Toward an understanding of flow in video games

B Cowley, D Charles, M Black, R Hickey - Computers in Entertainment …, 2008 - dl.acm.org
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 …

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 …

[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 …

Player behavioural modelling for video games

SCJ Bakkes, PHM Spronck, G van Lankveld - Entertainment Computing, 2012 - Elsevier
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 …

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 …

Opponent modelling for case-based adaptive game AI

SCJ Bakkes, PHM Spronck, HJ Van Den Herik - Entertainment Computing, 2009 - Elsevier
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 …

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 …

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 …

[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 …

[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 …