Search in Real-Time Video Games
暂无分享,去创建一个
Martin V. Butz | Peter I. Cowling | Moshe Sipper | Hector Muñoz-Avila | Dana S. Nau | Adi Botea | Bruno Bouzy | Michael Buro | Philip Hingston | Michal Bída | P. Hingston | P. Cowling | Martin Volker Butz | M. Buro | B. Bouzy | A. Botea | Hector Muñoz-Avila | M. Sipper | M. Bída
[1] Peter I. Cowling,et al. Monte Carlo Tree Search with macro-actions and heuristic route planning for the Physical Travelling Salesman Problem , 2012, 2012 IEEE Conference on Computational Intelligence and Games (CIG).
[2] Richard E. Korf,et al. Depth-First Iterative-Deepening: An Optimal Admissible Tree Search , 1985, Artif. Intell..
[3] Yngvi Björnsson,et al. CadiaPlayer: A Simulation-Based General Game Player , 2009, IEEE Transactions on Computational Intelligence and AI in Games.
[4] Andrew G. Barto,et al. Using relative novelty to identify useful temporal abstractions in reinforcement learning , 2004, ICML.
[5] Steve Rabin,et al. AI Game Programming Wisdom , 2002 .
[6] J. Neumann,et al. Theory of games and economic behavior , 1945, 100 Years of Math Milestones.
[7] David J. Slate,et al. Chess 4.5-The Northwestern University chess program , 1988 .
[8] Austin Tate,et al. O-Plan: The open Planning Architecture , 1991, Artif. Intell..
[9] Nathan R. Sturtevant,et al. Prob-Maxn: Playing N-Player Games with Opponent Models , 2006, AAAI.
[10] Rémi Coulom,et al. Efficient Selectivity and Backup Operators in Monte-Carlo Tree Search , 2006, Computers and Games.
[11] Michael L. Littman,et al. Sample-Based Planning for Continuous Action Markov Decision Processes , 2011, ICAPS.
[12] Hector Muñoz-Avila,et al. Hierarchical Plan Representations for Encoding Strategic Game AI , 2005, AIIDE.
[13] Bruno Bouzy,et al. Monte-Carlo strategies for computer Go , 2006 .
[14] Keki B. Irani,et al. An Algorithmic Solution of N-Person Games , 1986, AAAI.
[15] Martin J. Osborne,et al. An Introduction to Game Theory , 2003 .
[16] Phillip Gowlett,et al. Moving Forward with Computational Red Teaming , 2011 .
[17] Rudolf Kadlec,et al. Evoluce chovan´õ inteligentn´õch agentû u v poÿc´õtaÿcovych hrach Evolution of intelligent agent behaviour in computer games , 2008 .
[18] Murray Campbell,et al. Deep Blue , 2002, Artif. Intell..
[19] Julian Togelius,et al. Search-Based Procedural Content Generation: A Taxonomy and Survey , 2011, IEEE Transactions on Computational Intelligence and AI in Games.
[20] Andrew G. Barto,et al. Efficient skill learning using abstraction selection , 2009, IJCAI 2009.
[21] Dana S. Nau,et al. SHOP2: An HTN Planning System , 2003, J. Artif. Intell. Res..
[22] Michael Buro,et al. RTS Games and Real-Time AI Research , 2003 .
[23] Daniel M. Wolpert,et al. Hierarchical MOSAIC for movement generation , 2003 .
[24] Nathan R. Sturtevant,et al. TBA*: Time-Bounded A* , 2009, IJCAI.
[25] Dana S. Nau,et al. Forward-Chaining Planning in Nondeterministic Domains , 2004, AAAI.
[26] Sushil J. Louis,et al. Playing to learn: case-injected genetic algorithms for learning to play computer games , 2005, IEEE Transactions on Evolutionary Computation.
[27] Jonathan Schaeffer,et al. Checkers Is Solved , 2007, Science.
[28] Csaba Szepesvári,et al. Bandit Based Monte-Carlo Planning , 2006, ECML.
[29] Jonathan Schaeffer,et al. The History Heuristic and Alpha-Beta Search Enhancements in Practice , 1989, IEEE Trans. Pattern Anal. Mach. Intell..
[30] Donald E. Knuth,et al. An Analysis of Alpha-Beta Pruning , 1975, Artif. Intell..
[31] Hector Muñoz-Avila,et al. HTN-MAKER: Learning HTNs with Minimal Additional Knowledge Engineering Required , 2008, AAAI.
[32] Marco Pistore,et al. Task decomposition on abstract states, for planning under nondeterminism , 2009, Artif. Intell..
[33] Michael Mateas,et al. Time in Video Games: A Survey and Analysis , 2010 .
[34] Dana S. Nau,et al. Using Domain-Configurable Search Control for Probabilistic Planning , 2005, AAAI.
[35] Mark H. M. Winands,et al. Enhancements for Multi-Player Monte-Carlo Tree Search , 2010, Computers and Games.
[36] Roger B. Myerson,et al. Game theory - Analysis of Conflict , 1991 .
[37] Bruno Bouzy,et al. Associating domain-dependent knowledge and Monte Carlo approaches within a Go program , 2005, Inf. Sci..
[38] Peter I. Cowling,et al. Information Set Monte Carlo Tree Search , 2012, IEEE Transactions on Computational Intelligence and AI in Games.
[39] Murray Campbell,et al. Singular Extensions: Adding Selectivity to Brute-Force Searching , 1990, Artif. Intell..
[40] Martijn Schut,et al. A hierarchically-layered multiplayer bot system for a first-person shooter , 2007 .
[41] Nathan R. Sturtevant,et al. Partial Pathfinding Using Map Abstraction and Refinement , 2005, AAAI.
[42] Csaba Szepesvári,et al. Online Optimization in X-Armed Bandits , 2008, NIPS.
[43] Richard E. Korf,et al. On Pruning Techniques for Multi-Player Games , 2000, AAAI/IAAI.
[44] Ross Graham,et al. Pathfinding in Computer Games , 2003 .
[45] Simon M. Lucas,et al. A Survey of Monte Carlo Tree Search Methods , 2012, IEEE Transactions on Computational Intelligence and AI in Games.
[46] Judea Pearl,et al. Asymptotic Properties of Minimax Trees and Game-Searching Procedures , 1980, Artif. Intell..
[47] Tomaso Poggio,et al. Generalization in vision and motor control , 2004, Nature.
[48] Andrew G. Barto,et al. Causal Graph Based Decomposition of Factored MDPs , 2006, J. Mach. Learn. Res..
[49] Hector Muñoz-Avila,et al. RETALIATE: Learning Winning Policies in First-Person Shooter Games , 2007, AAAI.
[50] David Silver,et al. Monte-Carlo tree search and rapid action value estimation in computer Go , 2011, Artif. Intell..
[51] Olivier Teytaud,et al. Modification of UCT with Patterns in Monte-Carlo Go , 2006 .
[52] H. J. van den Herik,et al. Opponent Modelling and Commercial Games , 2005 .
[53] Ira Pohl,et al. Heuristic Search Viewed as Path Finding in a Graph , 1970, Artif. Intell..
[54] Nathan R. Sturtevant,et al. An Analysis of UCT in Multi-Player Games , 2008, J. Int. Comput. Games Assoc..
[55] M. Botvinick,et al. Hierarchically organized behavior and its neural foundations: A reinforcement learning perspective , 2009, Cognition.
[56] Inon Zuckerman,et al. Modeling social preferences in multi-player games , 2011, AAMAS.
[57] Jonathan Schaeffer,et al. Best-First Fixed-Depth Minimax Algorithms , 1996, J. Int. Comput. Games Assoc..
[58] Dana S. Nau,et al. Computer Bridge - A Big Win for AI Planning , 1998, AI Mag..
[59] Michael Buro,et al. Efficient Triangulation-Based Pathfinding , 2006, AAAI.
[60] Nils J. Nilsson,et al. A Formal Basis for the Heuristic Determination of Minimum Cost Paths , 1968, IEEE Trans. Syst. Sci. Cybern..
[61] Adi Botea,et al. Near Optimal Hierarchical Path-Finding , 2004, J. Game Dev..
[62] David E. Wilkins,et al. Practical planning - extending the classical AI planning paradigm , 1989, Morgan Kaufmann series in representation and reasoning.
[63] Albert L. Zobrist,et al. A New Hashing Method with Application for Game Playing , 1990 .
[64] Jonathan Schaeffer,et al. Block A*: Database-Driven Search with Applications in Any-Angle Path-Planning , 2011, AAAI.
[65] A. V. Uskov,et al. Programming a computer to play chess , 1970 .
[66] Richard E. Korf. Multi-Player Alpha-Beta Pruning , 1991, Artif. Intell..
[67] Austin Tate,et al. O-Plan2: an Open Architecture for Command, Planning and Control , 2006 .
[68] Adi Botea,et al. Hierarchical path planning for multi-size agents in heterogeneous environments , 2008, 2008 IEEE Symposium On Computational Intelligence and Games.
[69] Philip Hingston,et al. Using Monte Carlo Tree Search for replanning in a multistage simultaneous game , 2012, 2012 IEEE Congress on Evolutionary Computation.
[70] Sushil J. Louis,et al. Towards the Co-Evolution of Influence Map Tree Based Strategy Game Players , 2006, 2006 IEEE Symposium on Computational Intelligence and Games.
[71] Michael Buro,et al. Adversarial Planning Through Strategy Simulation , 2007, 2007 IEEE Symposium on Computational Intelligence and Games.
[72] Martin V. Butz,et al. Anticipations, Brains, Individual and Social Behavior: An Introduction to Anticipatory Systems , 2007, SAB ABiALS.
[73] Marc G. Bellemare,et al. The Arcade Learning Environment: An Evaluation Platform for General Agents , 2012, J. Artif. Intell. Res..
[74] S.M. Lucas,et al. Evolutionary computation and games , 2006, IEEE Computational Intelligence Magazine.
[75] Risto Miikkulainen,et al. Real-time neuroevolution in the NERO video game , 2005, IEEE Transactions on Evolutionary Computation.