Symbolic Reasoning for Hearthstone
暂无分享,去创建一个
[1] Andreas Stiegler,et al. AI and human player cooperation in RTS games , 2013, FDG.
[2] Michael Buro,et al. RTS Games as Test-Bed for Real-Time AI Research , 2003 .
[3] Michael Buro,et al. Recursive Monte Carlo search for imperfect information games , 2013, 2013 IEEE Conference on Computational Inteligence in Games (CIG).
[4] Michael Mateas,et al. Case-Based Reasoning for Build Order in Real-Time Strategy Games , 2009, AIIDE.
[5] Peter I. Cowling,et al. Monte Carlo search applied to card selection in Magic: The Gathering , 2009, 2009 IEEE Symposium on Computational Intelligence and Games.
[6] Peter I. Cowling,et al. Ensemble Determinization in Monte Carlo Tree Search for the Imperfect Information Card Game Magic: The Gathering , 2012, IEEE Transactions on Computational Intelligence and AI in Games.
[7] Simon M. Lucas,et al. A Survey of Monte Carlo Tree Search Methods , 2012, IEEE Transactions on Computational Intelligence and AI in Games.
[8] Leonardo Garrido,et al. Fuzzy Case-Based Reasoning for Managing Strategic and Tactical Reasoning in StarCraft , 2011, MICAI.
[9] Georgios N. Yannakakis. Game AI revisited , 2012, CF '12.
[10] Julian Togelius,et al. Evolving card sets towards balancing dominion , 2012, 2012 IEEE Congress on Evolutionary Computation.
[11] Santiago Ontañón,et al. A Survey of Real-Time Strategy Game AI Research and Competition in StarCraft , 2013, IEEE Transactions on Computational Intelligence and AI in Games.
[12] Michael Buro,et al. Hierarchical Portfolio Search: Prismata's Robust AI Architecture for Games with Large Search Spaces , 2015, AIIDE.
[13] Elie Bursztein,et al. I am a legend: hacking hearthstone with machine learning , 2014 .
[14] Michael Mateas,et al. A data mining approach to strategy prediction , 2009, 2009 IEEE Symposium on Computational Intelligence and Games.
[15] Daniel Livingstone,et al. Turing's test and believable AI in games , 2006, Comput. Entertain..
[16] L. V. Allis,et al. Searching for solutions in games and artificial intelligence , 1994 .
[17] Michael Buro,et al. Call for AI Research in RTS Games , 2004 .
[18] Hugo Morais,et al. HoningStone: Building Creative Combos With Honing Theory for a Digital Card Game , 2017, IEEE Transactions on Computational Intelligence and AI in Games.
[19] Matthew L. Ginsberg,et al. GIB: Imperfect Information in a Computationally Challenging Game , 2011, J. Artif. Intell. Res..
[20] Nathan R. Sturtevant,et al. Understanding the Success of Perfect Information Monte Carlo Sampling in Game Tree Search , 2010, AAAI.
[21] Glen Robertson,et al. A Review of Real-Time Strategy Game AI , 2014, AI Mag..
[22] Johannes Maucher,et al. Hearthstone deck-construction with a utility system , 2016, 2016 10th International Conference on Software, Knowledge, Information Management & Applications (SKIMA).
[23] Ian D. Watson,et al. Applying reinforcement learning to small scale combat in the real-time strategy game StarCraft:Broodwar , 2012, 2012 IEEE Conference on Computational Intelligence and Games (CIG).
[24] John F. Sowa,et al. Principles of semantic networks , 1991 .