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» Strategy Acquisition for the Game
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117
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GAMEON
2008
15 years 2 months ago
HACCS: A Hierarchical Approach to Continuum Crowd Simulation
g the Fitness Landscape of an Abstract Real-Time Strategy Game David Keaveney and Colm O'Riordan ............................................................... 51
Christopher Mitchell Deeb, Xin Li
86
Voted
ATAL
2010
Springer
15 years 1 months ago
High-level reinforcement learning in strategy games
Video games provide a rich testbed for artificial intelligence methods. In particular, creating automated opponents that perform well in strategy games is a difficult task. For in...
Christopher Amato, Guy Shani
100
Voted
GAMEON
2007
15 years 2 months ago
Map-Adaptive Artificial Intelligence for Video Games
This paper proposes an approach to automatically adapt game AI to the environment of the game (i.e., the socalled map). In the approach, a particular map is first analysed for sp...
Laurens van der Blom, Sander Bakkes, Pieter Spronc...
DIGRA
2005
Springer
15 years 6 months ago
Narrative Structure in Trans-Reality Role-Playing Games: Integrating Story Construction from Live Action, Table Top and Computer
Trans-reality role-playing games are conceived of as a form of role-playing game evolving from and integrating established table-top, live-action and computer-based role-playing f...
Craig A. Lindley, Mirjam Eladhari
118
Voted
CAV
2009
Springer
168views Hardware» more  CAV 2009»
15 years 7 months ago
Games through Nested Fixpoints
In this paper we consider two-player zero-sum payoff games on finite graphs, both in the deterministic as well as in the stochastic setting. In the deterministic setting, we consi...
Thomas Gawlitza, Helmut Seidl