Sciweavers

CIG
2005
IEEE
14 years 4 months ago
Adapting Reinforcement Learning for Computer Games: Using Group Utility Functions
AbstractGroup utility functions are an extension of the common team utility function for providing multiple agents with a common reinforcement learning signal for learning cooperat...
Jay Bradley, Gillian Hayes
CIG
2005
IEEE
14 years 4 months ago
Combining Coaching and Learning to Create Cooperative Character Behavior
Abstract- We present a concept for developing cooperative characters (agents) for computer games that combines coaching by a human with evolutionary learning. The basic idea is to ...
Jörg Denzinger, Chris Winder
CIG
2005
IEEE
14 years 4 months ago
Bayesian Generation and Integration of K-nearest-neighbor Patterns for 19x19 Go
Abstract- This paper describes the generation and utilisation of a pattern database for 19x19 go with the Knearest-neighbor representation. Patterns are generated by browsing recor...
Bruno Bouzy, Guillaume Chaslot
CIG
2005
IEEE
14 years 4 months ago
Incrementally Learned Subjectivist Probabilities in Games
In this paper, we show how our AI opponents learn internal representations of probabilities. We use a Bayesian interpretation of such subjectivist probabilities but do not impleme...
Colin Fyfe
CIG
2005
IEEE
14 years 4 months ago
Further Evolution of a Self-Learning Chess Program
Previous research on the use of coevolution to improve a baseline chess program demonstrated a performance rating of 2550 against Pocket Fritz 2.0 (PF2). A series of 12 games (6 wh...
David B. Fogel, Timothy J. Hays, Sarah L. Hahn, Ja...
CIG
2005
IEEE
14 years 4 months ago
Designing and Implementing E-market Games
Maria Fasli, Michael Michalakopoulos
CIG
2005
IEEE
14 years 4 months ago
Dealing with Parameterized Actions in Behavior Testing of Commercial Computer Games
Abstract- We present a method that enhances evolutionary behavior testing of commercial computer games, as introduced in [CD+04], to deal with parameterized actions. The basic idea...
Jörg Denzinger, Kevin Loose, Darryl Gates, Jo...
CIG
2005
IEEE
14 years 4 months ago
Building Reactive Characters for Dynamic Gaming Environments
Interactive computer games are widely seen as a killer application domain for Artificial Intelligence (AI) [8]. Quite apart from the significant size of the games market in terms...
Peter Blackburn, Barry O'Sullivan
CIG
2005
IEEE
14 years 4 months ago
A Generic Approach for Generating Interesting Interactive Pac-Man Opponents
This paper follows on from our previous work focused on formulating an efficient generic measure of user’s satisfaction (‘interest’) when playing predator/prey games. Viewin...
Georgios N. Yannakakis, John Hallam