Toward an understanding of flow in video games
In the domain of computer games, research into the interaction between player and game
has centred on'enjoyment', often drawing in particular on optimal experience research and …
has centred on'enjoyment', often drawing in particular on optimal experience research and …
A survey of opponent modeling in adversarial domains
S Nashed, S Zilberstein - Journal of Artificial Intelligence Research, 2022 - jair.org
Opponent modeling is the ability to use prior knowledge and observations in order to predict
the behavior of an opponent. This survey presents a comprehensive overview of existing …
the behavior of an opponent. This survey presents a comprehensive overview of existing …
[PDF][PDF] Monte-carlo tree search
GMJBC Chaslot - 2010 - cris.maastrichtuniversity.nl
This thesis studies the use of Monte-Carlo simulations for tree-search problems. The Monte-
Carlo technique we investigate is Monte-Carlo Tree Search (MCTS). It is a best-first search …
Carlo technique we investigate is Monte-Carlo Tree Search (MCTS). It is a best-first search …
Player behavioural modelling for video games
Player behavioural modelling has grown from a means to improve the playing strength of
computer programs that play classic games (eg, chess), to a means for impacting the player …
computer programs that play classic games (eg, chess), to a means for impacting the player …
Generating missions and spaces for adaptable play experiences
J Dormans, S Bakkes - … on Computational Intelligence and AI in …, 2011 - ieeexplore.ieee.org
This paper investigates strategies to generate levels for action-adventure games. For this
genre, level design is more critical than for rule-driven genres such as simulation or rogue …
genre, level design is more critical than for rule-driven genres such as simulation or rogue …
Opponent modelling for case-based adaptive game AI
In previous work we introduced a novel approach to adaptive game AI that was focussed on
the rapid and reliable adaptation to game circumstances. We named the approach 'case …
the rapid and reliable adaptation to game circumstances. We named the approach 'case …
Player modeling in Civilization IV
P Spronck, F Den Teuling - Proceedings of the AAAI Conference on …, 2010 - ojs.aaai.org
This research aims at building a preference-based player model of Civilization IV players.
Our model incorporates attributes which are defined for AI players. We use a sequential …
Our model incorporates attributes which are defined for AI players. We use a sequential …
Learning to bid in bridge
A Amit, S Markovitch - Machine Learning, 2006 - Springer
Bridge bidding is considered to be one of the most difficult problems for game-playing
programs. It involves four agents rather than two, including a cooperative agent. In addition …
programs. It involves four agents rather than two, including a cooperative agent. In addition …
[PDF][PDF] Opponent modelling and search in poker
TC Schauenberg - 2006 - era.library.ualberta.ca
Poker is a challenging domain that contains both elements of chance and imperfect infor
mation. Though progress has been made in the domain, there is still one major stumbling …
mation. Though progress has been made in the domain, there is still one major stumbling …
[PDF][PDF] AI techniques for the game of Go
E Van Der Werf - 2004 - cris.maastrichtuniversity.nl
The thesis describes our research results and the development of new AI techniques that
improve the strength of Go programs. In chapter 1, we provide some general background …
improve the strength of Go programs. In chapter 1, we provide some general background …