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Skill-based Mission Generation: A Data-driven Temporal Player Modeling Approach.

, , , and . PCG@FDG, page 6:1-6:8. ACM, (2012)

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Adaptation of Hierarchical Task Network Plans, , , and . PROCEEDINGS OF THE TWENTIETH FLAIRS INTERNATIONAL CONFERENCE (FLAIRS-07), page 429--434. AAAI Press, (2007)Imitating Inscrutable Enemies: Learning from Stochastic Policy Observation, Retrieval and Reuse., , , and . ICCBR, volume 6176 of Lecture Notes in Computer Science, page 126-140. Springer, (2010)RETALIATE: Learning Winning Policies in First-Person Shooter Games., , and . AAAI, page 1801-1806. AAAI Press, (2007)Recognizing the Enemy: Combining Reinforcement Learning with Strategy Selection Using Case-Based Reasoning., , , and . ECCBR, volume 5239 of Lecture Notes in Computer Science, page 59-73. Springer, (2008)Discovering Feature Weights for Feature-based Indexing of Q-tables., , , and . ECCBR Workshops, page 131-142. (2008)Toward Autonomous Crowd-Powered Creation of Interactive Narratives., , and . INT@AIIDE, volume WS-12-14 of AAAI Technical Report, AAAI Press, (2012)Adaptation versus Retrieval Trade-Off Revisited: An Analysis of Boundary Conditions., and . ICCBR, volume 5650 of Lecture Notes in Computer Science, page 180-194. Springer, (2009)Stratagus: An Open-Source Game Engine for Research in Real-Time Strategy Games, , , , and . Papers from the IJCAI Workshop on Reasoning Representation and Learning in Computer Games, (2005)Skill-based Mission Generation: A Data-driven Temporal Player Modeling Approach., , , and . PCG@FDG, page 6:1-6:8. ACM, (2012)HuManIC: human machine interpretive control., , and . IUI Companion, page 97-98. ACM, (2019)