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GECCO
2004
Springer
101views Optimization» more  GECCO 2004»
15 years 2 months ago
Trap Avoidance in Strategic Computer Game Playing with Case Injected Genetic Algorithms
Abstract. We use case injected genetic algorithms to learn to competently play computer strategy games. Such games are characterized by player decision in anticipation of opponent ...
Chris Miles, Sushil J. Louis, Rich Drewes
SIGCSE
1998
ACM
115views Education» more  SIGCSE 1998»
15 years 1 months ago
Chance-It: an object-oriented capstone project for CS-1
Most people enjoy playing games. Most CS-1 students will enjoy a final project that involves computational game-playing. Chance-It is a simple two-person dice game with many possi...
Joel C. Adams
EWCBR
2008
Springer
14 years 11 months ago
Real-Time Plan Adaptation for Case-Based Planning in Real-Time Strategy Games
Abstract. Case-based planning (CBP) is based on reusing past successful plans for solving new problems. CBP is particularly useful in environments where the large amount of time re...
Neha Sugandh, Santiago Ontañón, Ashw...
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GECCO
2009
Springer
124views Optimization» more  GECCO 2009»
15 years 2 months ago
Reinforcement learning for games: failures and successes
We apply CMA-ES, an evolution strategy with covariance matrix adaptation, and TDL (Temporal Difference Learning) to reinforcement learning tasks. In both cases these algorithms se...
Wolfgang Konen, Thomas Bartz-Beielstein
ICANN
2005
Springer
15 years 3 months ago
Evolution of Heuristics for Give-Away Checkers
The efficacy of two evolutionary approaches to the problem of generation of heuristical linear and non-linear evaluation functions in the game of give-away checkers is tested in th...
Magdalena Kusiak, Karol Waledzik, Jacek Mandziuk