Imitation learning: A survey of learning methods

A Hussein, MM Gaber, E Elyan, C Jayne - ACM Computing Surveys …, 2017 - dl.acm.org
Imitation learning techniques aim to mimic human behavior in a given task. An agent (a
learning machine) is trained to perform a task from demonstrations by learning a mapping …

[图书][B] Artificial intelligence and games

GN Yannakakis, J Togelius - 2018 - Springer
Georgios N. Yannakakis Julian Togelius Page 1 Artificial Intelligence and Games Georgios N.
Yannakakis Julian Togelius Page 2 Artificial Intelligence and Games Page 3 Georgios N …

Visualization-based analysis of gameplay data–a review of literature

G Wallner, S Kriglstein - Entertainment Computing, 2013 - Elsevier
As video games are becoming more and more complex and are reaching a broader
audience, there is an increasing interest in procedures to analyze player behavior and the …

Experience-driven procedural content generation

GN Yannakakis, J Togelius - IEEE Transactions on Affective …, 2011 - ieeexplore.ieee.org
Procedural content generation (PCG) is an increasingly important area of technology within
modern human-computer interaction (HCI) design. Personalization of user experience via …

A panorama of artificial and computational intelligence in games

GN Yannakakis, J Togelius - IEEE Transactions on …, 2014 - ieeexplore.ieee.org
This paper attempts to give a high-level overview of the field of artificial and computational
intelligence (AI/CI) in games, with particular reference to how the different core research …

Player modeling

Player modeling is the study of computational models of players in games. This includes the
detection, modeling, prediction and expression of human player characteristics which are …

Player modeling using self-organization in Tomb Raider: Underworld

A Drachen, A Canossa… - 2009 IEEE symposium on …, 2009 - ieeexplore.ieee.org
We present a study focused on constructing models of players for the major commercial title
Tomb Raider: Underworld (TRU). Emergent self-organizing maps are trained on high-level …

Imitating human playing styles in super mario bros

J Ortega, N Shaker, J Togelius, GN Yannakakis - Entertainment Computing, 2013 - Elsevier
We describe and compare several methods for generating game character controllers that
mimic the playing style of a particular human player, or of a population of human players …

Predicting player behavior in tomb raider: Underworld

T Mahlmann, A Drachen, J Togelius… - Proceedings of the …, 2010 - ieeexplore.ieee.org
This paper presents the results of an explorative study on predicting aspects of playing
behavior for the major commercial title Tomb Raider: Underworld (TRU). Various supervised …

Detection of MMORPG bots based on behavior analysis

R Thawonmas, Y Kashifuji, KT Chen - Proceedings of the 2008 …, 2008 - dl.acm.org
Game bots, ie, autoplaying game clients, are currently causing troubles to both game
publishers and bona fide players of Massively Multiplayer Online Role-Playing Games …