated measurement...
In this paper, we use computational intelligence techniques to built quantitative models of player experience for a platform game. The models accurately predict certain key affecti...
Christopher Pedersen, Julian Togelius, Georgios N....
In this paper, we overview the 2009 Simulated Car Racing Championship--an event comprising three competitions held in association with the 2009 IEEE Congress on Evolutionary Comput...
Abstract--Parallelizing Monte-Carlo tree search has been considered to be a way to improve the strength of computer Go programs. In this paper, we analyze the performance of two ro...
In this paper, we present the design, implementation, and evaluation of an end-to-end camera planning system called Darshak. Darshak automatically constructs cinematic narrative di...
Hex, the classic board game invented by Piet Hein in 1942 and independently by John Nash in 1948, has been a domain of artificial intelligence research since Claude Shannon's ...
Broderick Arneson, Ryan B. Hayward, Philip Henders...