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Predictive Models and Monte Carlo Tree Search: A Pipeline for Believable Agents.

, and . CoG, page 1-4. IEEE, (2023)

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Studying General Agents in Video Games from the Perspective of Player Experience., , , and . AIIDE, page 217-223. AAAI Press, (2020)Tribes: A New Turn-Based Strategy Game for AI Research., , , , and . AIIDE, page 252-258. AAAI Press, (2020)General video game playing escapes the no free lunch theorem., , and . CIG, page 17-24. IEEE, (2017)PyTAG: Challenges and Opportunities for Reinforcement Learning in Tabletop Games., , , , , and . CoG, page 1-8. IEEE, (2023)Modeling Player Experience with the N-Tuple Bandit Evolutionary Algorithm., , and . AIIDE, page 180-186. AAAI Press, (2018)Predictive Models and Monte Carlo Tree Search: A Pipeline for Believable Agents., and . CoG, page 1-4. IEEE, (2023)What Are You Looking At? Team Fight Prediction Through Player Camera., , , , , , , , , and 4 other author(s). CoG, page 1-8. IEEE, (2021)Generating Diverse and Competitive Play-Styles for Strategy Games., , , , , and . CoG, page 1-8. IEEE, (2021)Tackling Sparse Rewards in Real-Time Games with Statistical Forward Planning Methods., , and . AAAI, page 1691-1698. AAAI Press, (2019)TotalBotWar: An Innovative AI Challenge and Competition for Pseudo Real-time Multi-action games., , , , and . CEV, volume 3599 of CEUR Workshop Proceedings, CEUR-WS.org, (2023)