default search action
IEEE Transactions on Computational Intelligence and AI in Games, Volume 5
Volume 5, Number 1, March 2013
- David Gamez, Zafeirios Fountas, Andreas Fidjeland:
A Neurally Controlled Computer Game Avatar With Humanlike Behavior. 1-14 - Sebastian Kruse, Alexandra Brintrup, Duncan C. McFarlane, Tomás Sánchez López, Kenneth Owens, William E. Krechel:
Designing Automated Allocation Mechanisms for Service Procurement of Imperfectly Substitutable Services. 15-32 - Nirvana S. Antonio, Cicero Ferreira Fernandes Costa Filho, Marly Guimarães Fernandes Costa:
Optimization of an Evaluation Function of the Four-Sided Dominos Game Using a Genetic Algorithm. 33-43 - I-Chen Wu, Hung-Hsuan Lin, Der-Johng Sun, Kuo-Yuan Kao, Ping-Hung Lin, Yi-Chih Chan, Bo-Ting Chen:
Job-Level Proof Number Search. 44-56 - Kien Quang Nguyen, Ruck Thawonmas:
Monte Carlo Tree Search for Collaboration Control of Ghosts in Ms. Pac-Man. 57-68 - Cameron Browne:
A Problem Case for UCT. 69-74
Volume 5, Number 2, June 2013
- Damien Coyle, José C. Príncipe, Fabien Lotte, Anton Nijholt:
Guest Editorial: Brain/neuronal - Computer game interfaces and interaction. 77-81 - David Marshall, Damien Coyle, Shane Wilson, Michael J. Callaghan:
Games, Gameplay, and BCI: The State of the Art. 82-99 - Nikolay Chumerin, Nikolay V. Manyakov, Marijn van Vliet, Arne Robben, Adrien Combaz, Marc M. Van Hulle:
Steady-State Visual Evoked Potential-Based Computer Gaming on a Consumer-Grade EEG Device. 100-110 - Jozef Legény, Raquel Viciana-Abad, Anatole Lécuyer:
Toward Contextual SSVEP-Based BCI Controller: Smart Activation of Stimuli and Control Weighting. 111-116 - Robert Leeb, Marcel Lancelle, Vera Kaiser, Dieter W. Fellner, Gert Pfurtscheller:
Thinking Penguin: Multimodal Brain-Computer Interface Control of a VR Game. 117-128 - Marieke E. Thurlings, Jan B. F. van Erp, Anne-Marie Brouwer, Peter J. Werkhoven:
Controlling a Tactile ERP-BCI in a Dual Task. 129-140 - Alexander Kaplan, Sergei L. Shishkin, Ilya P. Ganin, Ivan A. Basyul, Alexander Y. Zhigalov:
Adapting the P300-Based Brain-Computer Interface for Gaming: A Review. 141-149 - Nataliya Kos'myna, Franck Tarpin-Bernard:
Evaluation and Comparison of a Multimodal Combination of BCI Paradigms and Eye Tracking With Affordable Consumer-Grade Hardware in a Gaming Context. 150-154 - Reinhold Scherer, Gunter Moitzi, Ian Daly, Gernot R. Müller-Putz:
On the Use of Games for Noninvasive EEG-Based Functional Brain Mapping. 155-163 - Riccardo Berta, Francesco Bellotti, Alessandro De Gloria, Danu Pranantha, Carlotta Schatten:
Electroencephalogram and Physiological Signal Analysis for Assessing Flow in Games. 164-175 - Bram van de Laar, Hayrettin Gürkök, Danny Plass-Oude Bos, Mannes Poel, Anton Nijholt:
Experiencing BCI Control in a Popular Computer Game. 176-184 - Laurent Bonnet, Fabien Lotte, Anatole Lécuyer:
Two Brains, One Game: Design and Evaluation of a Multiuser BCI Video Game Based on Motor Imagery. 185-198
Volume 5, Number 3, September 2013
- Francis Maes, David Lupien St-Pierre, Damien Ernst:
Monte Carlo Search Algorithm Discovery for Single-Player Games. 201-213 - Marcin Grzegorz Szubert, Wojciech Jaskowski, Krzysztof Krawiec:
On Scalability, Generalization, and Hybridization of Coevolutionary Learning: A Case Study for Othello. 214-226 - Ramon Lawrence, Vadim Bulitko:
Database-Driven Real-Time Heuristic Search in Video-Game Pathfinding. 227-241 - Jiawei Li, Graham Kendall, Athanasios V. Vasilakos:
Backward Induction and Repeated Games With Strategy Constraints: An Inspiration From the Surprise Exam Paradox. 242-250 - I-Chen Wu, Der-Johng Sun, Lung-Ping Chen, Kan-Yueh Chen, Ching-Hua Kuo, Hao-Hua Kang, Hung-Hsuan Lin:
An Efficient Approach to Solving Nonograms. 251-264 - William Blewitt, Gary Ushaw, Graham Morgan:
Applicability of GPGPU Computing to Real-Time AI Solutions in Games. 265-275 - Noor Shaker, Georgios N. Yannakakis, Julian Togelius:
Crowdsourcing the Aesthetics of Platform Games. 276-290
Volume 5, Number 4, December 2013
- Santiago Ontañón, Gabriel Synnaeve, Alberto Uriarte, Florian Richoux, David Churchill, Mike Preuss:
A Survey of Real-Time Strategy Game AI Research and Competition in StarCraft. 293-311 - Moshe Dror, Graham Kendall:
Repeated Goofspiel: A Game of Pure Strategy. 312-324 - Jean-François Landry, Jean-Pierre Dussault, Philippe Mahey:
A Heuristic-Based Planner and Improved Controller for a Two-Layered Approach for the Game of Billiards. 325-336 - Richard Jiang, Matthew L. Parry, Philip A. Legg, David H. S. Chung, Iwan W. Griffiths:
Automated 3-D Animation From Snooker Videos With Information-Theoretical Optimization. 337-345 - Kuo-Yuan Kao, I-Chen Wu, Shi-Jim Yen, Yi-Chang Shan:
Incentive Learning in Monte Carlo Tree Search. 346-352
manage site settings
To protect your privacy, all features that rely on external API calls from your browser are turned off by default. You need to opt-in for them to become active. All settings here will be stored as cookies with your web browser. For more information see our F.A.Q.