TGames - volume 10 - 2018 论文列表 |
点击这里查看 IEEE Transactions on Games 的JCR分区、影响因子等信息 |
Jr-Chang Chen Gang-Yu Fan Hung-Jui Chang Tsan-sheng Hsu
Learning to Navigate Through Complex Dynamic Environment With Modular Deep Reinforcement Learning.Yuanda Wang Haibo He Changyin Sun
Exploration in Continuous Control Tasks via Continually Parameterized Skills.Michael Dann Fabio Zambetta John Thangarajah
Multilabeled Value Networks for Computer Go.Ti-Rong Wu I-Chen Wu Guan-Wun Chen Ting-Han Wei Hung-Chun Wu Tung-Yi Lai Li-Cheng Lan
Automatic Bridge Bidding Using Deep Reinforcement Learning.Chih-Kuan Yeh Cheng-Yu Hsieh Hsuan-Tien Lin
Learning to Play Othello With Deep Neural Networks.Pawel Liskowski Wojciech Jaskowski Krzysztof Krawiec
Can Deep Networks Learn to Play by the Rules? A Case Study on Nine Men's Morris.Federico Chesani Andrea Galassi Marco Lippi Paola Mello
Move Prediction Using Deep Convolutional Neural Networks in Hex. Guest Editorial Special Issue on Deep/Reinforcement Learning and Games.Stefano Di Palma Pier Luca Lanzi
Tanager: A Generator of Feasible and Engaging Levels forAngry Birds.Lucas N. Ferreira Claudio Fabiano Motta Toledo
Multimodal Student Engagement Recognition in Prosocial Games.Athanasios Psaltis Konstantinos C. Apostolakis Kosmas Dimitropoulos Petros Daras
Playing Multiaction Adversarial Games: Online Evolutionary Planning Versus Tree Search.Niels Justesen Tobias Mahlmann Sebastian Risi Julian Togelius
Procedural Generation of Game Maps With Human-in-the-Loop Algorithms.Levi H. S. Lelis Willian M. P. Reis Ya'akov Gal
Procedural Content Generation via Machine Learning (PCGML).Adam Summerville Sam Snodgrass Matthew Guzdial Christoffer Holmgård Amy K. Hoover Aaron Isaksen Andy Nealen Julian Togelius
Pac-ManConquers Academia: Two Decades of Research Using a Classic Arcade Game.Philipp Rohlfshagen Jialin Liu Diego Perez Liebana Simon M. Lucas
Cédric Leboucher Hyo-Sang Shin Rachid Chelouah Stéphane Le Ménec Patrick Siarry Mathias Formoso Antonios Tsourdos Alexandre Kotenkoff
The 2016 Two-Player GVGAI Competition.Raluca D. Gaina Adrien Couëtoux Dennis J. N. J. Soemers Mark H. M. Winands Tom Vodopivec Florian Kirchgeßner Jialin Liu Simon M. Lucas Diego Pérez-Liébana
Discovering Agent Behaviors Through Code Reuse: Examples From Half-Field Offense and Ms. Pac-Man.Stephen Kelly Malcolm I. Heywood
Exploring Game Space of Minimal Action Games via Parameter Tuning and Survival Analysis.Aaron Isaksen Daniel Gopstein Julian Togelius Andy Nealen
HearthBot: An Autonomous Agent Based on Fuzzy ART Adaptive Neural Networks for the Digital Collectible Card Game HearthStone.Alysson Ribeiro Da Silva Luís Fabrício Wanderley Góes
Learning Constructive Primitives for Real-Time Dynamic Difficulty Adjustment in Super Mario Bros. Belief-State Monte Carlo Tree Search for Phantom Go.Jiao Wang Tan Zhu Hongye Li Chu-Hsuan Hsueh I-Chen Wu
Playtime Measurement With Survival Analysis.Markus Viljanen Antti Airola Jukka Heikkonen Tapio Pahikkala
Symbolic Reasoning for Hearthstone.Andreas Stiegler Keshav P. Dahal Johannes Maucher Daniel Jack Livingstone
Michael Dann Fabio Zambetta John Thangarajah
Predicting Students' Decisions in a Training Simulation: A Novel Application of TrueSkill.Christopher Kawatsu Robert C. Hubal Robert Marinier
Learning Options From Demonstrations: APac-ManCase Study.Marco Tamassia Fabio Zambetta William L. Raffe Florian Mueller Xiaodong Li
Informed Hybrid Game Tree Search for General Video Game Playing.Tobias Joppen Miriam Ulrike Moneke Nils Schröder Christian Wirth Johannes Fürnkranz
Game Tree Search Based on Nondeterministic Action Scripts in Real-Time Strategy Games.Nicolas A. Barriga Marius Stanescu Michael Buro
Multiagent Inverse Reinforcement Learning for Two-Person Zero-Sum Games.Xiaomin Lin Peter A. Beling Randy Cogill
Authoring Adaptive Game World Generation.Ricardo Lopes Elmar Eisemann Rafael Bidarra
Combat Models for RTS Games.Alberto Uriarte Santiago Ontañón
Learning to Extract Action Descriptions From Narrative Text.Oswaldo Ludwig Quynh Ngoc Thi Do Cameron G. Smith Marc Cavazza Marie-Francine Moens
Mastering 2048 With Delayed Temporal Coherence Learning, Multistage Weight Promotion, Redundant Encoding, and Carousel Shaping. IEEE Transactions on Games: A Leading Journal for Games Research.