Sciweavers

CIG
2005
IEEE
13 years 10 months ago
Similarity-based Opponent Modelling using Imperfect Domain Theories
Abstract- This paper proposes a similarity-based approach for opponent modelling in multi-agent games. The classification accuracy is increased by adding derived attributes from i...
Timo Steffens
CIG
2005
IEEE
13 years 10 months ago
Nannon: A Nano Backgammon for Machine Learning Research
A newly designed game is introduced, which feels like Backgammon, but has a simplified rule set. Unlike earlier attempts at simplifying the game, Nannon maintains enough features a...
Jordan B. Pollack
CIG
2005
IEEE
13 years 10 months ago
Case-Injection Improves Response Time for a Real-Time Strategy Game
We present a case-injected genetic algorithm player for Strike Ops, a real-time strategy game. Such strategy games are fundamentally resource allocation optimization problems and o...
Chris Miles, Sushil J. Louis
CIG
2005
IEEE
13 years 10 months ago
Co-evolutionary Strategies for an Alternating-Offer Bargaining Problem
Abstract- In this paper, we apply an Evolutionary Algorithm (EA) to solve the Rubinstein’s Basic AlternatingOffer Bargaining Problem, and compare our experimental results with it...
Nanlin Jin, Edward P. K. Tsang
CIG
2005
IEEE
13 years 10 months ago
Synchronous and Asynchronous Network Evolution in a Population of Stubborn Prisoners
— We study by computer simulation a population of individuals playing the prisoner’s dilemma game. Each player has an invariable strategy (cooperate or defect) but the network ...
Leslie Luthi, Mario Giacobini, Marco Tomassini
CIG
2005
IEEE
13 years 10 months ago
Coevolution in Hierarchical AI for Strategy Games
Real-Time Strategy games present an interesting problem domain for Artificial Intelligence research. We review current approaches to developing AI systems for such games, noting th...
Daniel Livingstone
CIG
2005
IEEE
13 years 10 months ago
How to Protect Peer-to-Peer Online Games from Cheats
Abstract- Recently, P2P (peer-to-peer) online game systems have attracted a great deal of public attention. They work without central servers, thus, the maintenance and organizatio...
Haruhiro Yoshimoto, Rie Shigetomi, Hideki Imai
CIG
2005
IEEE
13 years 10 months ago
Combining Tactical Search and Monte-Carlo in the Game of Go
We present a way to integrate search and Monte-Carlo methods in the game of Go. Our program uses search to find the status of tactical goals, builds groups, selects interesting go...
Tristan Cazenave, Bernard Helmstetter
CIG
2005
IEEE
13 years 10 months ago
Pared-down Poker: Cutting to the Core of Command and Control
Poker poses cognitive challenges like those of warfare, business and other real world domains. This makes poker a good test bed for basic research on how people make Command and Co...
Kevin Burns
CIG
2005
IEEE
13 years 10 months ago
Utile Coordination: Learning Interdependencies Among Cooperative Agents
AbstractWe describe Utile Coordination, an algorithm that allows a multiagent system to learn where and how to coordinate. The method starts with uncoordinated learners and maintai...
Jelle R. Kok, Pieter Jan't Hoen, Bram Bakker, Niko...