Hearthstone deck-construction with a utility system
暂无分享,去创建一个
[1] 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.
[2] David Kirsh,et al. A Corpus Analysis of Strategy Video Game Play in Starcraft: Brood War , 2011, CogSci.
[3] Elie Bursztein,et al. I am a legend: hacking hearthstone with machine learning , 2014 .
[4] Miguel Nussbaum,et al. A Model to Support the Design of Multiplayer Games , 2000, Presence: Teleoperators & Virtual Environments.
[5] Emilio Arnieri,et al. Support Vector Regression Machines to Evaluate Resonant Frequency of Elliptic Substrate Integrate Waveguide Resonators , 2008 .
[6] Georgios N. Yannakakis. Game AI revisited , 2012, CF '12.
[7] John Krumm,et al. Object recognition with color cooccurrence histograms , 1999, Proceedings. 1999 IEEE Computer Society Conference on Computer Vision and Pattern Recognition (Cat. No PR00149).
[8] Michael Buro,et al. Call for AI Research in RTS Games , 2004 .
[9] Alexander J. Smola,et al. Support Vector Regression Machines , 1996, NIPS.
[10] 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.
[11] J. Ross Quinlan,et al. Induction of Decision Trees , 1986, Machine Learning.
[12] Michael Buro,et al. RTS Games as Test-Bed for Real-Time AI Research , 2003 .
[13] Juho Hamari,et al. Free-to-Play Games: Professionals’ Perspectives , 2014 .
[14] Esko Vankka,et al. Free-to-Play Games: Professionals' Perceptions , 2014 .