Game-independent AI agents for playing Atari 2600 console games
暂无分享,去创建一个
[1] David E. Wilkins,et al. Domain-Independent Planning: Representation and Plan Generation , 1984, Artif. Intell..
[2] Berthold K. P. Horn. Robot vision , 1986, MIT electrical engineering and computer science series.
[3] Robert A. Jacobs,et al. Increased rates of convergence through learning rate adaptation , 1987, Neural Networks.
[4] Richard E. Korf,et al. Real-Time Heuristic Search , 1990, Artif. Intell..
[5] Richard S. Sutton,et al. Adapting Bias by Gradient Descent: An Incremental Version of Delta-Bar-Delta , 1992, AAAI.
[6] Gerald Tesauro,et al. TD-Gammon, a Self-Teaching Backgammon Program, Achieves Master-Level Play , 1994, Neural Computation.
[7] Preben Alstrøm,et al. Learning to Drive a Bicycle Using Reinforcement Learning and Shaping , 1998, ICML.
[8] John E. Laird,et al. Human-Level AI's Killer Application: Interactive Computer Games , 2000, AI Mag..
[9] Murray Campbell,et al. Deep Blue , 2002, Artif. Intell..
[10] Gerald Tesauro,et al. Programming backgammon using self-teaching neural nets , 2002, Artif. Intell..
[11] Jean Ponce,et al. Computer Vision: A Modern Approach , 2002 .
[12] Gerald DeJong,et al. The Influence of Reward on the Speed of Reinforcement Learning: An Analysis of Shaping , 2003, ICML.
[13] James G. Conley,et al. Use of a Game Over: Emulation and the Video Game Industry, A White Paper , 2004 .
[14] Michael Buro,et al. Call for AI Research in RTS Games , 2004 .
[15] Marc J. V. Ponsen,et al. Improving Adaptive Game Ai with Evolutionary Learning , 2004 .
[16] Robert Givan,et al. Relational Reinforcement Learning: An Overview , 2004, ICML 2004.
[17] Peter Stone,et al. Reinforcement Learning for RoboCup Soccer Keepaway , 2005, Adapt. Behav..
[18] Patrik Haslum,et al. New Admissible Heuristics for Domain-Independent Planning , 2005, AAAI.
[19] Michael R. Genesereth,et al. General Game Playing: Overview of the AAAI Competition , 2005, AI Mag..
[20] Jonathan Schaeffer,et al. Monte Carlo Planning in RTS Games , 2005, CIG.
[21] Jonathan Schaeffer,et al. Solving Checkers , 2005, IJCAI.
[22] Eric O. Postma,et al. Adaptive game AI with dynamic scripting , 2006, Machine Learning.
[23] M. Shah,et al. Object tracking: A survey , 2006, CSUR.
[24] P.H.M. Spronck,et al. Towards relational hierarchical reinforcement learning in computer games , 2007 .
[25] Hector Muñoz-Avila,et al. RETALIATE: Learning Winning Policies in First-Person Shooter Games , 2007, AAAI.
[26] M. Loth,et al. Sparse Temporal Difference Learning Using LASSO , 2007, 2007 IEEE International Symposium on Approximate Dynamic Programming and Reinforcement Learning.
[27] Richard Alan Peters,et al. Reinforcement Learning with a Supervisor for a Mobile Robot in a Real-world Environment , 2007, 2007 International Symposium on Computational Intelligence in Robotics and Automation.
[28] Sylvain Gelly,et al. Modifications of UCT and sequence-like simulations for Monte-Carlo Go , 2007, 2007 IEEE Symposium on Computational Intelligence and Games.
[29] Duane Szafron,et al. Agent Learning using Action-Dependent Learning Rates in Computer Role-Playing Games , 2008, AIIDE.
[30] Andre Cohen,et al. An object-oriented representation for efficient reinforcement learning , 2008, ICML '08.
[31] Richard S. Sutton,et al. Sample-based learning and search with permanent and transient memories , 2008, ICML '08.
[32] David Wettergreen,et al. Control strategies for a multi-legged hopping robot , 2008, 2008 IEEE/RSJ International Conference on Intelligent Robots and Systems.
[33] Marcus Gallagher,et al. Learning to be a Bot: Reinforcement Learning in Shooter Games , 2008, AIIDE.
[34] Alan Fern,et al. UCT for Tactical Assault Planning in Real-Time Strategy Games , 2009, IJCAI.
[35] Shie Mannor,et al. Regularized Fitted Q-Iteration for planning in continuous-space Markovian decision problems , 2009, 2009 American Control Conference.
[36] Simon M. Lucas,et al. Computational Intelligence and AI in Games: A New IEEE Transactions , 2009, IEEE Transactions on Computational Intelligence and AI in Games.
[37] J. Schaeffer,et al. Comparing UCT versus CFR in Simultaneous Games , 2009 .
[38] Kevin Waugh,et al. A demonstration of the Polaris poker system , 2009, AAMAS.
[39] Nick Montfort,et al. Racing the Beam: The Atari Video Computer System , 2009 .
[40] James E. Clune,et al. Heuristic Evaluation Functions for General Game Playing , 2007, KI - Künstliche Intelligenz.