Monte Carlo tree search: A review of recent modifications and applications
Abstract Monte Carlo Tree Search (MCTS) is a powerful approach to designing game-
playing bots or solving sequential decision problems. The method relies on intelligent tree …
playing bots or solving sequential decision problems. The method relies on intelligent tree …
General video game ai: A multitrack framework for evaluating agents, games, and content generation algorithms
General video game playing aims at designing an agent that is capable of playing multiple
video games with no human intervention. In 2014, the General Video Game Artificial …
video games with no human intervention. In 2014, the General Video Game Artificial …
[BOOK][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 …
Yannakakis Julian Togelius Page 2 Artificial Intelligence and Games Page 3 Georgios N …
Enhanced rolling horizon evolution algorithm with opponent model learning: Results for the fighting game AI competition
The Fighting Game AI Competition (FTGAIC) provides a challenging benchmark for two-
player video game artificial intelligence. The challenge arises from the large action space …
player video game artificial intelligence. The challenge arises from the large action space …
Rolling horizon evolution enhancements in general video game playing
Game AI literature has looked at applying various enhancements to Rolling Horizon
Evolutionary methods or creating hybrids with popular tree search methods for an improved …
Evolutionary methods or creating hybrids with popular tree search methods for an improved …
The n-tuple bandit evolutionary algorithm for game agent optimisation
This paper describes the N-Tuple Bandit Evolutionary Algorithm (NTBEA), an optimisation
algorithm developed for noisy and expensive discrete (combinatorial) optimisation …
algorithm developed for noisy and expensive discrete (combinatorial) optimisation …
[BOOK][B] General video game artificial intelligence
Research on general video game playing aims at designing agents or content generators
that can perform well in multiple video games, possibly without knowing the game in …
that can perform well in multiple video games, possibly without knowing the game in …
Using a team of general ai algorithms to assist game design and testing
General Video Game Playing (GVGP) has become a popular line of research in the past
years, leading to the existence of a wide range of general algorithms created to tackle this …
years, leading to the existence of a wide range of general algorithms created to tackle this …
Playing multiaction adversarial games: Online evolutionary planning versus tree search
We address the problem of playing turn-based multiaction adversarial games, which include
many strategy games with extremely high branching factors as players take multiple actions …
many strategy games with extremely high branching factors as players take multiple actions …
Evolutionary MCTS for multi-action adversarial games
Turn-based multi-action adversarial games are games in which each player turn consists of
a sequence of atomic actions, resulting in an extremely high branching factor. Many strategy …
a sequence of atomic actions, resulting in an extremely high branching factor. Many strategy …