Hotfix release available: 2025-05-14b "Librarian". upgrade now! [56.2] (what's this?)
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New release available: 2025-05-14 "Librarian". upgrade now! [56] (what's this?)
Hotfix release available: 2024-02-06b "Kaos". upgrade now! [55.2] (what's this?)
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New release available: 2024-02-06 "Kaos". upgrade now! [55] (what's this?)
Hotfix release available: 2023-04-04b "Jack Jackrum". upgrade now! [54.2] (what's this?)
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New release candidate available: 2022-06-26 "Igor". upgrade now! [52] (what's this?)
Hotfix release available: 2020-07-29a "Hogfather". upgrade now! [51.4] (what's this?)
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Hotfix release available: 2018-04-22c "Greebo". upgrade now! [50.3] (what's this?)
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Hotfix release available: 2017-02-19g "Frusterick Manners". upgrade now! [49.7] (what's this?)
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Hotfix release available fixing CVE-2017-12979 and CVE-2017-12980: 2017-02-19d "Frusterick Manners". upgrade now! [49.4] (what's this?)
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Hotfix release available: 2016-06-26e "Elenor of Tsort". upgrade now! [48.5] (what's this?)
Hotfix release available fixing CVE-2017-12979 and CVE-2017-12980: 2016-06-26d "Elenor of Tsort". upgrade now! [48.4] (what's this?)
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Game AI Competition Portal

This is an old revision of the document!


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 & 퍼지 추론
3월 23일
3월 30일 논문발표 (2편) - 김태성 (PamBush3 논문+코드분석)
4월 6일 논문발표 (3편) - 박찬솔 (FresCBot 자료수집+코드분석)
4월 13일 제안발표
4월 20일 중간고사
4월 27일 논문발표 (2편)
5월 4일 논문발표 (1편) 한일발표 (2명)
5월 11일 논문발표 (1편), 한일발표 (2명)
5월 18일 논문발표 (1편), 한일발표 (2명)
5월 25일 논문발표 (1편)
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. 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. 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.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. 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. 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.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. 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. 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. 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. 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. PDF

Super Mario

  • J. Togelius, S. Karakovskiy, and R. Baumgarten, “The 2009 Mario AI competition,” IEEE Congress on Evolutionary Computation, 2010. 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. 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. 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. 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. 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. PDF