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Specialization of a UCT-Based General Game Playing Program to Single-Player GamesDiscovering Multimodal Behavior in Ms. Pac-Man through Evolution of Modular Neural Networks.A Survey of Real-Time Strategy Game AI Research and Competition in StarCraftGood Machine Performance in Turing's Imitation GameEvolutionary Design of FreeCell SolversGames, Gameplay, and BCI: The State of the ArtThe Computational Intelligence of MoGo Revealed in Taiwan's Computer Go TournamentsReal-Time Monte Carlo Tree Search in Ms Pac-ManBenchmarks for Grid-Based PathfindingA Survey of Monte Carlo Tree Search MethodsIntentionality and Conflict in The Best Laid Plans Interactive Narrative Virtual EnvironmentAn Analytic and Psychometric Evaluation of Dynamic Game Adaption for Increasing Session-Level Retention in Casual GamesSuspenser: A Story Generation System for SuspenseCinematic Visual Discourse: Representation, Generation, and EvaluationA Computational Model of Plan-Based Narrative Conflict at the Fabula LevelGuest Editorial: Computational Narrative and GamesA Computational Model of Narrative Generation for Surprise ArousalLessons on Using Computationally Generated Influence for Shaping Narrative ExperiencesA Supervised Learning Framework for Modeling Director Agent Strategies in Educational Interactive NarrativeAutomatic Generation of Game Level Solutions as StoryboardsMonte Carlo Tree Search for Collaboration Control of Ghosts in Ms. Pac-ManExperience-Driven Procedural Music Generation for GamesChurn Prediction in Online Games Using Players’ Login Records: A Frequency Analysis ApproachClustering Game Behavior DataThe Age of AnalyticsLearning-Based Procedural Content GenerationThinking Penguin: Multimodal Brain–Computer Interface Control of a VR GameOn Learning From Game AnnotationsUsing Behavior Objects to Manage Complexity in Virtual WorldsBackward Induction and Repeated Games With Strategy Constraints: An Inspiration From the Surprise Exam ParadoxIntroducing Individual and Social Learning Into Evolutionary CheckersA Panorama of Artificial and Computational Intelligence in GamesCrowdsourcing the Aesthetics of Platform GamesAdapting Models of Visual Aesthetics for Personalized Content CreationGuest Editorial: Special Issue on Computational Aesthetics in GamesSearch-Based Procedural Content Generation: A Taxonomy and SurveyThe 2010 Mario AI Championship: Level Generation TrackModeling Player Experience for Content CreationReal-Time Game Adaptation for Optimizing Player SatisfactionIntelligent Game Engine for Rehabilitation (IGER)
P1433
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P1433
description
journal
@en
revista científica
@es
rivista scientifica
@it
wetenschappelijk tijdschrift van Institute of Electrical and Electronics Engineers
@nl
wissenschaftliche Fachzeitschrift
@de
name
IEEE Transactions on Computational Intelligence and AI in Games
@nl
IEEE Transactions on Games
@ast
IEEE Transactions on Games
@en
IEEE Transactions on Games
@es
IEEE Transactions on Games
@it
type
label
IEEE Transactions on Computational Intelligence and AI in Games
@nl
IEEE Transactions on Games
@ast
IEEE Transactions on Games
@en
IEEE Transactions on Games
@es
IEEE Transactions on Games
@it
altLabel
IEEE Transactions on Computational Intelligence and AI in Games
@en
prefLabel
IEEE Transactions on Computational Intelligence and AI in Games
@nl
IEEE Transactions on Games
@ast
IEEE Transactions on Games
@en
IEEE Transactions on Games
@es
IEEE Transactions on Games
@it
P98
P3181
P1055
P1058
P1156
19700177025
P1250
P1476
IEEE Transactions on Games
@en
P236
P3181
P407
P571
2009-01-01T00:00:00Z