General video game playing escapes the no free lunch theorem
暂无分享,去创建一个
[1] Daniel A. Ashlock,et al. Graph-based evolutionary algorithms , 2006, IEEE Transactions on Evolutionary Computation.
[2] Jens Lienig,et al. A parallel genetic algorithm for performance-driven VLSI routing , 1997, IEEE Trans. Evol. Comput..
[3] Michael L. Littman,et al. Bandit-Based Planning and Learning in Continuous-Action Markov Decision Processes , 2012, ICAPS.
[4] Mark H. M. Winands,et al. N-Grams and the Last-Good-Reply Policy Applied in General Game Playing , 2012, IEEE Transactions on Computational Intelligence and AI in Games.
[5] Simon M. Lucas,et al. Population seeding techniques for Rolling Horizon Evolution in General Video Game Playing , 2017, 2017 IEEE Congress on Evolutionary Computation (CEC).
[6] Dennis J. N. J. Soemers,et al. Enhancements for real-time Monte-Carlo Tree Search in General Video Game Playing , 2016, 2016 IEEE Conference on Computational Intelligence and Games (CIG).
[7] David H. Wolpert,et al. No free lunch theorems for optimization , 1997, IEEE Trans. Evol. Comput..
[8] Simon M. Lucas,et al. Multi-objective tree search approaches for general video game playing , 2016, 2016 IEEE Congress on Evolutionary Computation (CEC).
[9] Julian Togelius,et al. General Video Game AI: Competition, Challenges and Opportunities , 2016, AAAI.
[10] Kyungsook Han,et al. Finding motif pairs in the interactions between heterogeneous proteins via bootstrapping and boosting , 2009, BMC Bioinformatics.
[11] Cameron McGuinness. Classification of Monte Carlo tree search variants , 2016, 2016 IEEE Congress on Evolutionary Computation (CEC).
[12] Julian Togelius,et al. Search-Based Procedural Content Generation , 2010, EvoApplications.
[13] Daniel Ashlock,et al. Breaking a Hierarchical Clustering Algorithm with an Evolutionary Algorithm , 2009 .
[14] Julian Togelius,et al. Towards Procedural Strategy Game Generation: Evolving Complementary Unit Types , 2011, EvoApplications.
[15] Tom Schaul,et al. An Extensible Description Language for Video Games , 2014, IEEE Transactions on Computational Intelligence and AI in Games.
[16] Eun-Youn Kim,et al. Understanding representational sensitivity in the iterated prisoner's dilemma with fingerprints , 2006, IEEE Transactions on Systems, Man, and Cybernetics, Part C (Applications and Reviews).
[17] Daniel A. Ashlock,et al. A discrete representation for real optimization with unique search properties , 2014, 2014 IEEE Symposium on Foundations of Computational Intelligence (FOCI).
[18] Hector Geffner,et al. Width-Based Planning for General Video-Game Playing , 2015, AIIDE.
[19] Michael R. Genesereth,et al. General Game Playing: Overview of the AAAI Competition , 2005, AI Mag..
[20] Daniel A. Ashlock,et al. Test problems and representations for graph evolution , 2014, 2014 IEEE Symposium on Foundations of Computational Intelligence (FOCI).
[21] Sander Bakkes,et al. Monte Carlo Tree Search with options for general video game playing , 2016, 2016 IEEE Conference on Computational Intelligence and Games (CIG).
[22] Johannes Fürnkranz,et al. Informed Hybrid Game Tree Search , 2016 .
[23] Julian Togelius,et al. Hyper-heuristic general video game playing , 2016, 2016 IEEE Conference on Computational Intelligence and Games (CIG).
[24] Simon M. Lucas,et al. General Video Game for 2 players: Framework and competition , 2016, 2016 8th Computer Science and Electronic Engineering (CEEC).
[25] Daniel A. Ashlock,et al. MULTI-K: accurate classification of microarray subtypes using ensemble k-means clustering , 2009, BMC Bioinformatics.
[26] Simon M. Lucas,et al. Knowledge-based fast evolutionary MCTS for general video game playing , 2014, 2014 IEEE Conference on Computational Intelligence and Games.
[27] Julian Togelius,et al. Ieee Transactions on Computational Intelligence and Ai in Games the 2014 General Video Game Playing Competition , 2022 .
[28] Sanaz Mostaghim,et al. Procedural level generation with answer set programming for general Video Game playing , 2015, 2015 7th Computer Science and Electronic Engineering Conference (CEEC).
[29] Annie Louis,et al. Beyond playing to win: Diversifying heuristics for GVGAI , 2017, 2017 IEEE Conference on Computational Intelligence and Games (CIG).
[30] Mark H. M. Winands,et al. Enhancements for Multi-Player Monte-Carlo Tree Search , 2010, Computers and Games.
[31] Sebastian Ruder,et al. An overview of gradient descent optimization algorithms , 2016, Vestnik komp'iuternykh i informatsionnykh tekhnologii.
[32] R. Sokal,et al. Numerical Taxonomy: The Principles and Practice of Numerical Classification. , 1975 .
[33] Julian Togelius,et al. Investigating MCTS modifications in general video game playing , 2015, 2015 IEEE Conference on Computational Intelligence and Games (CIG).
[34] Simon M. Lucas,et al. Rolling horizon evolution enhancements in general video game playing , 2017, 2017 IEEE Conference on Computational Intelligence and Games (CIG).
[35] Julian Togelius,et al. Matching Games and Algorithms for General Video Game Playing , 2021, AIIDE.
[36] Mike Preuss,et al. MCTS/EA hybrid GVGAI players and game difficulty estimation , 2016, 2016 IEEE Conference on Computational Intelligence and Games (CIG).
[37] Simon M. Lucas,et al. Rolling horizon evolution versus tree search for navigation in single-player real-time games , 2013, GECCO '13.
[38] Simon M. Lucas,et al. A Survey of Monte Carlo Tree Search Methods , 2012, IEEE Transactions on Computational Intelligence and AI in Games.
[39] Bernard M. E. Moret,et al. Phylogenetic Inference , 2011, Encyclopedia of Parallel Computing.
[40] W. Rudin. Principles of mathematical analysis , 1964 .