The Text-Based Adventure AI Competition
暂无分享,去创建一个
Sam Devlin | Jerry Swan | Hendrik Baier | Timothy Atkinson | Tara Copplestone | Hendrik Baier | J. Swan | Sam Devlin | Tara Copplestone | Timothy Atkinson
[1] Eyal Amir,et al. Learning Partially Observable Deterministic Action Models , 2005, IJCAI.
[2] Tomas Mikolov,et al. Bag of Tricks for Efficient Text Classification , 2016, EACL.
[3] Roger C. Schank,et al. Scripts, plans, goals and understanding: an inquiry into human knowledge structures , 1978 .
[4] Wendy G. Lehnert,et al. Plot Units and Narrative Summarization , 1981, Cogn. Sci..
[5] David Wingate,et al. What Can You Do with a Rock? Affordance Extraction via Word Embeddings , 2017, IJCAI.
[6] John McCarthy,et al. Epistemological Problems of Artificial Intelligence , 1987, IJCAI.
[7] Matthew L. Ginsberg,et al. Readings in Nonmonotonic Reasoning , 1987, AAAI 1987.
[8] Regina Barzilay,et al. Language Understanding for Text-based Games using Deep Reinforcement Learning , 2015, EMNLP.
[9] Graham Nelson,et al. The Inform Designer's Manual , 2006 .
[10] Yoshua Bengio,et al. A Neural Probabilistic Language Model , 2003, J. Mach. Learn. Res..
[11] Regina Barzilay,et al. Non-Linear Monte-Carlo Search in Civilization II , 2011, IJCAI.
[12] Susan T. Dumais,et al. Improving information retrieval using latent semantic indexing , 1988 .
[13] Ellen Riloff,et al. Automatically Producing Plot Unit Representations for Narrative Text , 2010, EMNLP.
[14] Lea Fleischer,et al. The Senses Considered As Perceptual Systems , 2016 .
[15] Jeffrey Dean,et al. Efficient Estimation of Word Representations in Vector Space , 2013, ICLR.
[16] Julian Togelius,et al. AI Researchers, Video Games are your Friends! , 2015, IJCCI.
[17] Richard A. Harshman,et al. Indexing by Latent Semantic Analysis , 1990, J. Am. Soc. Inf. Sci..
[18] Sanja Fidler,et al. Skip-Thought Vectors , 2015, NIPS.
[19] Michael R. Genesereth,et al. General Game Playing: Overview of the AAAI Competition , 2005, AI Mag..
[20] John McCarthy,et al. SOME PHILOSOPHICAL PROBLEMS FROM THE STANDPOINT OF ARTI CIAL INTELLIGENCE , 1987 .
[21] Julian Togelius,et al. General Video Game AI: Competition, Challenges and Opportunities , 2016, AAAI.
[22] Kenneth O. Stanley,et al. Exploiting Open-Endedness to Solve Problems Through the Search for Novelty , 2008, ALIFE.
[23] Marc G. Bellemare,et al. The Arcade Learning Environment: An Evaluation Platform for General Agents , 2012, J. Artif. Intell. Res..
[24] Jakub Kowalski,et al. Text-based adventures of the golovin AI agent , 2017, 2017 IEEE Conference on Computational Intelligence and Games (CIG).
[25] Philip Bachman,et al. Deep Reinforcement Learning that Matters , 2017, AAAI.
[26] Marlos C. Machado,et al. Revisiting the Arcade Learning Environment: Evaluation Protocols and Open Problems for General Agents , 2017, J. Artif. Intell. Res..
[27] Nick Montfort,et al. Twisty Little Passages: An Approach to Interactive Fiction , 2003 .
[28] Demis Hassabis,et al. Mastering the game of Go without human knowledge , 2017, Nature.
[29] Alexei A. Efros,et al. Curiosity-Driven Exploration by Self-Supervised Prediction , 2017, 2017 IEEE Conference on Computer Vision and Pattern Recognition Workshops (CVPRW).
[30] Brian Hlubocky. Knowledge-Gathering Agents in Adventure Games , 2004 .
[31] Peter Norvig,et al. Artificial Intelligence: A Modern Approach , 1995 .
[32] Vadim Bulitko,et al. Interactive Narrative: An Intelligent Systems Approach , 2012, AI Mag..
[33] Peter Norvig,et al. Artificial intelligence - a modern approach, 2nd Edition , 2003, Prentice Hall series in artificial intelligence.