[图书][B] Artificial intelligence and games

GN Yannakakis, J Togelius - 2018 - Springer
Georgios N. Yannakakis Julian Togelius Page 1 Artificial Intelligence and Games Georgios N.
Yannakakis Julian Togelius Page 2 Artificial Intelligence and Games Page 3 Georgios N …

Vizdoom: A doom-based ai research platform for visual reinforcement learning

M Kempka, M Wydmuch, G Runc… - … IEEE conference on …, 2016 - ieeexplore.ieee.org
The recent advances in deep neural networks have led to effective vision-based
reinforcement learning methods that have been employed to obtain human-level controllers …

Real-time neuroevolution in the NERO video game

KO Stanley, BD Bryant… - IEEE transactions on …, 2005 - ieeexplore.ieee.org
In most modern video games, character behavior is scripted; no matter how many times the
player exploits a weakness, that weakness is never repaired. Yet, if game characters could …

[PDF][PDF] Computational intelligence in games

R Miikkulainen, BD Bryant, R Cornelius… - … Principles and Practice, 2006 - cse.unr.edu
Video games provide an opportunity and challenge for the soft computational intelligence
methods like the symbolic games did for “good old-fashioned artificial intelligence.” This …

Believable and effective AI agents in virtual worlds: Current state and future perspectives

I Umarov, M Mozgovoy - … Journal of Gaming and Computer-Mediated …, 2012 - igi-global.com
The rapid development of complex virtual worlds (most notably, in 3D computer and video
games) introduces new challenges for the creation of virtual agents, controlled by artificial …

Artificial intelligence and virtual worlds–toward human-level AI agents

VM Petrović - IEEE Access, 2018 - ieeexplore.ieee.org
Artificial Intelligence (AI) has a long tradition as a scientific field, with tremendous
achievements accomplished in the decades behind us. At the same time, in the last few …

Towards optimizing entertainment in computer games

GN Yannakakis, J Hallam - Applied Artificial Intelligence, 2007 - Taylor & Francis
Mainly motivated by the current lack of a qualitative and quantitative entertainment
formulation of computer games and the procedures to generate it, this article covers the …

Counter-strike deathmatch with large-scale behavioural cloning

T Pearce, J Zhu - 2022 IEEE Conference on Games (CoG), 2022 - ieeexplore.ieee.org
This paper describes an AI agent that plays the modern first-person-shooter (FPS) video
game 'Counter-Strike; Global Offensive'(CSGO) from pixel input. The agent, a deep neural …

Automated playtesting in collectible card games using evolutionary algorithms: A case study in hearthstone

P García-Sánchez, A Tonda, AM Mora… - Knowledge-Based …, 2018 - Elsevier
Collectible card games have been among the most popular and profitable products of the
entertainment industry since the early days of Magic: The Gathering TM in the nineties …

Evolutionary deckbuilding in hearthstone

P García-Sánchez, A Tonda, G Squillero… - … IEEE Conference on …, 2016 - ieeexplore.ieee.org
One of the most notable features of collectible card games is deckbuilding, that is, defining a
personalized deck before the real game. Deckbuilding is a challenge that involves a big and …