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...
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 ...
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...
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...
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...
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...
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...
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...