UT2: Human-like behavior via neuroevolution of combat behavior and replay of human traces
暂无分享,去创建一个
[1] H. Pao,et al. Game Bot Detection via Avatar Trajectory Analysis , 2010, IEEE Transactions on Computational Intelligence and AI in Games.
[2] Yago Sáez,et al. Chuck Norris rocks! , 2009, 2009 IEEE Symposium on Computational Intelligence and Games.
[3] Vadim Bulitko,et al. An evaluation of models for predicting opponent positions in first-person shooter video games , 2008, 2008 IEEE Symposium On Computational Intelligence and Games.
[4] Philip Hingston,et al. A new design for a Turing Test for Bots , 2010, Proceedings of the 2010 IEEE Conference on Computational Intelligence and Games.
[5] Philip Hingston,et al. A Turing Test for Computer Game Bots , 2009, IEEE Transactions on Computational Intelligence and AI in Games.
[6] Risto Miikkulainen,et al. Automatic feature selection in neuroevolution , 2005, GECCO '05.
[7] Brett Browning,et al. A survey of robot learning from demonstration , 2009, Robotics Auton. Syst..
[8] Risto Miikkulainen,et al. Evolving Neural Networks through Augmenting Topologies , 2002, Evolutionary Computation.
[9] Risto Miikkulainen,et al. Believable Bot Navigation via Playback of Human Traces , 2012, Believable Bots.
[10] Jon Louis Bentley,et al. Multidimensional binary search trees used for associative searching , 1975, CACM.
[11] Frank Dignum,et al. Evolutionary neural networks for Non-Player Characters in Quake III , 2009, 2009 IEEE Symposium on Computational Intelligence and Games.
[12] Kalyanmoy Deb,et al. A Fast Elitist Non-dominated Sorting Genetic Algorithm for Multi-objective Optimisation: NSGA-II , 2000, PPSN.
[13] Julian Togelius,et al. Hierarchical controller learning in a First-Person Shooter , 2009, 2009 IEEE Symposium on Computational Intelligence and Games.
[14] Ross Graham,et al. Realistic Agent Movement in Dynamic Game Environments , 2005, DiGRA Conference.
[15] G. L. Dirichlet. Über die Reduction der positiven quadratischen Formen mit drei unbestimmten ganzen Zahlen. , 1850 .
[16] Abdennour El Rhalibi,et al. Machine learning techniques for FPS in Q3 , 2004, ACE '04.
[17] Christian Bauckhage,et al. Synthesizing Movements for Computer Game Characters , 2004, DAGM-Symposium.
[18] Risto Miikkulainen,et al. Human-Like Combat Behaviour via Multiobjective Neuroevolution , 2012, Believable Bots.
[19] A. M. Turing,et al. Computing Machinery and Intelligence , 1950, The Philosophy of Artificial Intelligence.
[20] R. Thawonmas,et al. Outline of ICE-CEC2011 and Its Mechanism for Learning FPS Tactics , 2011 .
[21] Richard S. Sutton,et al. Reinforcement Learning: An Introduction , 1998, IEEE Trans. Neural Networks.
[22] Risto Miikkulainen,et al. Integration and Evaluation of Exploration-Based Learning in Games , 2006, 2006 IEEE Symposium on Computational Intelligence and Games.
[23] Stefan Schaal,et al. Robot Learning From Demonstration , 1997, ICML.
[24] Joanna J. Bryson,et al. Intelligence by design: principles of modularity and coordination for engineering complex adaptive agents , 2001 .
[25] Daniele Loiacono,et al. Learning drivers for TORCS through imitation using supervised methods , 2009, 2009 IEEE Symposium on Computational Intelligence and Games.
[26] Georges Voronoi. Nouvelles applications des paramètres continus à la théorie des formes quadratiques. Premier mémoire. Sur quelques propriétés des formes quadratiques positives parfaites. , 1908 .
[27] Risto Miikkulainen,et al. Evolving agent behavior in multiobjective domains using fitness-based shaping , 2010, GECCO '10.
[28] Christopher G. Atkeson,et al. Transfer of policies based on trajectory libraries , 2007, 2007 IEEE/RSJ International Conference on Intelligent Robots and Systems.
[29] Christopher G. Atkeson,et al. Policies based on trajectory libraries , 2006, Proceedings 2006 IEEE International Conference on Robotics and Automation, 2006. ICRA 2006..
[30] José María Valls,et al. Programming Robosoccer agents by modeling human behavior , 2009, Expert Syst. Appl..
[31] A. M. Turing,et al. Computing Machinery and Intelligence , 1950, The Philosophy of Artificial Intelligence.