고급인공지능 과목 웹페이지 논문선정 방향: Competition에 직접적으로 도움이 될 수 있는 것들로 !!!! 대학원생 2편, 학부생 1편 (5명X2편+1명X1편 = 11편) 논문발표는 40분 발표 + 20분 Discussion 형태로 진행함. 한일발표는 40분 발표 + 20분 Discussion 형태로 진행함. | 날짜 | 계획 | | 3월 2일 | 강의 소개 | | 3월 9일 | 게임 컴피티션 개요 소개 | | 3월 16일 | 퍼지 {{:wiki:퍼지소개_김경중.ppt|PPT}} | | 3월 23일 | 퍼지추론 {{:wiki:퍼지추론_김경중.ppt|PPT}}, 진화연산 | | 3월 30일 | 신경망, 논문발표 (2편) - 김태성 (PamBush3 논문+코드분석), 박현수 (Turing Test for Computer Bots) | | 4월 6일 | 논문발표 (3편) - 박찬솔 (FresCBot 자료수집+코드분석), 서준호 (COBOSTAR 논문+코드분석), 윤두밈(2009 TORCS car racing championship | | 4월 13일 | 제안발표| | 4월 20일 | 중간고사 | | 4월 27일 | 논문발표 (2편) - 김태성, 박찬솔 | | 5월 4일 | 논문발표 (1편) - 윤두밈, 한일발표 (2명) - 박현수| | 5월 11일 | 논문발표 (1편) - 서준호, 윤두밈 한일발표 (2명) - 윤두밈, 서준호| | 5월 18일 | 논문발표 (1편) - 박현수, 한일발표 (2명) - 김태성| | 5월 25일 | 한일발표 (1명) - 박찬솔 | | 6월 1일 | 한일발표 (1명) - 조호철 | | 6월 8일 | 최종발표 | | 6월 15일 | 기말고사 | Car Racing * J. Quadflieg, M. Preuss, O. Kramer, and G. Rudolph, “Learning the track and planning ahead in a car racing controller,” IEEE International Conference on Computational Intelligence and Games, pp. 395-402, 2010. {{:wiki:5_.pdf|PDF}} * L. Cardamone, D. Loiacono, P. L. Lanzi, and A. P. Bardelli, “Searching for the optimal racing line using genetic algorithms,” IEEE International Conference on Computational Intelligence and Games, pp. 388-394, 2010. {{:wiki:6_.pdf|PDF}} * M. Kemmerling, and M. Preuss, “Automatic adaptation to generated content via car setup optimization in TORCS,” IEEE International Conference on Computational Intelligence and Games, pp. 131-138, 2010.{{:wiki:8_.pdf|PDF}} * D. Loiacono et al. “The 2009 simulated car racing championship,” IEEE Transactions on Computational Intelligence and AI in Games, vol. 2, no. 2, pp. 131-147, 2010. {{:wiki:12_the_2009_simulated_car_racing_championship.pdf|PDF}} * M. V. Butz and T. D. Lonneker, “Optimized sensory-motor couplings plus strategy extensions for the TORCS car racing challenge,” IEEE Symposium on Computational Intelligence and Games, pp. 317-324, 2009. {{:wiki:14_optimized_sensory-motor_couplings_plus_strategy_extensions_for_the_torcs_car_racing_challenge.pdf|PDF}} * E. Onieva, D. A. Pelta, J. Alonso, V. Milanes, and J. Perez, “A modular parametric architecture for the TORCS racing engine,” IEEE Symposium on Computational Intelligence and Games, pp. 256-262, 2009.{{:wiki:15_modular_parametric_architecture_for_the_torcs_racing_engine.pdf|PDF}} * D. Perez, G. Recio, Y. Saez, and P. Isasi, “Evolving a fuzzy controller for a car racing competition,” IEEE Symposium on Computational Intelligence and Games, pp. 263-270, 2009. {{:wiki:16_evolving_a_fuzzy_controller_for_a_car_racing_competition.pdf|PDF}} * L. Cardamone, D. Loiacono, and P. L. Lanzi, “Evolving competitive car controllers for racing games with neuroevolution,” Proceedings of the Annual Conference on Genetic and Evolutionary Computation, pp. 1179-1186, 2009. {{:wiki:18_evolving_competitive_car_controllers_for_racing_games_with_neuroevolution.pdf|PDF}} Ms Pac-Man * N. Bell, X. Fang, R. Hughes, G. Kendall, and E. O’Reilly, and S. Qiu, “Ghost detection and other innovations for Ms. Pac-Man,” IEEE International Conference on Computational Intelligence and Games, pp. 465-472, 2010. {{:wiki:64_cig10_058cp_120.pdf|PDF}} * M. Emilio, M. Moises, R. Gustavo, and S. Yago, “Pac-mAnt: Optimization based on ant colonies applied to developing an agent for Ms. Pac-Man,” IEEE International Conference on Computational Intelligence and Games, pp. 458-464, 2010. {{:wiki:65_cig10_057cp_113.pdf|PDF}} * R. Thawonmas, and T. Ashida, “Evolution strategy for optimizing parameters in Ms Pac-Man controller ICE Pambush 3,” IEEE International Conference on Computational Intelligence and Games, pp. 235-240, 2010. {{:wiki:66_cig10_030_107.pdf|PDF}} Super Mario * J. Togelius, S. Karakovskiy, and R. Baumgarten, “The 2009 Mario AI competition,” IEEE Congress on Evolutionary Computation, 2010. {{:wiki:59_the_2009_mario_ai_competition.pdf|PDF}} * S. Bojarski, and C. B. Congdon, “REALM: A rule-based evolutionary computation agent that learns to play Mario,” IEEE International Conference on Computational Intelligence and Games, pp. 83-90, 2010. {{:wiki:60_cig10_011cp_125.pdf|PDF}} * P. Mawhorter, and M. Mateas, “Procedural level generation using occupancy-regulated extension,” IEEE International Conference on Computational Intelligence and Games, pp. 351-358, 2010. {{:wiki:61_cig10_043cp2_115.pdf|PDF}} Unreal Tournament * P. Hingston, “A Turing Test for computer game bots,” IEEE Transactions on Computational Intelligence and AI in Games, vol. 1, no. 3, pp. 169-186, 2009. {{:wiki:52_a_turing_test_for_computer_game_bots.pdf|PDF}} * D. Wang, B. Subagdja, A.-H. Tan and G.-W. Ng, “Creating human-like autonomous players in real-time first person shooter computer games,” Proceedings of the Twenty-First Annual Conference on Innovative Applications of Artificial Intelligence, 2009. {{:wiki:53_creating_human-like_autonomous_players_iaai_09.pdf|PDF}} * D. Hirono, and R. Thawonmas, “Implementation of a human-like bot in a first person shooter: Second place bot at BotPrize 2008,” CD-ROM Proc. Of ASIA Simulation Conference, 2009. {{:wiki:54_implementation_of_a_human-like_bot_in_a_first_person_shooter-second_place_bot_at_botprize_2008.pdf|PDF}}