Performance Evaluation Gaps in a Real-Time Strategy Game Between Human and Artificial Intelligence Players
暂无分享,去创建一个
Kyung-Joong Kim | Anind K. Dey | Seungjun Kim | Man-Je Kim | A. Dey | Seungjun Kim | Kyung-Joong Kim | Man-Je Kim
[1] Julian Togelius,et al. General Video Game AI: Competition, Challenges and Opportunities , 2016, AAAI.
[2] Julian Togelius,et al. How to Run a Successful Game-Based AI Competition , 2016, IEEE Transactions on Computational Intelligence and AI in Games.
[3] Gifford Cheung,et al. Starcraft from the stands: understanding the game spectator , 2011, CHI.
[4] Julian Togelius,et al. AI-based Game Design Patterns , 2015, FDG.
[5] Julian Togelius,et al. The 2009 Simulated Car Racing Championship , 2010, IEEE Transactions on Computational Intelligence and AI in Games.
[6] Philip Hingston,et al. A Turing Test for Computer Game Bots , 2009, IEEE Transactions on Computational Intelligence and AI in Games.
[7] Glen Robertson,et al. A Review of Real-Time Strategy Game AI , 2014, AI Mag..
[8] Ian Millington,et al. Artificial Intelligence for Games , 2006, The Morgan Kaufmann series in interactive 3D technology.
[9] C. Martin. 2015 , 2015, Les 25 ans de l’OMC: Une rétrospective en photos.
[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] Julian Togelius,et al. The 2010 Mario AI Championship: Level Generation Track , 2011, IEEE Transactions on Computational Intelligence and AI in Games.
[12] Mark O. Riedl,et al. AI for game production , 2013, 2013 IEEE Conference on Computational Inteligence in Games (CIG).